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 corebook adapts DELTA GREEN: THE ROLE-PLAYING 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 favorite 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.

Buy the regular edition

Buy the limited edition

Buy the PDF

Related Links

Stock #:PELGDG01 Author: Kenneth Hite
Artists: Jen McCleary, Gislaine Avila, Nyra Drakae, Kennedy C. Garza, Melissa Gay, Quintin Gleim, Jérôme Huguenin, David Lewis Johnson, Erika Leveque, Anthony Moravian, Ernanda Souza, and Karolina Węgrzyn Format: 368-page, two-color, smythe-sewn hardback

 

“Fly the ocean in a silver plane
See the jungle when it’s wet with rain
Just remember till you’re home again
You belong to me.
I’ll be so alone without you
Maybe you’ll be lonesome too, and blue.”

— Jo Stafford, “You Belong to Me” (1963 cover version)

In March 1952, U.S. Air Force General Charles P. Cabell established Project BLUE BOOK, tasking its commander Captain Edward J. Ruppelt with investigation of the UFO phenomenon. BLUE BOOK was meant to collate, investigate, and analyze UFO sightings and encounters, but not to theorize about the nature or origin of the UFOs themselves. In February 1953, the USAF issued AF Regulation 200-2: USAF personnel may only discuss UFO cases if they have been resolved; unresolved cases receive a Classified security rating.

Your Agent team. (Before the burning.)

General Nathan Twining (commander of Air Materiel Command during the Roswell crash; Air Force Chief of Staff 1953-1957; Chairman of the Joint Chiefs of Staff 1957-1960) removed unsolved UFO cases with a higher potential classification (those with national security implications or touching on intelligence operations) from BLUE BOOK entirely, to the 4602nd Air Intelligence Squadron — a.k.a. Project MOON DUST, which is to say, MAJESTIC-12. (After some bureaucratic convolutions, the 4602nd AISS becomes the 1127th Field Activities Group in 1960.) Twining thus de-fanged BLUE BOOK almost before it got started, reducing it to a mere public relations office.

Or did he? If Twining was in fact on the DELTA GREEN ExComm (FoDG, p. 164) he may have run a double bluff. BLUE BOOK still gets huge tranches of UFO data, including the first reports of cases transferred to MOON DUST. Not even MAJESTIC knows which UFO reports might turn out to be Unnatural cases, so BLUE BOOK often has a 24- or even 48-hour jump on them. Although infiltrating program assets into MOON DUST itself remains very risky, MAJESTIC depends on the Air Force and its Foreign Technology Division (FTD) to support its operations — and DELTA GREEN can still get agents into the MOON DUST support system. MOON DUST itself falls under ACS/I (Air Force Assistant Chief of Staff/Intelligence); use AFOSI Investigators (FoDG, p. 030) for program Agents in ACS/I. The program (and the Handler) can easily second FTD assets to BLUE BOOK work, either as a contrived punishment or in response to angry accusations of UFO coverups.

BLUE BOOK operates under the remit of the FTD, based out of Wright-Patterson AFB near Dayton, Ohio. The BLUE BOOK staff remains relatively small (roughly the size of the player group, as it happens), although every Air Force base has a designated BLUE BOOK officer to channel reports and to liaise with analysts and investigators.

Project BLUE BOOK Directors in the 1960s:

1958 – August 1963, Maj. Robert J. Friend
August 1963 – 1970, Maj. Hector Quintanilla

Foreign Technology Division

The U.S. Army began analyzing captured German aeronautical technology at Wright Field in 1917, and the USAAF did likewise in the Second World War, most notably perhaps the T-2 team at Wright Field that reverse-engineered a V-2 from crashed parts. Starting in 1944, Colonel Harold Watson headed units tasked to capture, salvage, or hunt down German aircraft and other items on the “Black List.” Even before V-E Day, Watson’s teams accelerated their efforts in Operation LUSTY, seizing prototypes and recruiting German engineers. Eventually LUSTY brought 16,000+ pieces, 200 scientists, and 1,500 tons of documents back to Wright Field; in 1951 under Watson’s general command, that collection became the core of the Air Technical Intelligence Center at the newly expanded Wright-Patterson AFB. Following the 1961 reorganization of military intelligence efforts that produced the DIA, the ATIC moved under the Air Force Systems Command as the Foreign Technology Division.

The mission of the FTD, and ATIC before it, is to obtain, assess, and analyze intelligence on foreign aircraft performance and technology. This incorporates traditional intelligence analysis, especially of aerial and satellite IMINT, as well as evaluation of foreign aircraft in flight tests at Wright-Patterson and (after 1962) at the Tonopah Test Range Airfield in Nevada. Beginning in 1968, FTD takes part in the HAVE DOUGHNUT MiG combat tests at Area 51. Needless to say, DELTA GREEN salivates at the possibility of inserting its agents into MAJESTIC turf like Area 51 on a “legitimate” basis. In addition to the main command at Wright-Patterson, FTD detachments operate from Edwards AFB in California, Ft. Belvoir VA, USAF HQ Europe (Wiesbaden), Yokota AB in Japan, and Buckley AFB in Colorado.

FTD Commanding Officers in the 1960s:

February 1961 – July 1964, Brig. Gen. Arthur J. Pierce
July 1964 – August 1966, Brig. Gen. Arthur W. Cruikshank, Jr.
August 1966 – November 1968, Col. Raymond S. Sleeper
November 1968 – July 1974, Col. George R. Weinbrenner

BLUE BOOK Investigator

11 Investigative, 18 General

You are a serving Air Force officer, but need not be on Active Duty. You can take either Pilot (FoDG, p. 027) or Soldier (FoDG, p. 028) as your previous Military Service template. Your Psychotherapy ability derives from your extraordinarily calming presence, useful when dealing with flying saucer cranks or suspicious MOON DUST officers.

Astronomy 1, Data Retrieval 1, Fringe Science 1, Reassurance 2

Bureaucracy 3, Psychotherapy 3

Pick Six Investigative: Agency 1, Cop Talk 1, Cryptography 1, Fringe Science 1*, HUMINT 1, Intimidation 1, Military Science 1, Notice 1, Photography 1, Physics 1, Reassurance 1*, SIGINT 1

Pick Four General: Bureaucracy 3*, Conceal 3, Pilot 3, Preparedness 3, Psychotherapy 3*, Sense Trouble 3, Stability 3, Stealth 3

FTD Analyst

10 Investigative, 16 General

Agency 1, Data Retrieval 1, Foreign Language (Russian) 1, Physics 1

Bureaucracy 2, Demolitions 2

Pick Six Investigative: Astronomy 1, Chemistry 1, Cryptography 1, Data Retrieval 1*, Foreign Language 1*, Fringe Science 1, HUMINT 1, Military Science 1, Photography 1, Physics 1*, Reassurance 1, SIGINT 1, Traffic Analysis 1

Pick Three General: Bureaucracy 4, Conceal 4, Demolitions 4*, Heavy Weapons 4, Mechanics 4, Pilot 4, Preparedness 4, Sense Trouble 4, Stability 4

FTD Recovery Specialist

You deploy anywhere in the world to recover crashed aircraft or aircrew, especially those hostile to the United States. Sometimes, you must investigate — or negotiate — to determine exactly what crashed, and where. You can use this template for DELTA GREEN Agents embedded in MOON DUST’s recovery program BLUE FLY, if you don’t mind a high-stakes campaign where exposure means “died in a training crash.”

