From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V1 #17 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Tuesday, April 28 1998 Volume 01 : Number 017 ---------------------------------------------------------------------- Date: Mon, 27 Apr 1998 13:19:22 -0700 (PDT) From: Jose Burgos Subject: RE: DG: Assigning cells, continuity, etc. > Uh, lets not go there. I think he was just advocating a good solid Quentin > Tarantino resolution to a scene. Everyone whips out guns and people start > dropping on both sides. The scene is comicly played out with tragic results. > Somewhat Shakespearean, if you ask me. Dont worry John, I wasn't trying to go anywhere with this. Yes, I am a Tarantino fan (except when he feels the need to do cameo's in his own films) and I understand the point you make. Its just that in our postmodern age of anti-gov't idealist groups, coupled with the excessive gratuitous violence so prevalent in the space of media and real life, that a DG campaign that became a vehicle for such cathartic exploration would be defeating the point of roleplaying. IMHO rpg's should permit us to explore ourselves without permitting us to become the monsters we can become (and if so then proceed with caution). Am I making sense here? José _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com ------------------------------ Date: Mon, 27 Apr 1998 14:35:32 -0700 From: paposehn@juno.com (Phil A Posehn) Subject: Re: DG: things I like the idea of DG in Ctlulhu Live. I used them in a live campaign myself last year. P.A.Posehn _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Mon, 27 Apr 1998 14:33:44 -0700 From: paposehn@juno.com (Phil A Posehn) Subject: DG: For Discussion KEEPER'S EYES ONLY During those cold dark years while I was waiting for Delta Green to finally be printed I began to introduce a modern incarnation of The Hermetic Order Of the Golden Dawn as a source of NPC information and as a resource. In short, I relied on PAGAN's other really great book. Of course one of the problems is that there are several organizations claiming lineage from GD today. I settled on the one that publishes Falcon Press since anyone who publishes Robert Anton Wilson's books ought to know SOMETHING about dark conspiricies. Has anyone else out there used a similar plot device for a Steadfast occult group? Be Seeing You, Phil _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Mon, 27 Apr 1998 13:21:44 -0700 From: paposehn@juno.com (Phil A Posehn) Subject: Re: DG: Planetariums (was, Nyarlathotep online) I really like the idea of using a planetarium to check the star configurations! While I don't think this would create any 'STRANGE MANIFESTATIONS", Who knows what racial memories might be awakened? I'm thinking of something like the ending of "Five Million Years To Earth" here. Of course, the added bonus is that a really bright investigator who has managed to seize some quality information from the corrupt cultists could use a planetarium to check ahead for the dates of other dates when the stars were right in the same way. _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Mon, 27 Apr 1998 18:40:28 -0700 From: Stephen Parks Subject: DG: Agents & Pull Okay, here's an examination of how much pull the sample DG agents in the sourcebook have. Quick definitions: 1. 'Person who has pull': calls up operatives and says: "Tomorrow, you'll be investigating a case in Montana." 2. 'Person who gets pulled': gets called by an agent and told: "Tomorrow, you'll be investigating a case in Montana." Sample DG agents: Alphonse: Joseph Camp; Librarian, Library of Congress Research Division Adam: Matthew Carpenter; Deputy Director, FBI Organized Crime Task Force Darren: Forrest James; Commanding Officer, SEAL Team 7 Matthew: Emil Furst; Former U.S. Army Intelligence Support Activity Officer Nancy: Jean Qualls; Investigator, FBI Psychological Crimes Unit p. 237 Ernie: Paul MacLester; NSC Assistant to the President for National Security Affairs Frank: Jason Roderick; Defense Investigative Service Frances: Martha Reynolds; CIC Criminal Investigator Fred: Griffith Winthrop; DIA Military Attaché Gertrude: Laura Blanco; OEE Criminal Investigator Harriet: Sarah Harring; FBI Psychological Crimes Specialist Hank: Thomas McCloud; SAC Interrogation Specialist Helen: Elizabeth Severs; ONI Naval Intelligence Analyst Irene: Anna Mae Killsright; INS Border Patrol Agent Who has pull? (this is what I figure at first glance, some of the agents may have a bit more or less pull) A. Plenty: Adam, Ernie, Fred, Helen? B. Not much: Darren, Nancy, Frank, Frances, Gertrude, Harriet, Hank, Helen?, Irene C. Only through contacts: Alphonse, Matthew If it's assumed that