“Man should not know the future. Such knowledge can be fatal.”

— attributed to Wolf Messing

In 1977, researchers Victor Marchetti and John D. Marks uncovered evidence in the accidentally unshredded MK-ULTRA files that the CIA had hired the stage magician John Mulholland as a consultant. After decades of further research, and the fortuitous discovery of the “magic manual” Mulholland prepared for CIA Technical Services head Sidney Gottlieb, some portion of the truth is out there. Born in Chicago in 1898, Mulholland moved to New York City, briefly apprenticed with Houdini, and became known as “the prince of prestidigitators.” During the 1920s he toured the world, returning to launch a successful stage career in New York in 1927. He briefly investigated UFOs in 1952 (ascribing them to hallucinations and unreliable eyewitnesses) and in 1953 (probably) joined MK-ULTRA to write a manual on, and teach CIA agents, how to use misdirection in the field. Specifically, according to the manual he wrote for the Agency, how to handle tablets, powders, and liquids, surreptitiously remove objects, and work as a team. Later, he investigated claims of telepathy (pronouncing them bogus) for the Agency; his last surviving invoice dates from 1958. His health damaged by chain-smoking, he died in 1970 with an enormous magical library, including virtually all of Houdini’s papers. His own papers contained no trace of his CIA work.

Wolf Messing, not messing around

Was there a Soviet equivalent to John Mulholland? Since the KGB was far less sloppy with its record-handling than the CIA, we may never know for sure. But the most plausible candidate we know of for “the KGB’s magician” is Wolf Messing, a Jew born in Russian Poland in 1899. Around 1910, he drifted to Berlin. There, a gift for catalepsy got him a job in a freak show, where he learned many more sorts of stage magic, including hypnotism, suggestion, and the mentalism that became his trademark. Blindfolded, he would carry out complex series of instructions “telepathically sent” by members of the audience. Touring Europe in the 1920s, he may (or may not) have encountered Erik Jan Hanussen, the mentalist and occultist popular with the rising Nazi elite; he claimed to have escaped the Gestapo by mentalist suggestion in 1940 and certainly arrived in Belorussia that year. He toured as a “psychological demonstrator” (Soviet ideology frowned on mentalism and magic) and made enough money to pay for two fighter planes. Anecdotes of Stalin testing his abilities personally come from a ghost-written (and unreliable) memoir published in parts in 1965 (and pulled from publication in 1967), but rumors persist then and now of Messing working with the KGB — probably willingly. By the late 1960s he was also claiming prophetic visions, likely a sign that his covert days were behind him — but the Soviet government insisted he keep touring almost until his death in 1974.

“There is no overall secret to magic, or any part of magic. It is the multiplicity of secrets and the variety of methods which makes magic possible.”

— John Mulholland, Some Operational Applications of the Art of Deception

It doesn’t require postulating John Mulholland as a MAJESTIC control or Wolf Messing as a Yithian KGB asset to incorporate them into a Fall of DELTA GREEN campaign. (They might even have met in Europe during a Trail of Cthulhu campaign.) The actual story of intelligence agencies’ use of stage magicians and their techniques is wild and evocative enough. Although both Mulholland and Messing probably retire backstage before the 1960s, they might have prize pupils or magical heirs carrying on their good work and slowly becoming drawn into the unnatural world behind the clandestine shadows. A particularly thrilling Agent might even have a background as a stage magician, just like Rollin Hand from the Mission: Impossible TV show.

Stage Magician

Points: 10 Investigative, 40 General (includes 4 Special Training)

Art (Stage Magic) 2, HUMINT 2, Notice 2, Reassurance 2

Pick two Investigative: Anthropology 1, HUMINT 1*, Inspiration 1, Notice 1*, Occult 1

Athletics 4, Conceal 4, Disguise 4, Filch 5, Mechanics 4, Preparedness 3, Stealth 4

Pick two General: Conceal 4*, Disguise 4*, Filch 4*, Sense Trouble 4, Stealth 4*

Pick three Special Training (one free, others 2 build pts. each; FoDG, p. 072): Brush Pass/Pickpocket, Card Cheating, Escape Artist, Lockpicking, Sleight of Hand (see below)

Special Training Magics

Fall of DELTA GREEN Agents trained by Mulholland or using the Mulholland system can easily justify spending 2 build points on Special Training in Sleight of Hand (+2 to Filch rolls to palm, manipulate, and “vanish” small objects, very much including covertly spiking drinks), as well as the existing example of Special Training in Brush Pass/Pickpocket (+2 to Filch rolls to pass an object between two people, knowingly to both or unknowingly to one). Generous Handlers might allow one spend of 2 points to buy both abilities. Very generous Handlers might allow Sleight of Hand to count as a quick-draw technique (spend Filch on the surprise test; FoDG, p. 090). In Night’s Black Agents, a combine them both as a Filch cherry: Legerdemain. Spend 1 point of Filch to automatically slip a palm, pass, vanish, spike, pickpocket, load, or dip past a normal civilian (defined as anyone not: a stage magician, a pickpocket, a trained spy or cop watching for just such an action, or a supernatural observer). This also applies to the A Lift in Time Saves Nine cherry (Double Tap, p. 41).

Soviet agents trained by Messing or using his techniques have two arrows in their quiver: Ideomotorism, and Vnusheniye (Russian for “suggestion” or “inception”). Ideomotorism is a Special Training skill granting the ability to use Psychotherapy or Sense Trouble (pick one when buying the skill) to “read thoughts” by touch. For example, asking “where are the documents” induces a microscopic muscle reflex that the trained Ideomotorist can “read” to give a direction and possibly even a location (“it’s a long walk from here, and on a high shelf perhaps”). Vnusheniye allows the use of Disguise to present (seemingly obviously) false credentials, state an incorrect identity, or otherwise convince someone you showed them something or said or did something that they expected. Both skills require a test of the relevant ability, and do not include a +2 bonus. Agents resist Ideomotorism using Stability, and resist Vnusheniye with Sense Trouble; the Difficulty equals the total of the KGB operator’s roll+spend.

Player Agents who can somehow convince the Handler to let them use either of these two Soviet Special Training skills should also have to spend 1 point of HUMINT for Ideomotorism and 1 point of either Intimidation or Reassurance for Vnusheniye. In Night’s Black Agents, Ideomotorism is a cherry for Shrink or Sense Trouble; with a spend of 1 point of Bullshit Detector it automatically works on mooks, scrubs, and similar bystanders. With Disguise 8+ Night’s Black Agents characters can take Vnusheniye as a cherry; with a 1-point spend of an appropriate Interpersonal ability it likewise works automatically on the weak-minded.


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.

“He had lately become a devotee of the William Mortensen school of photography. Mortensen, of course, is the leading exponent of fantasy in photography; his monstrosities and grotesques are widely known.”