Prerequisite: You must be on Active Duty with the USAF, but may use either Pilot or Soldier as your base template.

10 Investigative, 20 General

Agency 1, Chemistry 1, Foreign Language 1, Notice 2, Photography 1

Demolitions 3, Drive 3, Filch 3, Mechanics 3

Pick Four Investigative: Agency 1*, Anthropology 1, Astronomy 1, Chemistry 1*, Cryptography 1, Foreign Language 1*, Fringe Science 1, HUMINT 1, Interrogation 1, Intimidation 1, Negotiation 1, Notice 1*, Photography 1*, Physics 1, SIGINT 1, Survival 1, Tradecraft 1

Pick Two General: Athletics 4, Conceal 4, Demolitions 4*, Drive 4*, Firearms 4, Heavy Weapons 4, Mechanics 4*, Ride 4

FTD Test Pilot

With minimal tweaking, this template works for test pilots in other departments such as ARPA, CIA OSI, and NASA.

Prerequisite: Pilot template for your Military Service. You must be Active Duty.

8 Investigative, 31 General

Astronomy 1, Inspiration 1, Physics 1, SIGINT 1

Athletics 2, Health 3, Heavy Weapons 3, Pilot 3, Sense Trouble 4, Stability 4

Pick Four Investigative: Foreign Language 1, Fringe Science 1, Inspiration 1*, Military Science 1, Photography 1, SIGINT 1*, Survival 1

Pick Three General: Athletics 4*, Drive 4, First Aid 4, Health 4*, Heavy Weapons 4*, Mechanics 4, Pilot 4*, Sanity 4, Sense Trouble 4*, Stability 4*, Unarmed Combat 4


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

   where we wake up electrified out of the coma by our own souls’ airplanes roaring over the roof they’ve come to drop angelic bombs the hospital illuminates itself    imaginary walls collapse    

– Allen Ginsburg, Howl

Cthulhu City slides into The Fall of Delta Green like a cartridge into a chamber. As written, Great Arkham’s a nightmare reflection of the 1930s, but updating it to the 1960s is relatively trivial. The sinister gas-masked Transport Police and oppressive surveillance state fit perfectly; mistrust of the government resonates even more after the Kennedy assassination and Kent State. Some specific suggestions to bring the city to the era of the Fall.

  • Old Arkham hasn’t changed – so it’s now an absurd throwback, a foolish or desperate attempt to turn the clock back to a pre-war era.
  • The Depression-era Hoovertowns and hoboes in rotting Salamander Fields become drop-outs, dope fiends and draft dodgers.
  • Hippie communes and flower children dance amid the standing stones out in Billington’s Woods near Dunwich.
  • Mayor Ward is more of a Kennedy-esque figure – young, handsome, inspiring, as compelling and sinister as the Black Pharoah of Nyarlathotep.
  • The city’s textile industry has given way to the military-industrial complex – the Northside factories churn out cryptic, obscure machinery for the war effort, but it’s never clear if the components are for Vietnam, or for some other facet of the Cold War, or some stranger conflict.
  • The international jet set, cosmopolitan and jaded, fly in to the new Danfort Airport in Kingsport from Monte Carlo and Milan, London and Beirut, Baharna and Celephais. The airport crawls with Transport Police, and its bizarre hypergeometic topography means that some would-be travellers have ended up lost in its endless shifting concourses for years, roaming naked and starving past departure gates that never open. Stephen Alzis summers in Great Arkham.
  • The raid on Miskatonic University resulted in the shooting of a half-dozen students by Transport Police. Protests and riots have wracked the city since then; there are regular clashes between Transport Police and students. Anarchist cells meet and plot in the attic of the old Witch House.
  • The Marsh gang import and distribute heroin shipped in the holds of the infamous Black Freighters.
  • The battle between the various cults and factions is no longer so covert. Fringe scientists from the Halsey Institute (formerly the clandestine Halsey Fraternity) openly advocate for experimentation in necromancy and revivification; pamphlets and graffiti on the sides of cyclopean towers advocate for the Witch Cult or the Silver Lodge. Mayor Upton was shot by a brain-washed assassin.
  • Armitage wasn’t a librarian or occult expert – he was a chemist, experimenting with drugs that altered human perceptions to enable them to see the true nature of reality. After the Raid, he went underground, moving from one hidden lab to another, sheltered by the Black Panthers and other groups, manufacturing more potent solvents to dissolve the great illusion and reveal the ultimate truth.

And what is that ultimate truth? The DELTA GREEN setting suggests some new options for the ultimate reality behind Cthulhu City…

  • The Revolution Will Be Dematerisalised: Curwen and his allies mastered hypergeometry and fractured reality in the 1750s. We’re still a colony – it’s simultaneously the 1960s and 1770s, the Transport Police are Redcoats, the revolution is always coming. DELTA GREEN’s a conspiracy founded by Captain Whipple and the “band of serious citizens” who raided Curwen’s house; the characters flicker back and forth between the Mythos-conjured hallucination of the 1960s and the ‘reality’ of the 1770s.
  • Interzone: Cthulhu City’s a surreal nightmare. Monsters on the streets, monsters under your skin. Gangs of shrieking cultists roam the night, pursued by agents of absurd alphabet-soup government departments. The city’s accessed by drugs, or by trauma, or by psychic reflexes triggered by the right poetry. It’s Al Amarj on the Miskatonic.
  • The Vorsht Letters: A DELTA GREEN Agent, Isaac Vorsht, vanished in 1962. His car was found abandoned on a back road near Salem; he hasn’t been seen since. Somehow, though, he’s still sending reports to the DELTA GREEN Steering Committee about his experiences and investigations in ‘Great Arkham’. Vorsht’s reports never seem to acknowledge the bizarre nature of the city, or describe how he got there. It’s as though he’s slipped into a parallel dimension – but if he has, how are his letters getting into the conventional US postal service? Oh – his most recent letter thanked DELTA GREEN for assigning the Agents to his operation. The Steering Committee don’t know what to make of it, but clearly the Agents are fated to investigate the case…
  • Project PLATO: PLATO’s mandate is to prepare a defensive posture for humanity in case of alien invasion. “Great Arkham” is a PLATO construct, a simulation designed to determine how the population might behave if the Mythos were to become more public. Are the Agents under hypnosis? Brainwashed with LSD and subliminal messaging? Critically injured and comatose Vietnam veterans in an electronically generated shared hallucination? Or did MOON DUST just salvage some Mi-Go technology? Are those cyclopean towers actually gigantic brain-cases…

 

Last month we began our perilous exploration of that darkest of all Fall of DELTA GREEN labyrinths: the Federal bureaucracy. More specifically, and contra JFK, we explored what that bureaucracy could do for you — or for your Agent, as he deploys his Bureaucracy ability  in the course of the campaign. (See our previous installment for the standard Difficulties and disclaimers.) We’ve covered everything from Aircraft Access (you have a plane!) to Laboratory Testing (we found out what was in your plane!); this month, we press ever deeper in.