these agents are a good sample for the composition of the rest of DG, then only one out of every four or five DG agents has real official pull. This means that an illegal governmental conspiracy is being run based upon the power of less than two dozen individuals, none of whom can take any obvious actions for fear of revealing themselves. These agents can't act often either, or people would start asking questions. I don't think this set-up could even attempt to accomplish what DG is supposed to do, which is why I figure most DG agents should have more pull. Now, if you consider where the agents ought to live, the two agents who have major pull within the USA (Adam and Ernie) and whom I think are good examples of what more DG agents should have positions like (well like Adam anyway), both have to live near DC. That's why in my campaign, it's assumed that DG agents mostly live near DC. There are bound to be exceptions like Fred, who would probably live outside the US most of the time, but agents like this are in the minority. Final notes: I think Ernie has too much pull, if I used him in my campaign I would have the powers that be find and eliminate him very quickly. As I've mentioned before Ophelia, the one DG agent who is visible in my campaign, is NSA and involved with information sharing with the FBI. I think this is a good model, because it can be assumed that she has sufficient pull (either on her own or with the assistance of other DG agents) to get the friendlies that assist her assigned to the investigations that DG is interested in or to get the friendlies put on leave. And of course it means that she has to live within the DC/Maryland area. I don't think that situating most of the DG agents near DC would be redundant; I think it's entailed by the supposition that DG is effective not ineffective. (Of course, being effective doesn't mean that DG isn't doomed in my campaign.) Stephen. ------------------------------ Date: Mon, 27 Apr 1998 16:06:59 -0700 From: paposehn@juno.com (Phil A Posehn) Subject: Re: DG: For Discussion KEEPER'S EYES ONLY As many of you know, the CIA has been known to implement some really LAME plans to destabilize leaders of unfriendly governments. Some of these would make interesting and humorous story hooks if they were to accidentally affect agents of the Mythos, who would be REALLY ticked off! For example, there was actually an attempt to coat the steering wheel of Castro's jeep with a chemical that would cause his beard to fall out!! The idea was that this loss of his "symbol of masculinity" would cause him to lose face with the people of Cuba!! Makes you wonder how we managed to win the Cold War, Doesn't it? Be Seeing You, Phil _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Mon, 27 Apr 1998 18:02:01 -0500 From: "David A. Shepherd" Subject: Re: DG: Technology and Rituals At 01:31 PM 4/25/98 -0400, you wrote: >Recently there was some stuff on this list about photocopying the >necromonicon. It got me thinking about how technology and magic would >relate in the Mythos. Of course you can do all kinds of weird government >projects, but I came up with an even more insidious possibility. > >With modern technology, meetubg the requirements for a magical spell >become easier than ever before. With a standard sound synthesizer you can >make the appropriate chants and inhuman noises. A similar situation >applies with lighting. Sure, you need skill in how to run the equipment >that but's relativiely easy to get. Timing also becomes easier. With >stopwatches you can make *sure* you have the timing right. And if a >ritual can only be perfomred duringa full solar eclipse, the cultists can >just get on a plane and go to India or whatever to where there's a solar >eclipse in two weeks instea of waiting for a domestic solar eclispe to >occur in two decades. > >Just as unsettling is increased availability of ritual requirements. >Perhaps in the past a substance was extremely hard and costly to get. >Now, you might be able to get it through mail order. With machine tools >and percision instruments crafting magical gems or whatnot becomes far >simpl. if a ritual failed thousands of years ago because the mystical >monomunts were a few centimeters out of alignment, no problem. Now, they >can built to millimeters. > >Perhaps the scariest possibbility of all is that perhaps all this timing >and chanting and mystical substances isn't needed. Perhaps that >only-during-solar eclipse ritual can be performed at any time wit >appropriate lighting equipment. Maybe instead of hundreds of dedicated >chanters are you need is a tape recording. Maybe instead of an ore from a >specific place and treated in a