— Robert Bloch, “The Sorcerer’s Jewel” (1939)

William H. Mortensen, the “leading exponent of fantasy in photography,” was born in Park City, Utah in 1897 to Danish immigrants. In high school he caught the drawing bug from his art teacher, James Taylor Harwood, who attended the Académie Julian (1888-1890) and the Beaux-Arts (1890-1892) in Paris, his time at those schools overlapping as it happens with Robert W. Chambers.

Drafted into and released from the Army in 1918, Mortensen stayed in New York to study at the Art Students League in New York City under George Bridgman (another Chambers overlap, at the Beaux-Arts from 1883-1889). He left art school on an impulsive trip to Greece in 1920, returned broke, and after a year teaching art himself in Salt Lake City moved to Hollywood in 1921 as a chaperon for his 14-year-old fellow Utahan Fay Wray.

Incubus, by William Mortensen (1925). Model unknown, but probably not a dimensional shambler

While keeping Fay out of trouble and getting her into pictures, he worked with the directors King Vidor and Ferdinand Pinney Earle as a matte painter, and then on costume design with Cecil B. DeMille on his Ten Commandments (1923) then (as his photography business expanded) as a still photographer on King of Kings (1927). He designed masks for and learned makeup from Lon Chaney, Sr., with whom he worked on Mr. Wu (1927) and West of Zanzibar (1928).

Following a scandal exacerbated by Fay Wray’s mother, a brief dalliance with Jean Harlow, and the not-unrelated destruction of his marriage he leaves Hollywood for Laguna Beach in 1931. There he opens the Mortensen School of Photography, marries one of his longtime models Myrdith Monaghan in 1933, and breeds Persian Blue cats. Even at that remove, he retains his cachet with Hollywood: his 1941 photograph of aspiring actress Martha Vickers gets her a contract at RKO without a screen test. His Hollywood photographs regularly appear in Vanity Fair and Colliers, he writes a column for LA Weekly, he mounts exhibitions as far away as London.

In the 1930s, Mortensen reigns as the king of the “Pictorialist” school of photography, pioneering techniques of photo-manipulation with lenses and razors to create bizarre and impossible images, and defending his principles in books like Monsters & Madonnas (1934) and The Command to Look (1937). His success with the grotesque and unreal sparks the hatred of Ansel Adams and the “Purist” photographers of the f.64 movement. Adams despises Mortensen and everything he stands for: wishing him dead in print, calling him “the Devil” and “the Anti-Christ.”

Perhaps Adams fixates on those terms thanks to Mortensen’s series of photographs depicting witches, demons, and monsters. Mortensen begins what he calls his “Pictorial History of Witchcraft and Demonology” around 1926, continuing it through at least 1935. He consults with his friend the occultist Manly P. Hall on the topic, freely borrowing from Hall’s library of 20,000 mystical tomes. At some point in the late 1930s he suddenly stops creating grotesques, switching almost entirely to nudes and rural workers (sometimes clad in Renaissance garb) as his subjects. At least a third of the approximately 150 images he created for his witchcraft and demonology series have disappeared.

The Shadows From the Shutter

“That is why the beings cannot be photographed on the ordinary camera films and plates of our known universe, even though our eyes can see them. With proper knowledge, however, any good chemist could make a photographic emulsion which would record their images.”

— H.P. Lovecraft, “The Whisperer in Darkness”

Adams’ enmity, and changing public tastes, eventually drove Mortensen into obscurity and penury. On August 12, 1965, William Mortensen dies of a nosocomial infection in the La Jolla hospital while undergoing treatment for leukemia. Myrdith sends a file of his negatives, prints, and scrapbooks to small time Hollywood publisher O. Howard Lucy (b. 1900?); he publishes botched editions of Monsters & Madonnas and The Command to Look in 1967.

And at some point, DELTA GREEN hears rumors about “The Last Mortensens,” a series of pictures briefly offered to collectors in the late 1950s. Supposedly the culmination of his “History of Witchcraft and Demonology,” taken in 1937 or thereabouts, they depict his most grotesque images yet: thoroughly alien shapes and beings in stark silver-gelatin prints. Perhaps a dead occultist (stumbled over or produced in the course of a previous investigation) has one print, and his eager letters point to more out there.

The Agents head for California, to interview Myrdith: she claims she only got half the material back from Lucy. Lucy says he gave it to his photographer partner Jacques de Langre (b. 1925), a lecturer on alternative healing and enthusiast for the magical powers of salt. De Langre claims he returned everything to Myrdith’s “intermediary,” who may never have existed. Manly P. Hall (b. 1901), an increasingly grumpy and neglected guru in Los Feliz, happily discusses Mortensen’s theories and learning but likely has no lead on a missing folio.

The Agents might also look up Mortensen’s old friend, model, and collaborator on his books, the former stage actor and director George Dunham, currently living in Corona del Mar. Or they might be attracted to the rumor that San Francisco magician and publicity hound Anton LaVey uses insights from The Command to Look to develop the “lesser magic” and psychological manipulation core to his new Church of Satan. (LaVey dedicates the 1969 edition of The Satanic Bible to, among others, “William Mortensen, who looked … and saw.”)

Another lead (via the dead occultist or a LaVey hanger-on) points to another interesting Mortensen collector: the psychic investigator Hereward Carrington (1880-1958). When the Agents go to his home in L.A., they discover that his widow Marie keeps Carrington’s immense collection of journals and photographs intact as an archive. Has it been robbed? Who can tell? What other secrets does it hold?

Perhaps it holds the patchy records of Carrington’s work with a band of Investigators in the late 1930s who selflessly rescued renowned photographer William Mortensen from the hideous Things he had unwittingly called up with the angles and alchemies of his lenses and emulsions. Shaken, he resolves to abandon grotesquerie and return to Myrdith. But, bitter and impoverished twenty years later, he made one last set of prints for a few rich and eminent collectors …

Fall of DELTA GREEN Handlers can riff on “From Beyond,” “The Trap,” and “The Whisperer in Darkness,” and on the images of monsters retained in glass in “The Unnamable,” for that prequel Trail of Cthulhu adventure. Did Mortensen learn these hypergeometric techniques in Greece, and Carcosan ratios from Chambers’ friends? Did he find unnatural clues in Manly Hall’s library, or in a Hollywood horrorist’s drunken rant? This works even better if you ask the players to describe the photos when their Agents find them in the 1960s (“oh, it’s a boiling sphere covered in eyes”). Then, in the 1930s, their Investigators have to face those unnamable models from their own imagination – and save Mortensen from them.


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.