No sir, this spawn is far from form-less

Legal Pressure

When you’re sniffing around a cult leader or dodgy laboratory, this lets you open up a diversion — or even a second front — by putting other government hounds on their trail. This might take the form of an FBI loyalty check, an IRS audit, an FBN raid, an internal affairs investigation or squeeze on their government support, or anything else suggested by your warrantless search and inadmissible nightmare visions. (Just calling the local cops or arranging a roadblock is more in the Cop Talk bailiwick.) Even more than most of these string-pulling maneuvers, this can backfire. Trying to law-bully a MAJESTIC contractor, for example, likely triggers counter-pressure in the form of heavy GMC Bureaucracy shots aimed at the Agents and their ostensible superiors, which upsets DELTA GREEN very much. Response to clear evidence of criminality or treason: FBI, FBN, Customs, US Marshals (Diff 4); Justice Department, Treasury (Diff 5); AFOSI, DIA, ONI, CIA DPlans Counterintelligence Staff, other military or natsec internal security (Diff 4 for military/natsec targets; Diff 6 to tip off civilian authorities); other USG (Diff 6). Simple harassment or fishing expedition: FBI, FBN, Justice Department (Diff 5 for your own agency, Diff 7 for another agency such as the IRS or Customs); Treasury, U.S. Marshals (Diff 6); other USG (Diff 7+). Re-open a closed investigation: +2 to regular Difficulties.

MAJESTIC Access

Agents may want to enter MAJESTIC facilities, read reports, interview witnesses, and so forth in the course of their investigations. MAJESTIC doesn’t want them to, but we’re all still on the same team, right? Right? Each MAJESTIC Project has a “patron agency”: MJ-1 operates under the NSA, MJ-2 under State, MJ-3 under the NRO, and so on (FoDG, pp. 167-173). Working within (or through) those departments can open some doors, narrowly and briefly, for DELTA GREEN investigators. Access can be divided into three sorts: one-time access, white-badge (MAJESTIC) clearance, and black-badge (MAJIC) clearance. Most DELTA GREEN missions only require one-time access to “outer” MAJESTIC sub-projects, personnel, or materiel: you get badged in, escorted around by security, ask your questions or read your folder, touch the meteorite or look through the lens, and leave. One-time access: Relevant MJ patron agency (Diff 6); USAF, AEC, CIA (Diff 7); other MJ patron agency (Diff 8). Agents need white-badge clearance to even get supervised, temporary access to “inner” MAJESTIC sanctums like Area 51 or MOON DUST hangars. Temporary white-badge clearance: Relevant MJ patron agency (Diff 8); USAF, AEC, CIA (Diff 9); other MJ patron agency (Diff 10). Black-badge clearance looks behind the curtain; MJ-3 doesn’t grant it often. Temporary black-badge clearance: Relevant MJ patron agency (Diff 10); USAF, AEC, CIA (Diff 11); other MJ patron agency (Diff 12).

Military Transport

The U.S. military ships millions of men and billions of tons of materiel all over the Free World, and then some. Your Agents can hitch a ride on a truck convoy, fly in the belly of a C-130, or stage from a Coast Guard cutter. Point-to-point within the US: Military, USAIC, DIA, AFOSI, ONI, Defense Dept, NASA, NSA, ARPA, AEC, NRO, CDC (Diff 4); CIA (Diff 6); other USG (Diff 7). FBI, FBN, US Marshals, and other law-enforcement generally fly commercial and use agency motorpools; Diff 4 or 5 for regular travel, Diff 6 to get a military transport anyhow. From the US to a foreign destination: all +1 Diff except CIA (Diff 5; DPlans Diff 4) and State Dept (Diff 5). Foreign origin-US destination: all +2 Diff. Use the same Difficulties to just ship cargo. Add at least +2 Diff if a special mission has to be planned to accommodate you (search from a carrier, ride on a submarine, parachute drop, etc.).

NCIC

In 1967, the FBI launches the National Crime Information Center. This computerized database contains over 350,000 records of stolen vehicles and license plates, stolen or missing guns, and wanted, fugitive, or missing persons; all linked by teletype to state FBI offices and state police and investigative bodies. Accessing a record: FBI, US Marshal, FBN, Justice Dept (Diff 4); Customs, ONI, AFOSI, DIA (Diff 5); other USG (Diff 6). Deleting or altering a record requires FBI access and is at least Diff 9.

Project Jacket

Provides at least the high-level summary of a given project, its funding, end user, personnel etc. Sometimes you can back into a project jacket (or at least discover its existence) by researching seemingly innocuous government programs (cover programs, or programs with overlapping personnel or facilities) or facilities. Difficulties depend on project classification. Unclassified: Originating agency, Library of Congress (Diff 4); other USG (Diff 5). Sensitive: +1 Diff except CIA, ARPA, NSA (Diff 5). Confidential: +2 Diff except CIA, NSA, ARPA (tech projects only), DIA (military projects only) (Diff 6). Secret: +3 Diff except CIA, NSA, ARPA (tech projects only), DIA (military projects only) (Diff 7). Top Secret or code-word clearance: Requires specific action and investigation by Agents, as passive Bureaucracy can only turn up overlapping jackets and even that at +4 Diff.

Quarantine

Worried about unnatural contamination? Want to seal off a UFO crash site? Declare a quarantine, or a restricted zone! This requires some kind of trigger: lights in the sky or mysterious deaths might already be happening, of course! AEC, CDC (Diff 5); NASA, ARPA (Diff 6); USAF, FBI (Diff 7). Add +2 Diff and re-test for each 12 hours of quarantine; if the population or area sealed off is large, that adds another +2 Diff at least. Quarantine a block of Brooklyn or a hundred miles of interstate, you’ll get phone calls from your boss.

Spy Plane

Getting access to imagery or other intelligence product from an existing mission is easier than re-tasking a whole flight (+4 Diff or higher). RB-57F “weather” reconnaissance flight product: AEC (domestic, Diff 6); CIA PAD or SOD (overseas, Diff 6); CIA OSI (Diff 6); Defense Dept, DIA, NRO, CIA, ONI (Diff 7). SR-71 Blackbird strategic reconnaissance product (after 1964): NRO, USAF (Diff 6); CIA DInt, Defense Dept (Diff 7). U-2 spy plane product: CIA DInt (Diff 6); CIA, NRO, NSA, USAF (Diff 7). Spy satellite product: NRO, CIA OSI (Diff 6); NASA, AEC (Diff 7). Re-tasking a satellite takes at least +8 Diff, and requires weeks and likely a continuing challenge (FoDG, p. 082).

Surveillance

“Don’t we have guys who can watch the cult compound?” Indeed you do, my fine Federal friend. DELTA GREEN doesn’t like having outside eyes on the unnatural, but it’s better than nobody’s eyes on it. With plausible cover, supervisory (or advisory) Agents can task small non-player teams to follow targets or watch a structure, but not to interfere or interact. Domestic: USAIC, FBI, FBN (Diff 6); US Marshals (Diff 7); Overseas: CIA, DIA (Diff 6). Re-test every 24 hours. Wiretapping a suspect requires a court order, except when it doesn’t: FBI, NSA, CIA Division D (Diff 7).