certain manner all you need is any old >lump of lead. A simple laser printer can be enough to make hundreds of >Yellow Signs. No more looking up old maps to find the right location, >simple sattelite photography can do it. And the old ones wait in >eagerness. > >Maybe this is all wrong. Maybe there's some essential element technology >can't capture. Obviouly, the GM decides. But even if it won't work, the >very possibility of a cult looking into it would spark a DG mission. > Greetings All, Here's a thought. With even a low power computer and simple automation, the cultist wouldn't even have to be present. Talk about booby traps, how about one set to summon an entity at a specific time in Times Square, say New Year's Eve? Nightstar ------------------------------ Date: Mon, 27 Apr 1998 16:15:24 -0700 From: paposehn@juno.com (Phil A Posehn) Subject: Re: DG: Assigning cells, continuity, etc. Your point about not becoming monsters ourselves is well taken. At the same time, I have found that where PCs are still alive and more or less sane after several campaigns they tend to adopt the Jesuit motto and become rather unconcerned about the means by which the end is attained. This may be the best reason for retiring some of them to the "Old Investigater's Home". I personally envision something like a British gentlemen's club somewhere in Arkham with the head of a Hunting Horror mounted over the fireplace.... Phil _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Mon, 27 Apr 1998 18:29:54 -0500 (CDT) From: "G. Wyckoff" Subject: Re: DG: Technology and Rituals > > Greetings All, > Here's a thought. With even a low power computer and simple automation, > the cultist wouldn't even have to be present. Talk about booby traps, how > about one set to summon an entity at a specific time in Times Square, say > New Year's Eve? > > Nightstar One would hope that the Mythos forces would have enough of a sense of... well, humor isn't the word, but enough of a sense of cosmic irony to not be summoned at Time Square but in fact show up in front of the clueless cultist no matter where he/she was. Jerry gwyckoff@midway.uchicago.edu ------------------------------ Date: Mon, 27 Apr 1998 20:38:18 -0400 (EDT) From: Michael S Beck Subject: Re: DG: How to Survive in a Lovecraft Story To this I would add: 14-If a mystic artifact starts glowing, look away. 15-Do not engage in sexual intercourse with any sentient being that is not human. On Mon, 27 Apr 1998, Chris Womack wrote: > I wrote this a while back, and while I originally had Lovecraft's original > 20's-era fiction in mind, a good many of these suggestions might prove of > benefit to DG agents today... > > Note: these are tips for survival should one find oneself in a piece of > Lovecraftian fiction. Attempts to apply them to a CoC game campaign > should be undertaken only with extreme caution. > > 1: If you find yourself in a position to acquire your ancestral estate > (castle, manor house, etc.), *don't*. Especially if it's built on a cliff > or overlooking a bog. Just trust that your ancestors moved away from > there for a *reason*, and steer clear of the place yourself. Don't even go > there on holiday. > > 2: Never read *anything* whose author was reputed to be mad. > > 3: If, while dreaming, you find your dream-self going down a long flight > of steps toward a gate, *turn around*. *Go back up.* Settle for a nice > wet dream featuring a supermodel of your choice instead. > > 4: *Don't drink the water*. 'Nuff said. > > 5: Any electronic equipment you may bring along for the purpose of > artificially enhancing your sensitivity to unknown phenomena, or for > recording such phenomena, will only increase the likelihood of you going > insane and/or getting eaten. Just stick with a flashlight (if you really > *must* be able to see where you're going; even that is often ill-advised) > and a really good pair of running shoes. > > 6: Buy a gun, but use it *only* in the following situations: if > somebody you know comes to you claiming to have been dispossessed of > his/her body, which is then subsequently inhabited by an alien > intelligence, *shoot that person*. You're doing him/her a favor. > Likewise, if you ever suspect that your own mind has been has been > displaced by another, just go ahead and shoot yourself. Avoid the stress > and aggravation. > > 7: In all other situations, *leave the gun at home.