“Colonel Buchan’s novel Greenmantle has more than a flavor of truth …”

— T.E. Lawrence, to Robert Graves

In Britain, the first rank of spy novelists has long included writers from the ranks of actual intelligence agencies: John Buchan (British Army Intelligence Corps), Somerset Maugham (MI6), Graham Greene (MI6), Dennis Wheatley (London Controlling Section of the War Cabinet), Anthony Burgess (British Army Intelligence Corps), Kenneth Benton (MI6), and of course David Cornwell, a.k.a. John Le Carré (both MI5 and MI6). (The finest, and almost the first, American example is Charles McCarry, who publishes his first novel The Miernik Dossier six years after leaving the CIA, in 1973.) But the best example of the overlap (if not the best novelist or the best spy) is Ian Fleming, the former British Naval Intelligence planner who created James Bond in Casino Royale (1958) to little or no acclaim. In 1961, President Kennedy lists From Russia With Love as one of his top ten books, putting Fleming on top of the US mystery and crime charts and leading MGM to greenlight the first Bond film Dr. No (1962). The movies send Fleming’s sales into the millions before he dies in 1964.

No relation to Randolph.

Meanwhile in America, spy fiction came out of the pulps and melded with the hard-boiled detective genre, most notably with Donald Hamilton’s Matt Helm series (27 novels, 1960-1993) and more prolifically with Edward S. Aarons’ Assignment series (42 novels, 1955-1976) starring CIA agent Sam Durell. Bond’s success inspires paperback original publisher Award Books to revive the pulp detective Nick Carter as superspy Nick Carter: Killmaster in 1964. Various authors (in the 1960s primarily Michael Avallone, Valerie Moolman, and Manning Lee Stokes) using the “Nick Carter” house name (the novels are in the first person) churn out 261 Killmaster novels on an approximately bimonthly schedule.

The writers of these series are mostly professional authors, without any espionage background. The partial exception is James Atlee Phillips, who as “Philip Atlee” writes a series about CIA contractor Joe Gall (22 novels, 1963-1976), rebranded as the “Nullifier” series after 1966. After a career with the OSS, Phillips ran the CIA front Amphibian Airways in Burma from 1947 to 1954. But his brother, David Atlee Phillips, runs the CIA’s Western Hemisphere operations in 1973-1975, the culmination of a 25-year Agency career that includes planning the Bay of Pigs operation and helping to overthrow Allende. During the Fall of DELTA GREEN era, David Atlee Phillips takes part in the anti-Castro Operation MONGOOSE (1961-1964) as chief of covert operations in Mexico, and serves as station chief in the Dominican Republic (1965-1969) and Brazil (1969-1970). James and David have a tempestuous relationship illustrated by Joe Gall’s tendency to ridicule the Bay of Pigs planners and CIA station chiefs.

By the 1970s, the Killmaster spawns his own lines of imitators, notably Remo Williams, the Destroyer (150+ novels, 1971-present) by Warren Murphy and Richard Sapir, and Mack Bolan, the Executioner (600+ novels, 1969-present) by Don Pendleton. Pendleton writes four novels a year about non-spy super-killer Bolan until 1980, when the Executioner becomes a multi-author franchise like the Killmaster. (Bolan fights Cthulhu cultists in Executioner #264: Iron Fist (2000) and Cthulhu spawn in Executioner #276: Leviathan (2001), both by Gerald Montgomery.) Joseph Rosenberger’s Death Merchant series featuring hit man Richard Camellion (70 books, 1971-1988) takes on not just the Mafia, neo-Nazis, and Red China but secret societies, Soviet psychotronics, clone armies, and the hidden city of Shambhala.

Camellion isn’t alone on the fringe. British spy novelist W. Howard Baker uses the pseudonym “Peter Saxon,” the credited author of the Guardians series (6 novels, 1968-1970) about a team of occult investigators. Baker sharecrops the “Peter Saxon” name to other writers; who exactly wrote which Guardians novel remains (appropriately) a mystery. The Mind Masters series (5 books, 1974-1976) by John F. Rossman stars Britt St. Vincent, a psychic race car driver who investigates occult conspiracies for the clandestine Mero Institute. And then there’s CIA agent Peter Ward, the “American James Bond,” who stars in nine novels (1965-1971) by David St. John. In his last two adventures, The Sorcerers (1969) and Diabolus (1971), Ward battles an alliance of Satanists, voodooists, and Communists straight out of Dennis Wheatley, featuring MK-ULTRA-style mind-control drugs deployed by heroes and villains alike.

Which intrigues not least because “David St. John” is one of many pen names for active, on-duty CIA agent E. Howard Hunt. (According to fellow CIA agent and spy novelist William F. Buckley Jr., Hunt wrote too prolifically for the CIA to review his manuscripts.) Hunt began his clandestine career with the OSS in China, and with David Atlee Phillips planned the overthrow of Arbenz in Guatemala and the Bay of Pigs. He then serves as chief of covert action for the CIA’s (borderline illegal) Domestic Operations Division (1962-1964), in Madrid for two years on a shadowy mission that included “write spy novels”, and as covert action chief for Western Europe (based in Washington, however) from 1968-1969. He resigns from the Agency in 1970 and works for various security-state front groups and the White House until his 1972 indictment for the Watergate burglary he helped mastermind.

A Dirty Story of a Dirty Man: Operation TRAVEN

“All this was flagrant trashiness, and my friend Manton was not slow to insist on that fact. Then I told him what I had found …”

–H.P. Lovecraft, “The Unnamable”

The X-Files episode “Musings of a Cigarette-Smoking Man” by Glen Morgan plays with the career of Hunt and Phillips, portraying the titular “Cancer Man” as JFK’s assassin (both Hunt and Phillips may have met – or recruited – Lee Harvey Oswald in Mexico) and as frustrated spy novelist “Raul Bloodworth,” creator of the Jack Colquitt adventures based on his own career. Inspired by Morgan’s riff (and perhaps by these lovely covers by Loz Bearfield), can we posit a series of men’s adventure paperbacks that correlates a few too many of DELTA GREEN’s proprietary contents?

Superspy Dalton Verdant, codenamed the Outsider, works for a secret nameless “Division” vaguely attached to the Navy. Reporting only to Admiral Joseph Cooke, he beds beautiful women and battles international Communism and weirder foes in a series of lurid paperback novels from Pagan Books:

  • The Stalin Sanction (May 1966): Verdant crosses Siberia in disguise – to prevent SMERSH mad scientists from re-animating Joseph Stalin! Verdant fights “charnel dog-men” in KGB uniforms. (Cf. Operation SIC SEMPER TYRANNIS; FoDG, p. 163)
  • The Shanghai Sanction (Oct 1966): Verdant is ordered to assassinate Stephen Alban, “Red China’s top Satanist in Asia,” and does so by blowing up Alban’s airplane. (Cf. Operation PARIAH; FoDG, p. 180)
  • The South Pole Sanction (Feb 1967): Verdant tracks Karthek, leader of a neo-Nazi cult, to “Hitler’s frozen bolt-hole” in Antarctica powered by “living brains from Atlantis.” The brains explode into blob-monsters and destroy the base. (Cf. Operation SOUTHERN HOSPITALITY; FoDG, p. 286)
  • The Simba Sanction (Jun 1967): Verdant fights “Cuban voodooists” in the Congo, and faces the “Mongolian Death Worm” they have awakened in a jungle city of white apes. (Cf. Operation KURTZ; FoDG, p. 180)
  • The Saucer Sanction (Nov 1967): Verdant rescues a beautiful, amnesiac NASA test pilot from a flying saucer crash site in Nicaragua, battling a hit squad seemingly sent by the U.S. government to kill her – and him! Mind control gave her amnesia; the hit squad uses a serum derived from alien fish-men. (Cf. Project GARNET; FoDG, p. 163)