Translation

Don’t ask some poor GS-5 to translate the al-Azif. It won’t end well, for you or her. But cult scriptures, witness testimony, and garbled wiretaps all yield their bounty to the linguistically qualified. Older, more obscure languages and dialects add to the Difficulty of course. Library of Congress (Diff 4); State Dept (Diff 5); CIA, DIA, NSA (Diff 6); FBI (Diff 7).


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

Officially, the Delta Green setting never indicates that the Dreamlands underwent a radical transformation at the hands of Parisian surrealists in the 1920s and 30s.

However, in the privacy of their own Gaming Huts, GMs who ran a Dreamhounds of Paris series and want to connect it to their current Fall of Delta Green games might just indulge in a callback or two.

Careers of key surrealists continued for decades after the Trail of Cthulhu period. As I researched Dreamhounds, I saw how events might unfold after its era—an extended continuity I had no place for. Until now.

The period of surrealist involvement with the Dreamlands reaches a natural endpoint when most of its cast of historical characters flees France in advance of the Paris Occupation.

The book hints that their departure triggers a freezing over of the Dreamlands. The few surrealists who remain in Paris, like the heroic and doomed Robert Desnos, use it as an otherworldly transport and staging area for their Resistance activities.

The post-war period finds the surrealists swept aside by art world trends. In Paris, hardcore Stalinists, including recent convert Picasso, shut them out of the avant garde scene. The center of art world gravity shifts to New York, where abstract expressionists like Jackson Pollock and color field painters including Mark Rothko take painting far from the psychological and pseudo-mystical imagery that gave Ernst, Dali, Tanguy and the gang the ability to reshape the Dreamlands.

The sleeping realm thaws out but remains static in reaction to the austerity of the artistic times. The surrealists’ bulb-headed automatons and melting clocks might remain. Or maybe the place reverted back to its old Symbolist, Dunsanian imagery, as seen in Lovecraft’s tales.

In the 60s and on into the 70s, simultaneous with Delta Green’s collision with the Age of Aquarius, a new generation of artists takes inspiration from the surrealists, and from pop culture images previously deemed unsuitable for museum consumption. To various degrees, the likes of Andy Warhol, Roy Lichtenstein, and Kiki Kogelnik draw on the influence of advertising and entertainment on the psyche. This allows them to enter the Dreamlands, achieve lucidity there, and begin to alter its environment, just as the surrealists did before them. When your Delta Green agents arrive there, they find its skies dripping with Campbell’s soup cans, weeping comic strip duotone, and cotton-candy colored skulls. Sixties rock mainstreams both surrealism and pop art. In the Dreamlands, this development could find ghouls bobbing their head to a Zappa polyrhythm and Hendrix riffs reverberating through Dyath-Leen.

Agents might look to these new oneironauts for information, or seek out the old school surrealists now enjoying rediscovery and a fame that eluded them during their peak creative years.

Next up in See Page XX, I’ll survey the Dreamhounds characters active in the 60s to see what they might be up to when Delta Green drops in on them for a consultation.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

In 1996, an RPG appeared in which you played agents of a secret conspiracy within the Federal government, one that battled Grey aliens, black magicians, and rival government programs. It was perfectly tuned to the late-90s X-Files ambiance, and won plaudits for its deep dives into the cryptic worlds of anomalous science and government bureaucracy. I refer, of course, to Conspiracy X by Rick Ernst, Shirley Madewell, and Chris Pallace.

The system was kind of all over the place (the 2nd edition ported it over to Unisystem with good results) but it had a couple of nice touches. One of them was a mechanic called “Pulling Strings,” which amounted to cool discounts and activities your characters could buy depending on their originating agency. In very broad strokes, the Agency and Bureaucracy abilities in Fall of DELTA GREEN model that sort of behavior: calling in favors, carefully wording a field report or phone call, or just filling out a TPS form and waiting for the machinery to grind out a result. But the corebook leaves matters up to the players’ imagination, which may not always reach to the upper tiers of Pentagon mission prep.

Your request is very important to us

So here are some strings your Fall of DELTA GREEN Agents might pull, some outcomes they might pursue. The relevant ability is always Bureaucracy (FoDG, p. 063). Difficulty varies by department, and assumes at least a colorably plausible excuse. Remember, you can spend relevant Agency points (for double their value!) on Bureaucracy tests against a given organization; when Cooperating (FoDG, p. 081) the Agent (if any) in the relevant organization always counts as the “leader.” Remember the standard Difficulties: Diff 4 (you have clearance/jurisdiction/tasking already; it’s part of your normal job), Diff 6 (you have to pull strings), Diff 8 (you have no business asking). And the standard modifiers: Raise Difficulties by +1 for state or local agencies or rival divisions of your own agency, +2 for other federal agencies or military branches, and by +3 for agencies of other governments. Add +2 to cut turnaround time by an increment: weeks to days, for example. Equipment requisitions (FoDG, p. 135) have similar, overlapping modifiers and Difficulties. As with all Difficulties, the Handler should apply them based on her notion of game reality and the needs of the mystery.

Aircraft Access

To borrow a restricted hangar or just get a hangar of your own for a week: AFOSI, CIA DPlans domestically, any CIA overseas (Diff 4); other USAF personnel (Diff 5; Diff 4 overseas); Customs, FBI, FBN (Diff 6). Borrow a USG (US Government) helicopter or small plane, like a Forest Service or Customs aircraft (with or without pilot; the more expensive the plane, the more likely you have to borrow a pilot also): Customs (Diff 5); FBI, FBN, US Marshals (Diff 6; Diff 5 with Cop Talk); ARPA, AEC, CDC (Diff 6). Requisition an armed aircraft, only in a war (or active training) zone: Active duty Army or USMC, CIA SOD (Diff 5 for a Huey helicopter gunship, +2 or more for more powerful craft); other CIA (Diff 6); other Defense Department (Diff 7). Getting an armed aircraft off a domestic military base requires a falsified training order: Diff 8 minimum, and certain discipline if you fire its weapons outside an established firing range.

Air or Artillery Strike

To call in an air or artillery strike, only in a war zone: active duty military officer, MACV-SOG (Diff 4); CIA DPlans or SOD (Diff 5). Agents can also task a bombing run (1d weeks delay) through the Pentagon: any DoD (Diff 5); CIA (Diff 6). Outside pre-established bombing and “free fire” zones, an air strike ensures an investigation.