* You'll only drop > it in your mad flight to safety anyway. > > 8: Avoid fog, mist, shadows, darkness, and anything or any place that > smells bad. Avoid primeval forests, caves, cemeteries, charnel houses, > abandoned buildings, and the sea. > > 9: Break off friendships with anybody who tends to capitalize the > following words in their writing: "Old," "Elder," "Ancient," "Chaos," > "Evil," "Dweller," "Lurker," "and "Horror," especially if any of these > words are used in combination with one another or with the word "God(s)". > > 10: Break off friendships with artists. Especially weird ones. The same > goes for college professors. These people quite simply know too much for > their own good. Or yours. > > 11: Never travel to the following destinations, particularly for > exploratory purposes: rural England; rural New England; any town or city > in America that can justly be described as "centuries old"; India; Africa; > Australia; Asia; Antarctica; or any place above or below the ocean's > surface that might ever have been part of the lost continent of Lemuria. > If you live in any of these places, *move away immediately*. > > 12: Don't keep a diary, journal, or travelogue. The only people who > write down things that happen to them are the people to whom bad things > happen. > > 13: If a stone artifact ever comes into your possession that is clearly > artifical in shape, and just as clearly not the work of human beings, *get > rid of it*. And the box it came in, just to be on the safe side. Then go > and wash your hands. > > > Chris Womack > Keeper of the List > oaktree@nocturne.org > > ------------------------------ Date: Mon, 27 Apr 1998 20:52:54 -0400 From: Duran Goodyear Subject: Re: DG: How to Survive in a Lovecraft Story > >15-Do not engage in sexual intercourse with any sentient being that is not >human. I won't ask... It's probably better that I don't any way... ( Keeper: You want to do what? Player: You heard me... Keeper: uh, ok... uh, make 3 sanity checks... and uh, yeah... it was great... ) - -Dyson _____________________________ Duran Goodyear dug96@hampshire.edu IM: Dyson RS ICQ: 3785415 http://hamp.hampshire.edu/~dug96 ------------------------------ Date: Mon, 27 Apr 1998 21:28:38 -0400 (EDT) From: The Man in Black Subject: Re: DG: Re: Technology and Rituals On Sun, 26 Apr 1998, [iso-8859-1] Ricardo J. Méndez opened the following angles: > >Something else just occured to me. A lot of Mythos creatures have the > >power to manipulate space, to go "between the angles". Well, that's not > >very different from general relativity and how space and time can be bent. > >What if a physicist is working on relativity and manages to develop, > >completely independently, that ability? Warping space with machines > >instead of magic. > > Maybe the physicist could stumble upon that during an experiment on > teleportation. Like the Philadelphia Experiment? The Man in Black is : not affiliated with the Philadelphia Experiment Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum "I wouldn't be surprised if it were nothing more than the planet Venus." ------------------------------ Date: Mon, 27 Apr 1998 22:08:42 EDT From: Escutcheon Subject: Re: DG: A link to a TV show. >> ... Has any one seen the link between DG and the FOX TV show Millennium? >> (snip) >> ... Besides this, everyone must have spotted the links between DG and Dark Skies... >> Not to mention the obvious links between DG and Get Smart. Then again, maybe it's just the players I hang around with. - - Escutcheon, being dragged off screaming by the nice, clean men in white coats. ------------------------------ Date: Mon, 27 Apr 1998 22:40:21 EDT From: Croaker Jr Subject: Re: DG: things I'd like to see the Big Bad Guy Group on the web, myself--I find it easier to keep track of the information and locate it from the various places at which I use the Internet. ------------------------------ Date: Mon, 27 Apr 1998 21:49:05 -0400 From: "Jon Capps" Subject: DG: Re: How to Survive in a Lovecraft Story Chris Womack denies that he said: : : I wrote this a while back, and while I originally had Lovecraft's original : 20's-era fiction in mind, a good many of these suggestions might prove of : benefit to DG agents today... If one follows all the rules faithfully, one would never be in a Lovecraftian story. But they were a great read, none the less. Have fun Jon ------------------------------ Date: Mon, 27 Apr 1998 22:50:56 EDT From: Croaker Jr Subject: DG: DG on AOL If any members of the list use AOL and might be interested in a weekly online game to begin around May 17, send mail to "Croaker Jr" to let me know. (It's a long story, but my M Cell campaign is getting put on hold for a while, so I'm diving right into a home-grown scenario or two for DG regulars.) Shane Ivey http://www.geocities.com/Area51/Shadowlands/dg.htm (Look for the Operation SANDMAN link.) ------------------------------ Date: Mon, 27 Apr 1998 22:58:18 EDT From: Escutcheon Subject: Re: DG: Agents & Pull Some discussion lately has focussed on the geographic distribution of delta green's more influential agents. I would like to suggest that since many of the Federal Government's law enforcement agencies have mandatory geographic rotation of staff, agents with experience and seniority will be scattered around the country. Supervisory staff in DG will be able to manipulate the system to keep cells working together, but the non-DG bureaucrats above them will tend to move the DG agents all over the country. Furthermore, assignment at the "Seat of Government" tends to be a plum assignment given to those with excellent work histories, those with influential connections among the "brass", or those who kiss ass with great finesse. Contrast this with your typical DG agent's personnel file: "Mr. Taggart, I've been reading your file and I must tell you that while your previous supervisor was willing to overlook your abuse of annual and sick leave, I certainly will not do so! Furthermore, although your reputation is one of perfectionism, your reports give the distinct impression that you are deliberately trying to be vague! Lastly, these "special projects" you have been working on are clearly interfering with your regular assignments. You will immediately turn over the files on them to Agent Squamous. She will review them to see if further investigation is worthwhile." Federal Bureaucracy - the ultimate eldritch, creeping horror. - -Escutcheon ------------------------------ Date: Mon, 27 Apr 1998 21:22:43 -0500 From: "=?iso-8859-1?Q?Ricardo_J._M=E9ndez?=" Subject: Re: DG: Re: Technology and Rituals I'm afraid that I don't remember the Philadelphia Experiment, but I do remember that it was something about a ship moving through time. Does it have any reference to the Hounds or a parallel universe? Cheers, Ricardo J. Méndez rmendez@geocities.com PGP Fingerprint: 8D9A 2B53 5631 4594 DE6D 69DF 3DCA 37E0 C27A 4EAB - -----Original Message----- From: The Man in Black To: Delta Green List Date: Monday, April 27, 1998 8:29 PM Subject: Re: DG: Re: Technology and Rituals > >Like the Philadelphia Experiment? > >The Man in Black is : not affiliated with the Philadelphia Experiment >Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum >"I wouldn't be surprised if it were nothing more than the planet Venus." > ------------------------------ Date: Tue, 28 Apr 1998 07:08:02 +0100 From: David Lewis Subject: Re: DG: How to Survive in a Lovecraft Story Chris Womack wrote: > > I wrote this a while back, and while I originally had Lovecraft's original > 20's-era fiction in mind, a good many of these suggestions might prove of > benefit to DG agents today... LARGE SNIP > Chris Womack > Keeper of the List > oaktree@nocturne.org Heh! S'good :-) - -- The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" but "That's funny ..." -- Isaac Asimov Dave Lewis PHONE (WORK): +44 (0)181 293 2884 E-MAIL: del@stcssl.co.uk Home phone & snail-mail, E-Mail me. ------------------------------ Date: Tue, 28 Apr 1998 07:14:15 +0100 From: David Lewis Subject: Re: DG: For Discussion Phil A Posehn wrote: > Be Seeing You, No.6? - -- The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" but "That's funny ..." -- Isaac Asimov Dave Lewis PHONE (WORK): +44 (0)181 293 2884 E-MAIL: del@stcssl.co.uk Home phone & snail-mail, E-Mail me. ------------------------------ Date: Tue, 28 Apr 1998 11:15:59 From: Davide Mana Subject: Re: DG: Planetariums (was, Nyarlathotep online) Greetings. I'd like to add another possibility to the list of options below. >> Keep in mind that simple patterns shown in lights on a 2d surface >> would be nowhere near the same thing as the relationship between massive >> balls of burning gases existing in 3d space. Hell, if it were, then you >> could make the stars right by simply drawing them on a piece of paper. >> > >Quite correct, but there are several things that it could play into: > >1) The Cultists might think it is more effective to do their rituals >underneatht he thus altered "sky" > >2) Some force (maybe even the Mi-Go) might want the Cultists to _think_ >that it was more effective to perform their rituals in such a manner, and >put on a show for the cultists. > >3) Some minor Mythos beings might be more effectively summoned in such a >case. > >4) The Cultists could be calculating when the stars are _going_ to be >right, in order to attempt to know when their time is up. > > besides, who can resist the ad campaign: > > Cthulhu Planetarium: Making the Stars Right every Night! > > ;) > Right. My team would not resist the bait. Quite the contrary. But here's another option: 5) a musguided would-be cult leader thinks that making