The credited author of all five books is “Ward Phillips.” This pseudonym might refer to (Agency (CIA)) Hunt’s spy character and Atlee’s middle name, or (Occult) to the Rhode Island ghost-story writer (colleague and friend of author-mystic Randolph Carter) Ward Phillips (1880-1937?). The Saucer Sanction’s plot strongly resembles the script of the Matt Helm movie The Ambushers, released in December 1967 – could “Phillips” have Hollywood connections? “Phillips” might be a DELTA GREEN agent left in the cold after a breakdown, or the sibling (or spouse, or child) of such an agent. He (or she) might be a psychic in contact with a former agent, or a fragment of an agent’s personality detached by Yithian or Xin magic and now trying to write its way back into existence by possessing amphetamine addicts.

Hunting “Phillips” through a network of weird loner tough-guy writers, skeevy publishers, and predatory Hollywood small-timers takes all the HUMINT the Agents can muster. None of the operations “Phillips” uses as source material postdate 1964, giving a possible date for their retirement. Once MAJESTIC notices the connections in The Saucer Sanction, the Agents have a rival team hunting “Phillips,” and killing witnesses: the Seattle offices of Pagan Books go up in a mysterious fire on New Year’s Day 1968, detonating five cases of ammunition illegally stored in the building’s basement. Is there a connection to the Two Lanterns or another occult radical group?

Finally, if you want to play a session (or a whole campaign!) in the world of Dalton Verdant and the Division, use Night’s Black Agents; ideally the “airport thriller” drift rules (Dracula Dossier Director’s Handbook, p. 320). Go ahead and add monsters and magic from Fall of DELTA GREEN or Trail of Cthulhu on an ad hoc basis. Dalton Verdant has vanished on the trail of a British ex-superspy traitor and sex magician named Hamish Rhodes, and Admiral Cooke recruits your team to follow him …


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.

A valued customer asked: how to use GUMSHOE One-2-One, in its Cthulhu Confidential incarnation, to play Fall of DELTA GREEN? Mechanically, the One-2-One system works perfectly for DELTA GREEN play, ably handling the psychological disintegration and physical maiming expected of Agents with Problem cards. The investigative abilities also cross over neatly – I’d suggest the following abilities for the player character:

Agency, Architecture, Cop Talk, Flattery, HUMINT, Inspiration, Interrogation, Intimidation, Military Science, Notice, Streetwise, Survival, Tradecraft and Traffic Analysis, with the other investigative abilities allocated to Sources.

Add Bureaucracy to the list of General Abilities, so our hypothetical Agent has the abilities

Athletics 2, Bureaucracy 1, Conceal 1, Cool 2, Demolitions 1, Disguise 1, Drive 1, Filch 1, Firearms 2, First Aid 1, Heavy Weapons 1, Mechanics 1, Melee Weapons 1, Network 2, Pilot 1, Preparedness 2, Ride 1, Sense Trouble 1, Stealth 2, Unarmed Combat 2. (You could arguably keep Psychotherapy, but as its primary use is helping others, and you’re all alone… it’s probably not worth it.)

Sources & Bonds

Cthulhu Confidential has a supporting cast of recurring Sources who provide both emotional support and investigative abilities; Night’s Black Agents: Solo Ops, with its globetrotting adventures, has a Network ability and Contacts instead. The Fall of DELTA GREEN requires both. You can call up Contacts who’ll help out for one adventure, but you also have two or three emotional Bonds – people you care about. These people can be useful to your investigations – maybe your best buddy knows Chemistry, or your girlfriend has Art – but a Bond doesn’t have to have any Investigative Abilities.

In addition, you have a Bond with your DELTA GREEN Case Office – the recurring character who gives you your assignments.

If you pick up a Mythos Shock problem that would force your character to leave play at the end of the scenario, you can Burn a Bond, destroying your emotional relationship with that character. You can’t burn your Case Officer.

Sudden Death

Cthulhu Confidential recommends that the Gamemaster refrain from killing the protagonist; Langston may get shot, possessed or driven insane, but he’ll generally struggle on to the final scene before expiring, so the player gets to experience a satisfying story. The Fall of DELTA GREEN, though, is all about disappointment, misfortune and the unknowable nature of the Mythos – so more sudden deaths are perfectly in-genre. (After all, the player can always switch to playing another Agent investigating the disappearance of the previous character…)

All Alone Against The Mythos

So, why are you a lone DELTA GREEN Agent, instead of the usual cell of investigators? Some options:

  • Lone Globetrotter: It’s a lot easier for DELTA GREEN to get a single Agent out to a flashpoint than a whole team. You’re the first Agent in to investigate suspected Mythos activity. Your cover role is one that involves lots of travel (AFOSI investigator, CIA Operative, CDC disease hunter, FBN investigator, US Marshal, FBI Special Agent, journalist).
  • The Cleaner: You work directly for one of DELTA GREEN’s steering committee – you’re the trusted right hand of, say, Brigadier General Fairfield or Dr. Warren, and get dispatched to clean up messes or further your patron’s interests against rival factions on the Executive Committee or against the guys over in MAJESTIC.
  • Our Man in Havana: You’re DELTA GREEN’s go-to guy in a particular city or region; maybe you’re a CIA spy attached to the US embassy in Rome, or a Five Eyes SIGINT analyst in New Zealand who takes a lot of trips to isolated mysterious islands in the South Pacific…

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.

Pre-order The Borellus Connection now and get Looking Glass: Saigon 1968 free!

Saigon, 1968: Vietnam’s “Paris of the East” is a hotbed of conflict and intrigue, from the CIA and the Viet Cong to Buddhist monks and Western media. Looking Glass: Saigon 1968 gives you a view into all this, as well as the city’s shadowy underworld of vampires, conspiracies, and the Mythos. This tight city supplement equips GUMSHOE GMs with just enough evocative detail and intriguing possibilities to bring Saigon to life for their players.

A foundation and framework, Looking Glass: Saigon 1968 can launch you into immediate play or provide pointers for your own researches. With these ingredients, you can begin cooking Saigon as a “Low and Slow” 1968 city setting for your GUMSHOE game—not just The Fall of DELTA GREEN, but also Trail of Cthulhu, Night’s Black Agents, TimeWatch, and others.

Looking Glass: Saigon 1968 features:

  • The lay of the land, where crowds gather and how your heroes arrive.
  • Three unique backdrops: the Rex Hotel, the Saigon Zoo, and the Le Van Duyet Tomb
  • Seven Saigon story seeds and hooks.
  • The Mythos in Saigon.
Stock #: PELGDG03D Author: Kenneth Hite
Artist: Jen McCleary Type: 19-page PDF

Buy PDF now

“Everybody likes a fireworks show.”