Dossiers

By and large, getting a photograph and dossier on a person of interest reduces the Difficulty of General tests (or at least Stealth surveillance tests) against them by -1. Dossiers on Americans: FBI (Diff 4 or 5); US Marshal (Diff 5); CIA (Diff 6). Dossiers on foreigners: CIA (Diff 4 or 5); DIA, ONI (Diff 6 unless specific mission calls for it). Specific types of dossiers might come in handy. A counter-intelligence (CI) dossier analyzes a US subject’s foreign contacts and weak points: FBI (Diff 4 or 5); AFOSI, CIA, NSA, ONI (Diff 6). Criminal record: FBI, FBN, US Marshal (Diff 4); other Justice Dept (Diff 5); other USG (Diff 6). Financial records: FBI, FBN, Treasury Dept (Diff 5); Customs (Diff 6). Medical records: CDC (Diff 6). Security clearance reports: FBI (Diff 4); AFOSI, DIA, ONI (for military personnel, Diff 5); AEC, AFOSI, ARPA, DIA, NASA, NRO, NSA, USAIC (Diff 6); any Defense or Justice Dept (Diff 7).

False Papers

DELTA GREEN supplies you with the credentials it believes necessary. If you disagree, many Federal agencies provide cover credentials of various sorts. Fake civilian papers: CIA Domestic Ops (Diff 5); FBI, FBN, USAIC (Diff 6). Fake US passport: CIA DPlans or PAD (Diff 5); other CIA, State Dept (Diff 6). Fake foreign civilian papers (foreign passport, +1 Diff): CIA DPlans or TSD (Diff 5); other CIA (Diff 6).

Fingerprint File

Since 1924, the FBI has maintained a card file of fingerprints of everyone who has: been arrested for a federal crime, served in the military, applied for or received a sensitive position, legally immigrated. State and local law enforcement often send duplicate copies of their own fingerprint files to the FBI. It takes weeks to match a set of fingerprints if a match exists. FBI Lab (Diff 4); other FBI, FBN, US Marshals, Justice Dept (Diff 5); other USG (Diff 6). To quash or “lose” a fingerprint card: submitted from outside (+2 Diff), already in system (+4 Diff).

Interrogation Suite

Agents may need to interrogate suspects or persons of interest. Borrowing a room in a federal facility: FBI, FBN, US Marshal (Diff 4; Diff 3 with Cop Talk); USAIC, AFOSI, DIA, ONI, NRO, NSA (Diff 6; Diff 5 with Cop Talk). Borrowing a CIA facility: CIA (Diff 5; Diff 4 with Agency (CIA)); USAIC, DIA, ONI, NRO, NSA (Diff 7). Borrowing a trained interrogator (+1 Diff per point of Interrogation, and a good enough story to fool a trained interrogator). Access to truth drugs (only available at CIA facilities; see FoDG, p. 153; +2 Diff).

Laboratory Testing

Sending something off to a government lab for testing runs the risk of exposing outsiders to the Unnatural, but sometimes that beats the risk of testing a volatile Whatever in the high school science lab. Turnaround and response time is 1d weeks. A laboratory qualified to test the substance or evidence in question: ARPA, AEC, CDC, CIA Sci & Tech, Customs, FBI, FBN, NASA (own agency request Diff 5; other agency request Diff 7); other USG (+2 Diff).


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

“My rifle and myself are the defenders of my country. We are the masters of our enemy. We are the saviors of my life. So be it, until there is no enemy, but peace. Amen.”

— “The Rifleman’s Creed,” as quoted in Full Metal Jacket (Stanley Kubrick, 1987)

Spy stories, war stories, and horror stories: The Fall of DELTA GREEN contains all of them. And all of them contain, encompass, even (ahem) fetishize weapons. While every player knows that bringing a gun to a tentacle fight may not always be the best idea, every player in their secret heart of hearts thinks to themselves, “But what if I brought a better gun to a tentacle fight?”

Herewith a few of those better guns, guns emblematic of the decade or just too cool to ignore. I weep at giving short shrift to the standard Communist bloc small arms (the Kalashnikov AKM 7.62mm assault rifle (d+0; L1 on full auto) and the Makarov PM 9mm pistol (d+1)), bypassing the fun Czechoslovak “Skorpion” SA Vz. 61 7.65mm submachine pistol (d+0; L1 on full auto but only at Close range unless fired from the shoulder with stock attached and extended), and avoiding the temptation to gun-neepery about the 1962 re-vamp of the venerable FN Browning Hi-Power 9mm pistol (d+1).

I’m less busted up at ignoring the ridiculous GyroJet 13mm rocket pistol (d+0 Point-Blank and Close, d+1 Near and Long, no Point-Blank damage bonus, natural 1 an automatic miss) despite its appearance in You Only Live Twice. If the finicky Stoner 63A 5.56mm LMG (L1* on a bipod mount) actually had any advantages besides being convertible to an assault rifle or carbine (30-round box magazine, d+0, L1 fully auto) I could convince myself to write it up. The Navy SEALs liked it a lot and carried it for 20 years after first deploying with it in 1967, which I suspect comes down to its 150-round drum magazine and low weight compared to the M60. DELTA GREEN probably has some use for a 10-pound assault rifle that can become a light machine gun in less than a minute (Mechanics test Difficulty 4, Diff 3 with Firearms or Heavy Weapons).

The gun writeups I did get to here include their potentially applicable “Gun Cherries” (Double Tap, pp. 74-75), any special rules to more closely model their action, and even a clue that Agents can plink with the relevant Investigative Ability.

AAI QSPR Tunnel Weapon .44 Magnum pistol

Do you feel lucky, Pickman?

For the extremely close-quarters fighting in the Viet Cong tunnels, “tunnel rats” needed a weapon that was silent (in a tunnel, echoing gun blasts deafened shooters and warned foes), deadly, and most of all easy to draw and fire in close quarters. Silencers made guns longer and clumsier, and a kludged-together .38 Special with an aiming light and suppressor (part of the 1966 LWL “tunnel kit”) was hard to draw, misaligned, and still too loud.

In 1969, Aircraft Armaments, Inc. (AAI) came up with something different. The Quiet Special Purpose Revolver (QSPR) milled a .44 Smith & Wesson Magnum revolver down and sawed off the barrel, for less bulk. Instead of a normal bullet, the gun fired a plastic-cased buckshot shell, using a “captured piston” system that essentially launched the shell at the enemy. Effective range was only 25 feet, but in the tunnels, that was enough. The piston system sealed off the gases, so the gun fired with no more noise or muzzle blast than a cap pistol. The tunnel rats didn’t trust another experimental gun, but the Rangers loved it for covert action and night ambushes. Only 100 QSPRs were ever made — unless DELTA GREEN ordered up a few hundred for anti-ghoul action and other night fights.

The QSPR does d+1 damage and cannot reach beyond Close range. Given its much lower stopping power compared to regular bullets, all Armor adds 2 points (-1 Armor becomes -3 Armor) against it at any range (not just at Close range as with regular shotguns). Treat QSPR shots as silencer shots (FoDG, p. 141), but foes without a positive Alertness Modifier get no bonus to hear them. Possible Gun Cherries: Handy, Smooth Action.

Carl Gustav “Swedish K” Kulsprutepistole m/45 9mm SMG

Sanitized sanitizer

This Swedish submachine gun dates from 1944 and features a simple, hardy steel-frame design. Low cyclic rate means low recoil, and even though it technically only fires full auto, squeezing off a one-round “burst” is easy for even new users. Its 36-round magazine has a slight trapezoid outline, making for a secure fit and smoother feed for ammo in filthy field conditions — Swedish and Irish troops used it in the Congo, and the Egyptian and Algerian governments licensed it for desert operations. A folding wire stock made it relatively compact (21 inches long) while still packing lots of firepower.