— Samuel Cummings, president of the International Armament Corporation

If, as the Beatles assured us, happiness is a warm gun, the happiest place on Earth between 1953 and 1968 is the Alexandria, Virginia warehouse complex of Interarms, the International Armament Corporation. In 1968 it holds between 650,000 and 800,000 military-surplus small-arms — more guns than the army of any NATO country except America — up to and very much including dozens of 20mm Lahti rifled anti-tank cannon from Finland. Samuel Cummings (b. 1927), the president of Interarms, worked for the CIA officially in 1950-1953 as a weapons analyst, and some say continues to work for the Company as a source for weapons the Company would rather nobody be able to trace to the CIA. Born in Philadelphia Main Line society, he affects a Virginia drawl but otherwise keeps things professional and never flashy. Interarms clears about $20 million per year, from gun sales in America as well as from international arms brokerage. When Cummings buys the entire Spanish national arsenal in 1965, he converts much of it into sporting guns and sells it by mail-order; but he also brokers gently used fighter jets, submarines, and tanks.

Interarms pre-unboxing in progress

Cummings’ deep pockets, myriad of subsidiaries and shell corporations, and vast network of stringers and clients in the world’s military and intelligence services keep him ahead of all his private-sector rivals; Interarms controls about 80% of the non-governmental traffic in arms. Smaller companies, often thinly-disguised agents for Bonn or Paris, nip at his heels or sink into the shadows, going after deals that Cummings can’t afford to touch without angering his patrons in the CIA and State Department. The Piccadilly firm of Cogswell & Harrison still brokers sales that the British Foreign Office couldn’t possibly countenance. “Munitions manipulators” proliferate on the next level down, selling arms to rebel movements without great-power backing or conniving to rig the bidding in Greece or Thailand for a bigger corporate client.

The big money is in Africa (Algeria 1954-62, Congo 1960-65, Biafra 1967-70; ongoing bush wars in Ethiopia and Rhodesia; plus running the blockades of South Africa and Angola) and to a lesser extent the Caribbean, even after Castro crushes the Bay of Pigs invasion. Iran and Saudi Arabia hire arms dealers to equip their police and to supply their proxies in their neighbors. Hill tribes from Sudan to Yemen to Burma always want rifles, and can perhaps pay in drugs or even archaeological treasures. Countries like Egypt, Vietnam, and others supplied by the Soviets often unload their weapons on the Western market to make hard currency, and the Czech national weapons company Omnipol seemingly connives at such capitalism. Rakeoffs and bribery also provide incentives for Third World generals and deputy ministers to make unnecessary arms deals just to collect their percentage. But the First World isn’t immune, although the currency is string-pulling as much as bribery: some port officer or air-traffic controller keeps authorizing freighter-loads of assault rifles to depart from Belgium (along with Holland, the major “free port” in arms dealing) or allows cargo planes to “divert” to Spain or Malta and refuel for Africa.

Big old-school weapons companies such as Krupp, Mauser, and Schneider have diversified into general industry; Oerlikon, Hotchkiss, FN, SAAB, and Hispano-Suiza still aggressively market weapons overseas. (The new-school weapons companies like GE, Lockheed, and Vickers just slurp up fat defense contracts, hiring lobbyists instead of salesmen.) The Argentine Ballester-Molina dynasty of gun-makers writes its own foreign policy in Latin America. Skoda is now the engine of the Czech communist arms trade, supplying fine weapons to foul terrorists. But all of these companies still use cut-outs and keep up with the old field: for example, the Quandts of Mauser have friendly (and oh so informal) ties to the West German shell company Merex, which sells weapons to Israel and the Arabs alike. For more Interarms, more anecdotes, and wild NPCs (such as former fruit-planter Mitchell Livingston WerBell III who sells guns in Latin America; exiled Hungarian master smuggler Dominick de Fekete von Altbach und Nagyratoth who sells guns from Latin America to rebels and the governments fighting them) I recommend George Thayer’s The War Business (1969).

“Morgan uncased the big-game rifle on which he relied despite his colleague’s warnings that no material weapon would be of help.”

— H.P. Lovecraft, “The Dunwich Horror”

So where and how can your Fall of DELTA GREEN Agents cross paths with the modern-day merchants of death? Obviously the Interarms private intelligence network makes a great source for story hooks or even for DELTA GREEN friendlies. The program might task agents to find the source of weapons flowing to Mauti- or Angka- worshipping rebels, or to supply weapons to local militias getting riled up to massacre the local Dagon cult. Or, of course, being DELTA GREEN Agents, they might just want to know a guy who can hook them up with not-quite-yet-sporterized Tommy guns or entirely-sporting heavy game rifles or half-a-dozen Spanish Super-Star 9mm pistols apiece, all without inconvenient serial numbers.

In a slightly James Bond-ed version of the setting, perhaps some Australian munitions manipulator has stumbled on a cache of Yithian weapons and gone through enough subordinates to figure out (mostly) how they work. He’s getting ready to offer weak-nuclear-force-disintegrators, Tenet-style reverse-entropy pistols, and full-auto lightning-throwers to any and all interested parties — and your team has to stop MAJESTIC from putting in a very generous bid.

Arms Dealer

You might be a drummer for Interarms sniffing out wars and deals, a private broker or “munitions manipulator,” or (with Pilot and Conceal) a slightly glorified gun-runner. Ever since you met these particular Company men, you’ve been doing a lot of business in very special ammunition loads and high-caliber hunting rifles — it’s only a matter of time before you see what’s at the other end of the barrels you sell. You don’t need Cop Talk, because between Negotiation and Network you’ve already bribed the commander who arrested you.

Points: 11 Investigative, 21 General

Foreign Language 2, Law 1, Military Science 1, Negotiation 2, Streetwise 1

Demolitions 2, Firearms 3, Heavy Weapons 2, Network 4, Sense Trouble 2

Pick two Investigative: Accounting 1, Chemistry 1, Foreign Language 1, History 1, Military Science 1, Traffic Analysis 1

Pick one Interpersonal: Flattery 2, HUMINT 2

Pick two General: Bureaucracy 4, Conceal 4, Demolitions 4*, Drive 4, Firearms 4*, Heavy Weapons 4*, Mechanics 4, Network 4*, Pilot 4, Preparedness 4, Sense Trouble 4*

Lahti L-39 20mm “Elephant Gun” Anti-Tank Rifled Cannon

You’ve all been very patient, so here’s what you came here for. The Lahti weighs 109 lbs. and fires its very expensive ($1 each) and hard-to-source Swiss ammunition [L2, also available in phosphorus] up to a mile downrange. Each magazine holds ten 5.4-inch-long shells and weighs 2.5 pounds. It takes a round of cranking the bolt back (Diff 6 Athletics test to do it in half a round) before you can fire the first shot; after that, each shot re-cocks the bolt. In a string of jobs in 1965, robbers in Canada and New York use them to blow open bank vaults from the rear. Interarms sells them for $99 apiece to licensed collectors.


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.

“Another queer happening, of a totally different kind, occurred four or five years ago. A woman‐friend and I were out walking one night in a lane near Auburn, when a dark, lightless and silent object passed over us against the stars with projectile‐like speed. The thing was too large and swift for any bird, and gave precisely the effect of a black meteor. I have often wondered what it was. Charles Fort, no doubt, would have made a substantial item out of it for one of his volumes.”

— Clark Ashton Smith, letter to H.P. Lovecraft (November 1933)

Clark Ashton Smith: Decadent, Horrorist … Fortean? Smith first read Charles Fort’s Book of the Damned in October 1930, according to an earlier letter to Lovecraft: “I don’t care for the style — but the assembled data is quite imposing, and worthy of close study.” (Lovecraft read Fort’s works in March 1927.) By the next year Smith had gotten over his allergy to Fort’s telegraphic prose, writing to one William Whittingham Lyman: “When it comes to fictional inspiration, I had more in the writings of Charles Fort … than in any of the orthodox crew. Fort has spent his life amassing a gorgeous collection of data …” Could Smith have turned to Fort, going to the considerable trouble of checking The Book of the Damned out of the California state library by mail, to investigate his own Fortean encounter? As he wrote to Lovecraft in November 1933, some time in 1928 or 1929 or 1930 he saw “a dark, lightless, and silent object … a black meteor” “too large and swift for any bird” that “passed over us against the stars with projectile-like speed.” Did the Black Meteor leave its shadow behind on the Sorcerer of Auburn? Perhaps, perhaps, and perhaps that is why Smith datelined the letter describing his UFO sighting “Tower of black jade in lost Carcosa. Hour when the twin suns are both at nadir.” The “tower of black jade” crossing the stars on the darkest night of dark Carcosa, in other words.

“Klarkash‐Ton had seen one, had seen something, a year or two before. It was on a hot night and he had been lying outside on his sleeping bag, gazing upward into the depths of space. Suddenly he became aware of a large object, like an indistinct shadow, darker than the night, passing slowly above him, blotting out the stars.”

— George Haas, “As I Remember Klarkash-Ton” (1963)

From left: Clark Ashton Smith, Robert Barbour Johnson, George Haas, and Stanton Levey

Smith didn’t leave Charles Fort’s skies behind with the Weird Tales crew. In 1949, he praised an Arkham Sampler SF issue for “the prominence given to Wells and to Charles Fort.” In 1951 he wrote the foreword to a book of poems (including such Fortean titles as “Cosmic Saboteurs” and “Since We Are Property”) by Lilith Lorraine, the pseudonym of SF author Gertrude Wright (nee Mary Maud Dunn). (Smith may have met Wright in person while she was living in Berkeley and running a Theosophical sex cult, ca. 1923-1927.) And in 1953 he met gardner, Fortean, and SF fan George P. Haas who went on to fame as an early Bigfoot hunter.

Haas also introduced Smith to fellow Weird Tales alumnus Robert Barbour Johnson and to area occultist-photographer-organist Howard Stanton Levey, who would later become the Satan-monger Anton LaVey. (While we’re engaged in Fortean synchronicities, Johnson had worked as a big cat trainer, and Levey kept a pet panther named Zoltan.) Haas talked Fort with Smith on their first meeting in September 1953, and elucidated either a garbled rendering of Smith’s 1928 encounter, or a repeat sighting. Given the different circumstances in each description (alone and lying down in his backyard vs. walking with a girl on a road) we can’t rule out a second encounter of the first kind, around 1951 or 1952.

Smith’s home town of Auburn, California has a smattering of UFO sightings to its credit, dating back to the 1896 “airship” flap for proper Fortean juju. (Does anybody else think the 1896 Airship makes a great Carcosan irruption for a Yellow King RPG game set in San Francisco? No? Just me then.) If flying shadows cruised Auburn’s skies in 1928-29 only Smith seems to have seen them, or written about it. UFOs buzzed Auburn, as well as nearby Roseville and Sacramento (only 30 miles away) in June and July of 1947. Two Air Force officers saw a “cylinder with twin tails, 200 ft. long and 90 ft. wide” over McClellan AFB in Sacramento, moving north (toward Auburn) at “incredible speed” on 13 March 1951, right in the window for Smith’s second sighting. (In 1952, Beale AFB near Auburn was officially on “inactive status.” Sure it was.) Another UFO flits over Citrus Heights on 20 August 1956. Smith dies of a series of strokes in 1961. In September 2009, numerous witnesses see “black triangles” in the skies over Auburn.

“A dark meteor, made of some incombustible, indestructible matter which is seen to fall. It is found to be a sort of shard containing an alien entity in a state of suspended animation. (Such a meteoric object might be found buried in the archaean strata, where it had fallen in the earth’s youth.) The alien being might be a king of some trans-galactic world, who had been ((thus)) kidnapped and dropped on the earth by enemies. His subjects, knowing that he still exists, have sought him for aeons through the universe, using a magnetic detector which would reveal the presence of the strange element which he is enclosed.”

— Clark Ashton Smith, story treatment “The Dark Meteor” (n.d.)

Your Fall of DELTA GREEN Agents may well want to investigate the 20 June 1966 UFO sighting in Auburn, especially given that Beale AFB (just down the hill from Auburn, even closer than McClellan AFB) begins basing the top-secret SR-71 Blackbird reconnaissance plane in January 1966. And when they look back through the records and papers, and ask around town, they discover that a man who knew a whole lot about the Unnatural used to live up on Indian Ridge before a mysterious fire burned down his cabin in 1957. But fortunately, he may have left a clue in his Black Book.

Smith’s notebook, the “Black Book,” describes one possibility. A king of Shonti or Nython, an empress of Sadastor or Xiccarph, lies bound in a black meteor, imprisoned in an interdimensional orbit that emerges over Auburn, California every seven years (1930, 1951, 1966). Alien enemies — Mi-Go? — seek the meteor, as perhaps does MAJESTIC. The Air Materiel Command of Roswell fame (now Air Force Logistics Command) bases out of McClellan AFB in Sacramento, after all. The search for the Dark Meteor, or the flight from the avengers of triple-sunned Xiccarph, may send your Agents deep into the shadows over Auburn and still deeper into the incantations of Klarkash-Ton.


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.

Over the years, we’ve released a number of one-shot adventures for our systems during Free RPG Day, and we often get messages asking us for the PDFs. As we know everyone’s looking for more gaming opportunities at the moment, we’ve collected them all here, now.

All we ask is that if you download, run and enjoy these adventures, you consider making a donation to Doctors Without Borders, to assist in their efforts to fight the coronavirus COVID-19.