The Navy SEALs and the CIA loved the “Swedish K,” which could fire immediately after being submerged in water, and easily out-performed the balky early M16 models. The CIA even manufactured a variant with an internal sound suppressor for covert operations, and (Tradecraft) literally filed the serial numbers off (“sanitized”) whole shipments of “K-rifles” for CIA operators, MACV-SOG troops, and guerrilla armies around the world. This kind of behavior gets Sweden to embargo shipment of the m/45 to the U.S. in 1966, so the Navy hires Smith & Wesson to build a knockoff, the M76. (The CIA probably just starts buying them second-hand from Indonesia, which also licensed the weapon.)

The Swedish K does d+1 damage (L1 on full auto, roll of 1 fires on full auto regardless of your intent). CIA variants with the internal suppressor count as silenced (FoDG, p. 141). Possible Gun Cherries: Handy, Rugged Reliability, Smooth Action.

GE M134 “Minigun” 7.62mm LMG

Not on MY doorstep

To provide helicopters with more reliable (and heavier) firepower to cover landings and takeoffs, the Army tasked General Electric to scale down the Vulcan 20mm Gatling cannon to fire 7.62mm NATO machine gun ammo. This smaller, lighter six-rotating-barrel electric-powered gun (nicknamed the “Minigun”) enters the field in 1963 on helicopter door mounts and weapons pods. The standard mount comes with a self-contained 1,500-round magazine, but with a delinker (Mechanics test Diff 4 or 3 with Heavy Weapons to jury-rig) it can take up to a 5,000-round ammo belt.

Contrary to its later cinematic depiction, a single human cannot carry and fire the M134 simultaneously: not only would the recoil knock him down, the gun requires a power source and attached cable.

The M134 does L1* damage. Electrically powered and mounted, each 1 Heavy Weapons point spent firing it counts as 2 points. It can only be Shot Dry after two unmodified 6 rolls, and does three instances of damage to up to three targets if so. Possible Gun Cherries: BFG, Stopping Power.

 


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

“’Wait a minute!’ the man hissed. ‘Are you after more books like that? I know where we can get some.’”

— Ramsey Campbell, “Cold Print” (1969)

The 1960s were a great decade for occult books, featuring waves of bestsellers launched by Jacques Bergier and Louis Pauwels’ million-selling Morning of the Magicians in 1963. Some of those books show up not just on bookstore spinner racks but on DELTA GREEN task sheets — or in the dorm rooms, cult compounds, and forest cabins those task sheets point the Agents to.

The Black Diamond Séance

“A.K. Porlock” (1939; English)

In 1936, thriller writer Dennis Wheatley began writing a series of “murder dossiers” intended as party games. Containing all the clues and handouts needed to solve a murder mystery, the first one sold over 100,000 copies. Rival publishers Sandestin Press rushed out their own “Sensation File” series. This one, the third and last in the “Sensation File” line, contained instructions for holding a séance complete with an “occult ritual” intended to awaken the Black Diamond (a milled shard of obsidian included in a paper packet). Fortunately the War intervened and very few copies sold. The American reprint edition (from Harmonica Publishing) comes out in 1967, riding the booming interest in witchcraft and the occult.

Hypergeometry Potential: Contains one hypergeometric ritual, which awakens a Black Winged One and ties it to a nearby shard of obsidian. Fortunately, the American edition does not include actual obsidian, replacing it with colored glass.

Dedicated Pool Points: 1 for Occult, usable to hold or otherwise interact with a séance.

The Case For the UFO (Varo Press Edition)

Morris K. Jessup and unknown annotators (1957; English)

The pre-Varo edition

Jessup, an auto-parts salesman who studied astronomy in college (M.S., University of Michigan, 1926), wrote The Case For the UFO in 1955. Parties unknown mailed a triply-annotated copy of Jessup’s book to Admiral Frederick R. Furth of the Office of Naval Research (ONR) in early 1956. Jessup recognized one of the annotators’ handwriting as that of “Carlos Allende,” a correspondent of his who had described witnessing the Philadelphia Experiment (Project RAINBOW). Captain Sidney Sherby of the ONR had government contractor Varo Press print thirty spiral-bound copies of the annotated volume (displaying each annotator in their own color of ink), including two Allende letters, and gave Jessup four of them. The annotations hint at many things that MAJESTIC does not want mentioned, even in such limited circulation; the fate of the twenty-six ONR copies remains unclear. Jessup died in 1959 in Florida, an apparent suicide by motor exhaust inhalation. Not all of his copies have been recovered.

Unnatural: 1 if the reader has experienced the ultra-violet, time travel, or communion with Yog-Sothoth.

Dedicated Pool Points: 1 for Fringe Science, especially MAJESTIC research into UFOs or Project RAINBOW

Dhol Chants

Unknown authors (c. 200 B.C.; originally Pyu?)

This set of chants supposedly “spoke themselves” as the “yin reaction” to the introduction of Buddhism to Burma in the third century B.C. The structure of the chants themselves indicates a Sino-Tibetan original, probably the extinct Pyu language of central Burma. Commentaries in Burmese date from some time around the Mongol invasion (c. 1300), and ascribe the chants to “men of Linggu.” The eccentric Sinologist Jerome Harkniss translated and edited a complete corpus of Dhol Chants and commentaries in three volumes in 1891-1899.

Unnatural: 2

Hypergeometry Potential: 3 (1 for readers illiterate in Burmese)

Dedicated Pool Points: 2 for investigations involving the plateaus of Leng or Sung.

Marvels of Science

James Morryster (1960; English)

Hasty edition in modern English of Morryster’s 1708 original Marvells of Science, bulked out with more “strange but true” facts from a variety of sources. Many of Morryster’s anecdotes involve devils, reptiles, birth defects, murderers, angels, sea monsters, and magnets. Morryster briefly quotes the Pnakotika when discussing the theory that time and Creation repeat themselves. The credited editor, Lois Gould, provides a lengthy preface siting Morryster in the intellectual disputes of the Royal Society, which mentions the Mathers and Ward Phillips. Originally a doctoral dissertation by Gould, the publisher (Stellar Press) cut the manuscript down and tarted it up with UFO and Bigfoot sightings.

Unnatural: 1 at most

Dedicated Pool Points: 1 for Fringe Science.

Randolph Carter: A Look Behind the Attic Window

Lin Carter (1969; English)

Unimaginative but completist survey of the fiction and poetry of Randolph Carter (1890-1928?), in a paperback original from Ballantine Books with a lurid cover showing ghosts and monsters cavorting across a dreamer’s face. It attempts to explicate and unify Carter’s various imaginary, dream, and theosophist settings and concepts, and includes two chapters of biography including a chapter on his mysterious disappearance in 1928. Contains a “Glossary of Randolph Carter’s Cosmos” listing and defining every place, entity, dimension, and so forth mentioned in his fiction, including several names of Unnatural import.

Unnatural: 1 if the reader has already entered the Dreamlands or otherwise had an Unnatural experience while asleep.

Dedicated Pool Points: 2 for any investigation involving the Dreamlands.

The Tablets of Nhing

Rebecca Aspinwall (1964; English)

This channeled magical text supposedly originates from the planet Yaddith. Rebecca Aspinwall drops out of Tulane Law School on the basis of her contactee experience and self-publishes her book the next year. In 1966 she sells it to Chaplet Books, who retitle it Love Visions of Nhing and, based on her “continuing revelations,” insert much sexier rituals such as “The Joining of Three Souls” and “The Orgy of the Spheres.” Aspinwall lives in Houma, Louisiana, although she often travels to college campuses to incarnate a new group of Joiners of Yaddith and draw reliable condemnation from church groups and anti-obscenity crusaders.

Unnatural: 1

Hypergeometry Potential: 1 (3 for self-published 1964 edition)

Dedicated Pool Points: 2 points for any investigation involving Yaddith, bholes, or Yog-Sothoth; also grants 1 point of HUMINT for New Agers and free-love cultists.

Überreste Verlorener Imperien

Otto Dostmann (1809; German)

Romantic prehistory of the Mediterranean world after the sinking of Atlantis, sporadically treating sites from Scotland to Romania to India wherever Dostmann believes the evidence supports his theories. His arguments range from linguistic and epigraphic oddities to antiquarian finds to folktales and songs. Needless to say, the Ahnenerbe reprinted it in 1940 as a triumph of German scholarship. The only other edition of Dostmann is the Spanish-language Residuos de Imperios Perdidos (Buenos Aires, 1954).

Unnatural: 1

Hypergeometry Potential: 2 (after undergoing a vision at one of the sites mentioned)

Dedicated Pool Points: 2 for Anthropology, Archaeology, History, or Occult involving the relevant region of the world (northern Africa, Europe, western Asia).

Villele, in his turn, was summoned to Paris. His boss asked him what he thought of the paratroops.

“There’s a lot of good and a lot of bad in them,” he replied. “They’re dangerous because they go to any lengths and nothing will hold them back … they’re beyond the … notion of good and evil.”

— Jean Lartéguy, The Centurions

In case you haven’t heard, the lovely folks at Studio Deadcrows are successfully crowdfunding a French translation of The Fall of DELTA GREEN. For good and sufficient world-building reasons, Arc Dream remain shy of creating a full-bore French government DG- or PISCES-equivalent unit, but every so often people at the fringes of power touch the edges of the Unnatural. And some of those people have machine guns.

Thus Organisation Claude, not a government outfit like GRU-SV8 or PISCES, or even a deniable program like DELTA GREEN. No, Organisation Claude runs as a straight-up illegal operation on a cell system, behind and sometimes against the walls of the bureaucracy. Now where have we seen that model before? Oh, yes, in the days of the Resistance. And thus Claude began, as a ring of the Resistance within the arch-Catholic Confrérie Notre-Dame network active in the north of France after the end of 1940. Its leader “Claude Griffon” was actually a shared nom du guerre for any cell to use for propaganda, which didn’t stop Claude Griffon from being wanted by the Gestapo … and becoming a DELTA GREEN “friendly.”

In 1942, Organisation Claude provided the Resistance fighters and escorts for the OSS DELTA GREEN operations LIFEGUARD in Cap de la Hague and UPROAR in Fécamp, and the survivors of those actions sniffed out and destroyed a few other Karotechia operations on French soil. They resolved that such sacrileges must be fought wherever they emerged. Despite Gestapo manhunts and the ongoing toll of partisan operations — and nameless horrors — enough of Claude survived the war that when Captain Hugues de Marigny (b. 1917) joined the 1er Régiment du Chasseurs Parachutistes in 1948, he could bring the hard core of the Organisation with him to Indochina. More horror awaited there, but de Marigny survived Dien Bien Phu and a Vietminh POW camp and returned to … Algeria.

          Not pictured: Claude Griffon

In 1956, Commandant de Marigny joined the 3e Régiment de Hussards Parachutistes (3e RHP), newly organized to put down the NLF colonial revolution in France’s keystone colony. He fought terrorists and revolutionaries and the Unnatural all over Algeria, eventually becoming Lieutenant-Colonel in command of the regiment. He seeded new OC cells, or “commandos,” within the Foreign Legion and other paratrooper regiments — his cousin Étienne-Laurent in America had served in the Legion with Randolph Carter in WWI and provided crucial contacts on the Quai d’Orsay and elsewhere. Following the Salan coup attempt in 1961, the 3e RHP is dissolved and de Marigny retires as a Colonel.

De Marigny won’t work with the Communists, as he believes they would consider the Unnatural just another technology or turn it over to Moscow or both, but he has few other scruples. OC commandos, four to six men or women strong (de Marigny knew far too many female fighters in the Resistance to let chivalry guide him here), stand ready not just within the Legion and the security services, but inside the SAC (the Gaullist party covert ops unit), the OAS terrorist organization, and the Marseille Milieu.

Communiques from de Marigny come with the griffon flash of the 3e RHP and the signature “Claude needs you.” Somehow a plane frees up, and “training orders” sometimes get cut. Every so often an arsenal is unguarded, or a pier unwatched. Someone higher up — possibly even de Gaulle himself, who famously keeps personal control of extraordinary units — must be greasing the wheels for OC, but they’re even more anonymous than de Marigny.

De Marigny takes that and all of Claude’s other secrets with him when he commits suicide by pistol on 21 May 1981 at his ancestral home in Normandy, while watching the inauguration of President Mitterrand on television.

“What about orders?” an elderly captain inquired.

“No written orders. Do as you see fit. You’ll be covered by the general, you’ve got his word for this.”

— Jean Lartéguy, The Centurions

Regular DELTA GREEN Agents might run across OC commandos in France, or France’s former colonies in Africa, or even in Indochina or the South Pacific. Whether they consider them allies, stooges, or dangerous hyper-Catholic weirdos depends on the cell, and on the Handler’s approach. Only the oldest of OSS hands might remember the name “Claude Griffon,” but OC has an even more paranoid attitude toward security than DG does, so it’s unlikely to come up.

These action items might come up for DG overseas, or for a French-based OC campaign (for which, see the French-US 1960s agency equivalencies table below), or both:

  • France tests nuclear weapons at the In Ekker site (1961-1966) on the northwestern edge of the Hoggar (where “Medusa’s Coil” and “The Last Test” place Atlantean or even prehuman cities) in Algeria, then in convenient-to-R’lyeh Muroroa Atoll (1966-1970). Nukes plus hypergeometry, what could go wrong? Or is France trying to stop Something from coming out?
  • Jean-Luc Bruneau of the Commissariat à l’Énergie Atomique heads up a UFO investigation portfolio personally authorized by de Gaulle in 1967. Before that he or the OC might investigate the Valensole UFO incident (1 Jul 1965) or the Cussac close encounter (29 Aug 1967).
  • The OC goes in all-hands during the May 1968 Hastur outbreak.
  • Newly extended nickel mines in New Caledonia (1969) could open up Pnakotic shafts or release spectral polyps.