Donate to Doctors Without Borders

 

Bugs! Everywhere you look there’s another kind of bug
Makes you want to get a club and clout ’em
Yes everybody’s talking bout the worrysome bugs
But ain’t nobody doing nothing about ’em …

Bugs! Everywhere you look there’s another type of bug
But if ya live in the delta ya got ’em …
— Bobbie Gentry, “Bugs” (1967)

In 1951, the sudden onslaught of the Korean War drove a somewhat less-sudden onslaught of Federal preparedness programs: civil defense, counter-intelligence, and — as it happened — bacteriological warfare defense. Thrust onto the front lines of this effort, Alexander Langmuir, M.D. (b. 1910), the Director of the Epidemiology Program Office of the CDC, proposed the creation of a special unit of “shoe leather epidemiologists” to investigate suspicious clusters. Langmuir believed in national surveillance as the key to detecting outbreaks and determining hidden patterns and vectors, but without intelligent observers on the ground, analysis was worthless.

Do not lose the briefcase. Do NOT lose the briefcase. DO NOT LOSE THE BRIEFCASE.

The resulting Epidemic Intelligence Service (EIS) started up in 1953, with a “class” of 22 doctors and veterinarians. Langmuir runs the EIS out of his hip pocket, and after exposing a faulty polio vaccine in 1955 he begins salting other offices of the CDC with EIS alumni. EIS officers discover links between cancer and birth defects in Niles, Illinois; clamp down on the Hong Kong flu epidemic in 1968 (which nonetheless kills 100,000 Americans over the next three years); and discover norovirus in Norwalk, Ohio in 1969. By the 1960s, the EIS has around 40 members, all post-graduate medical professionals: doctors, veterinarians, nurses, microbiologists, and the inevitable-for-the-decade statisticians. The numbers go up in 1966, when the EIS becomes a recognized alternative to the draft; the doctors nickname themselves the “Yellow Berets.” But EIS officers still get sent to remote lands: not just hurricane-devastated stretches of Mississippi or dengue-ridden fields in Puerto Rico, but to Jamaica (for diptheria vaccination), rebellious Biafra in West Africa (for smallpox eradication efforts), and the remote back-country of Bolivia.

In that last operation, the U.S. Army Medical Unit (USAMU, which becomes USAMRIID in 1969) tasks the CDC to bring back samples of the bubonic plague from an outbreak in July of 1964. The EIS sends a team under a CDC plague specialist to the village of Descargadero, where a quarter of the local Quechua population had died of the plague. They dig up the most recent plague victim, sever her pinkie finger (plague viruses survive longest in bone marrow), pack it in dry ice and bring it back to Fort Detrick, Maryland.

“It’s an awful thought—whole forgotten cycles of evolution with beings and races and wisdom and diseases—all lived through and gone before the first amoeba ever stirred in the tropic seas geology tells us about.”

— H.P. Lovecraft and Adolphe de Castro, “The Last Test”

Grave-robbing and plague-collecting seem to lead us ineluctably to the DELTA GREEN side of all this. You can simply have an EIS Officer as part of the standard Agent team; whether Langmuir is cleared or just knows to look the other way is the Handler’s call. Or Langmuir could be MAJESTIC, possibly MJ-8 connected. (Or both! His CDC tenure goes back to before the formal DELTA GREEN-MAJESTIC split.) He might simply be legitimately, rationally terrified of alien viruses — but since the EIS also practices live trials of both vaccines and strains of disease on Federal prisoners, he might just be another mad scientist with a slightly better rep.

Or you could play an all-EIS (or mostly-EIS with one USAMU liaison to shoot people) team, mostly fighting legitimate diseases in a legitimate way, with new pneumatic Ped-o-Jet injectors and clever grid maps of infection punched into computer-readable cards. And every so often, yes, fighting ghouls. Run each containment effort as a chase, using the average of the team’s First Aid as their chase pool and varying the Disease pool to reflect its virulence and lethality. Rather than the Fall of DELTA GREEN best-of-three chases, use the full thriller chase mechanics from Night’s Black Agents (NBA, p. 53), rolling one contest per scene (or per day). Each point of Lead the disease opens up kills 10 (or 1, or 100, or whatever) people; at Lead 10 it becomes a full-blown outbreak. The scenes themselves become interpersonal interactions with possible victims, and searches for vectors: Are these canned tuna full of botulism? Did these farmers eat crops tainted by fungicide? Is the disease spreading from UFO contactees? If the Handler has determined a vector, the Agents figuring it out can count as a Swerve on their part, or just affect that scene’s contest like a standard Investigative spend. Alien or sentient diseases, or those spread by villains, can Raise and Swerve or even attack the Agents!

Epidemic Intelligence Service Officer

Start with Physician (FoDG, p. 043) or the basic Medic template (if your Agent has military training; FoDG, p. 026) and layer on CDC Researcher (FoDG, p. 034). Add Traffic Analysis 1. For a veterinarian or microbiologist (or other medical specialist), spend 2 build points on Special Training (FoDG, p. 072) in that specialty, which adds +2 to your First Aid tests to save a subject’s life, or to the Health test of a subject under your care (resisting toxins, for example) within that specialty. It doesn’t increase the amount of First Aid points you have to spend refreshing the subject’s Health.

Army Medical Unit Field Investigator

Well, you say you’re with the AMU. You might be with the Biological Warfare Laboratory, also at Fort Detrick, which doesn’t shut down until 1969. Build an active-duty Army Medic (FoDG, p. 026). Add Agency (AMU) 1, increase Medicine to 3.

Add one of: HUMINT 1, Photography 1, Reassurance 1

Add one of: Athletics 3, Firearms 3, Health 3

CIA Project CHICKWIT Liaison

Hey, if you’re going into the Lake Mlolo area anyway, maybe someone from Langley could tag along. No reason, just more of a backstop for you, really. Also, don’t pay any mind if he puts any unusual biological samples — yellow lotus, or Glossina diabolis flies, or what-have-you — into this sealed container.

Every dangerous biological investigation operation needs a Paul Reiser type, and the Agency has lots of them to spare.

Build a Political Action Division Officer (FoDG, p. 043), with the following exchanges: Biology 2 instead of the Art and History abilities; Negotiation instead of Inspiration.


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.

For the long cases they seized proved upon opening to contain some exceedingly gruesome things; so gruesome, in fact, that the matter could not be kept quiet amongst the denizens of the underworld.

— H.P. Lovecraft, The Case of Charles Dexter Ward

Although DELTA GREEN keeps most of its attention focused north of Boston during the ripples following Operation RIPTIDE in 1963 (FoDG, p. 179), the area south of Boston attracts plenty of attention from its cousins in overt law enforcement. During the 1960s, Providence, Rhode Island served as the headquarters for the New England Mafia, running operations as far north as Maine. Where better to focus a few DELTA GREEN eyes in (or around) the FBI? Other federal fingers can poke in from the Naval War College in Newport and the Quonset Point Naval Air Station (ONI, DIA), or even the Rhode Island Nuclear Science Center (DARPA, AEC). Even if the Executive Committee doesn’t know why Providence should be a priority, your players might guess.

That’s Mister Patriarca to you, pal

Whoever’s looking at Providence, they’re going to be looking at Raymond “The Man” L.S. Patriarca, Sr. (b. 1908), the godfather of the New England mob. A former gambler, drunk-roller, and pimp, Patriarca graduated to burglary, safecracking, and armed robbery as Prohibition cemented the power of organized crime. After two brief stints in prison (a year and a day on Mann Act charges in 1933, and four months in 1938), he emerged as a savvy hood, “just the toughest guy you ever saw,” and rose through the ranks of the New England Mafia to become underboss in 1947. In 1952, Boston godfather Filippo Buccola retired, moving to Sicily to start a chicken farm. Patriarca took over and moved headquarters to his home town of Providence in 1956, leaving Gennaro Angiulo (b. 1919) in charge as underboss in Boston. Angiulo plays a divide-and-conquer strategy with the Irish gangs, sending hitter “Cadillac Frank” Salemme (b. 1933) to kill the last two members of the McLaughlin gang in 1966 to put the Winter Hill Gang tenuously on top.

Patriarca runs his empire from “the Office,” a two-story building on Atwells Avenue in the Federal Hill neighborhood of Providence. The National Cigarette Service Company and Coin-O-Matic Distributors based there somehow get their machines everywhere in New England, but earn only a fraction of the revenue Patriarca commands. He runs race tracks, including the Berkshire Downs and Hancock Park in Massachusetts and Lincoln Downs in Rhode Island. He has a large stake in the Dunes and Desert Inn in Las Vegas; after 1967 he controls almost all the fresh seafood shipments out of New England to the rest of the country. In addition to gambling, the Office oversees prostitution, pornography, robberies, and truck hijacking, and runs union rackets through Arthur Coia Sr. (b. 1914) of the Laborers International Union. About a dozen top soldiers run these operations and oversee others in Rhode Island: strip club racketeer Luigi “Baby Shacks” Manocchio (b. 1927), strong-arm man Giovanni “Candy” Candelmo (b. 1905), the “Swiss watch” mastermind and hit man John “Red” Kelley (b. 1914), and others. Frank Forti (b. 1916) taps carnivals, fairs, and similar attractions all over the state, while the fence Alfredo “The Blind Pig” Rossi (b. 1920) manages gangs of shoplifters and “boosters” all over the country.

Patriarca’s rules include keeping a low profile, paying all his men generously, and ruthless enforcement of his will. Rule three takes precedence: among other challengers, he has John F. “Jack” Nazarian, one of his own killers, whacked in a Providence restaurant in 1962 in front of 22 witnesses. The Office has ample pull in Rhode Island politics, including Governor Notte, Providence Mayor Joe Doorley, North Providence police chief Jack de Stafno, U.S. Senator John O. Pastore,  state legislators including majority leader (1966-1976) Joseph Bevilacqua, along with numerous judges, state’s attorneys, and lesser figures. Patriarca has a national reputation, to boot. He sits on the governing council of La Cosa Nostra, and even gets recruited by the CIA for Operation MONGOOSE in 1960: he contributes minor league second baseman turned hit man Maurice “Pro” Lerner (b. 1935) to the Castro kill squad.

The FBI begins its full-court press on Patriarca in 1961, as the losing Irish mobs call in the Kennedys on their oppressor, and wiretaps “the Office” starting in 1962. In 1964, Patriarca funds a gun-running depot disguised as a seminary in Maine, to be run by the American Nazi Party through his enforcer Louis “the Fox” Taglianetti (b. 1903). In 1965, his gambling chief and underboss Frank “Butsey” Morelli (b. 1896) dies of throat cancer; thinking “The Man” weakened, burglar Raymond “Baby” Curcio tries robbing Patriarca’s brother Joseph’s house and meets a fatal comeuppance. In 1968, Patriarca’s soldiers kill at least three more rivals and possible informants.

FBI pressure eventually shows results. Patriarca cuts out Joseph “the Animal” Barboza (b. 1931), a former light-heavyweight boxer and contract killer, from the Office for his flamboyant excesses in 1966. From prison, Barboza cuts a deal with the Feds, and the FBI indicts Patriarca in June 1967 for the 1966 murder of Providence bookie Willie Marfeo, trying and convicting him in 1969. The Bureau also flips “Red” Kelley, whose testimony indicts and convicts Enrico “the Referee” Tameleo (b. 1901), Patriarca’s underboss, for the 1965 murder of Teddy Deegan in Boston. (Courts later overturn Tameleo’s conviction, when evidence surfaces that FBI agent H. Paul Rico (b. 1925) perjured himself and suborned witnesses including Kelley.) Patriarca goes to Atlanta Federal Prison for five years, then serves two years in prison in Rhode Island (his parole letter is signed by Joseph Bevilacqua), running “the Office” from behind bars with his son Ray Jr. (b. 1945) as nominal figurehead.

Two Offices, One Fate

While Patriarca reigns in Providence, the Fate climbs to power in New York (FoDG, p. 288). So how does Patriarca’s reign fit into the shadowy world of sorcery and the Unnatural? Depending on whose undependable testimony you buy, Patriarca either deals narcotics through cut-outs or not at all, a pair of possible models for his dealings with the Fate. He deals with the New York families mostly through Tameleo (a Bonanno), and through his made man Nicholas “Nicky” Bianco (b. 1932), a Colombo associate. It’s possible that Patriarca keeps the Fate at arm’s length inadvertently, by keeping New York at arm’s length from his turf.

Regardless of Patriarca’s sensitivities, the Fate and Stephen Alzis want things in Providence, and in New England in general. But Alzis has the other Five Families to overawe; he may be slightly overextended reaching out to Providence. Does Patriarca use the Unnatural to fight the Fate? Was he one of the “hi-jackers” who opened alchemical coffins meant for Charles Dexter Ward in January 1928? Did he find another passage into the Pawtuxet cellar, and clear it out? Did he hear stories on the Providence docks, or run rum with weirdly bulging-eyed sailors? Perhaps he has some use for mind-switching witchcraft – he did, after all, get out of prison in Massachusetts in 1938 (for possession of stolen jewelry – an Innsmouth tiara perhaps?) after only four months by sending “an unknown girl” to bribe Massachusetts Governor Hurley.

Or does Patriarca hate and fear the Mythos’ poison even more than he hates and fears Alzis’ Lords? Possibly as a kid he got a bad scare playing in the abandoned Starry Wisdom Church on Federal Hill, just down Atwells Avenue from his own Spirito Santo Church. Maybe he was one of the Italians holding candles to hold back the Haunter of the Dark that August night in 1935. And now he’s holding more than candles, and his connections might let him pull in DELTA GREEN to help him light them up.


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.

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