Handlers might also wonder what the heirs of the Comte d’Erlette are up to, or the various French cults from Dreamhounds of Paris thirty years later. A few of the old Surrealists remain alive and kicking in the 1960s, offering a chance to combine blasts of inspiration with blasts of gelignite.

 

French Agencies :: US Agencies Table

Commandos-Marine :: Special Forces (Sailor)

Commissariat à l’Énergie Atomique (CEA) :: AEC

Deuxième Bureau :: DIA or ONI

Direction Centrale Police Judiciare (DCPJ; after 1966) :: FBI or FBN

Direction Centrale Reseignements Généraux (DCRG) :: FBI or USAIC

Direction de la Surveillance Territoire (DST) :: FBI; add Cryptography 1 to Investigative options

Direction de la Securité Militaire (DSM) :: AFOSI but may also be Soldier, Marine, or Sailor; add Firearms 3 to General options

Gendarmerie Nationale :: Soldier + FBI Special Agent (without Accounting or Investigative options)

Régiment Ètranger de Parachutistes (REP) :: Special Forces (Soldier), Parachuting as mandatory Special Skill

Service de Action Civique (SAC) :: CIA (DPlans Operative, PAD), USAIC, or Gangster

Service de Documentation Extérieure et de Contre-Espionage (SDECE) :: CIA or DIA

SDECE Groupement des Communications Radioélectriques (GCR) :: NSA

SDECE Service Action :: CIA Special Operations Division

Sûreté Nationale (Police Nationale after 1966) :: FBI or US Marshals


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

The sonofabitch is in here somewhere. I saw him — I’m gonna get him.” – The French Connection

In 1968, in response to sinister influences that threatened to corrupt America from within and without, the Federal Government established a new agency – one that quickly acquired a reputation for ambitious operations overseas, for covert action, and for doing what had to be done, no matter the cost.

This new agency was the Bureau of Narcotics and Dangerous Drugs, the BNDD.

And within it – the forces of DELTA GREEN.

Trail of the White Powder

Hunt the Unnatural across the world! From the opium fields of Laos to the skies above the Pacific, from Turkish smuggling routes to the secret heroin labs of Marseilles, follow the trade in misery and fight the horrors along the way. Expose the criminal underworld – and discover that it’s inextricably linked with other secret realms.

Eight Thrilling Operations!

Eight linked operations for The Fall of DELTA GREEN, each one playable as a standalone investigation or as part of an epic hunt for an infamous enemy! That is not dead which can eternal lie, and with strange aeons, even death may die…

JADE PHOENIX * ALONSO * HORUS HOURS

DE PROFUNDIS * SECOND LOOK

PURITAN * MISTRAL

NEPENTHE

The Borellus Connection is a campaign for Fall of Delta Green, using the heroin trade and the United States Bureau of Narcotics and Dangerous Drugs as a narrative spine. The campaign runs from South-East Asia to the Middle East to Europe, as the Agents uncover the sinister machinations of a necromantic cult.

  • Operation JADE PHOENIX (North-Eastern Burma): The CIA wants the Chinese-backed Shan warlord Li Bao Lung assassinated, and the Agents are tasked to escort a Marine sniper, Sergeant Adolph Lepus, to Li’s headquarters in the Wa state of northeast Burma, with orders to eliminate Li and return with proof of Li’s (and therefore Peking’s involvement in the opium trade. DELTA GREEN has identified one of Li’s advisers, Ming Yuan, as a Kuen-Yuin sorcerer; Li’s compound is a target-rich environment. The team must travel into Burma, avoiding detection en route, and penetrate the defences around Li’s compound to ensure Lepus has a clear shot on both targets.
  • Operation ALONSO (Saigon, Vietnam): The NBDD assigns the Agents to surveil a drug summit at the Continental Palace hotel between Unione Corse bosses and emissaries from Marseille. While there, DELTA GREEN wants them to ascertain the status of the Cthulhu cult in the Rung Sat region south-east of the city.
  • Operation HORUS HOURS (Hong Kong to Los Angeles, by air): Clues uncovered during ALONSO point to the existence of a heroin smuggling route running from Hong Kong to Los Angeles. The Agents have to hastily follow the couriers on the trans-Pacific flight via numerous stops and layovers, watching for the critical moment of the handover.
  • Operation DE PROFUNDIS (Bozuktepe, Turkey): Using a BNDD investigation into opium smuggling as cover, DELTA GREEN sends the Agents to investigate the suicide and disappearance of archaeologist Charles Whiteman. He was excavating a ceremonial site at Bozuktepe before mysteriously killing himself; his body vanished en route back to England. What did he bring up from the depths before he died?
  • Operation SECOND LOOK (Beirut, Lebanon): The Agents are sent in to surveil another drug deal and gather evidence; this time, an unreliable DELTA GREEN informant, Francois Genoud, is in the mix, and the Agents are ordered to remind him where his loyalties lie – but there’s more at stake here than they know, as sinister powers make a second attempt to uncover secrets of the Mythos…
  • Operation PURITAN (Munich, Germany to Prague, Czechoslovakia): The Agents follow Unione Corse heroin shipments into Munich, but while there, another DELTA GREEN case officer tasks them to investigate unnatural contamination of the CIA’s QK-ACTIVE propaganda broadcasts into the Soviet Union. Who is broadcasting elements of the Necronomicon from a CIA-backed radio station? Finding the truth sends the Agents on a desperate race into Prague.
  • Operation MISTRAL (Marseille, France): During the May ’68 riots, the Agents are sent to Marseille to investigate gang conflicts – and possible Unnatural activity in the troubled city.

and the mysterious Operation NEPENTHE…

Sinister Alchemy

Discover the essential truths of life and death. Face sorcerers with strange powers, or plunge through realms beyond comprehension. Choose your allies carefully, and trust no-one – not even yourself.

 “I say to you againe, doe not call up Any that you can not put downe; by the Which I meane, Any that can in Turne call up somewhat against you, whereby your Powerfullest Devices may not be of use. Ask of the Lesser, lest the Greater shall not wish to Answer, and shall commande more than you.”


Designed by Kenneth Hite, written by Gareth Ryder-Hanrahan, the team that brought you the ZALOZHNIY QUARTET and the DRACULA DOSSIER are called up again to create a tale of sordid intrigue, cosmic horror, and desperate action against the Mythos!

Only 100 copies of the faux-leatherbound limited edition The Fall of DELTA GREEN exist. 50 are available to customers in the U.S. and Canada, and 50 are available to customers outside the U.S. and Canada. The books are faux leather with gold foil, and each one includes a sticky-backed bookplate signed by Kenneth Hite which you can add to your book.

Limited edition with bookplate

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 corebook adapts DELTA GREEN: THE ROLE-PLAYING 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 AgentsTrail of Cthulhu, and The Esoterrorists: Use your favorite 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.

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Stock #: PELGDG01L Author: Kenneth Hite
Artists: Jen McCleary, Gislaine Avila, Nyra Drakae, Kennedy C. Garza, Melissa Gay, Quintin Gleim, Jérôme Huguenin, David Lewis Johnson, Erika Leveque, Anthony Moravian, Ernanda Souza, and Karolina Węgrzyn Format: 368-page, full color, smythe-sewn hardback

Buy the limited edition

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