the stars simbolically right is enough to achieve his ends. Of course it is not so, but the team will need time before they realise it (and they will have to sift through tons of red herrings). [Note: we've been playing Call of Cthulhu, in one form or another, for more than twelve years; the occasional "false allarm" scenario featuring a bogus cult is always refreshing]. End of message. Davide Mana Torino, Italy doctor.dee@iol.it ------------------------------ Date: Tue, 28 Apr 1998 06:42:59 EDT From: SteveL1979 Subject: Re: DG: Planetariums (was, Nyarlathotep online) In a message dated 98-04-27 17:52:57 EDT, you write: << I really like the idea of using a planetarium to check the star configurations! While I don't think this would create any 'STRANGE MANIFESTATIONS", Who knows what racial memories might be awakened? I'm thinking of something like the ending of "Five Million Years To Earth" here. Of course, the added bonus is that a really bright investigator who has managed to seize some quality information from the corrupt cultists could use a planetarium to check ahead for the dates of other dates when the stars were right in the same way. >> Perhaps the cultists could also use the planetarium to practice their rituals. They program the Zeiss projector to simulate the pattern and movement of the stars on the proper night, then go through the motions with proper timing, so that when everything is on the line, they'll get it right. Perhaps the PCs stumble onto this while following the trail of some thefts of ritual materials the cultists need to practice with. Steve Long ------------------------------ Date: Tue, 28 Apr 98 05:47:57 UT From: "John Gallant" Subject: RE: DG: Assigning cells, continuity, etc. Jose was never here and never said: <> Good point. How often do we make our characters do things that normal people wouldn't do in a similar situation. Just because Fred has a gun doesn't mean he would solve his problems with it. Violence is a cornerstone of our entertainment, so it becomes a part of our games. How many Feebies will never shoot a person? Violence can become a crutch when deep roleplaying is required. In some ways, though, we are seeing some serious PoMo games. Look at "Over The Edge." Characters explore their nightmares and the moral and social boundaries. The standard weapon is the knife. Since it is hardly a tool for a quick kill, the characters aren't likely to turn to it for solving a problem. The crutch is removed and players must rely on strong characterization to pull them through. When that doesn't work, a psychovore or an astral tube worm should be used. :-) On a shallower note, what of Tarantino characters (from his first two films) as DG agents? They are men in black. Jimmy is a friendly and Winston Wolf is a cell leader. Marcellus Wallace is... ------------------------------ Date: Wed, 29 Apr 1998 01:48:08 +0900 From: ft203004@fsinet.or.jp (Jay and Mikiko Noyes) Subject: Re: DG: Planetariums (was, Nyarlathotep online) >4) The Cultists could be calculating when the stars are _going_ to be >right, in order to attempt to know when their time is up. > With this in mind, computer planetarium programs (there are about a million out there) are useful in making wonderful props for games. Also, the cultists can use these programs to predict star alignments. Jay ------------------------------ Date: Tue, 28 Apr 1998 12:26:17 -0700 From: alank@shermanloan.com (Alan L. Krause) Subject: Re: DG: RE: Re: RE: Just a query about something in the book John Gallant wrote: >Originally I was being a smartass. Sorry - I just didn't have my ward of smartass detection handy at the time... :> Duran Goodyear wrote: >So, I'm probably not the first one to notice this, but has any one seen the >link between DG and the FOX TV show Millennium? > >I personally like the show... it's dark, theres an underlying theme of evil >and such... I think it is a great show (even better than the X-Files IMHO), with some of the best 'dark' episodes I have ever watched. A keeper could easilly cannibalize ideas from Millenium and reformat them for use with DG. Of course, the Millenium group could also be another group for DG agents to possibly ally/contend with as Saucerwatch is in the DG book. Alan - ----------------------------------------------------------------------- Alan L. Krause Network Administrator / Programmer Extraordinaire alank@shermanloan.com Sherman and Associates, Inc. ------------------------------ Date: Tue, 28 Apr 1998 21:03:49 GMT0BST From: Robert Thomas Subject: DG: DG Character sheets / MI5 phone number Hello All, Does anyone in the group have any character portraits which work with the Character generator "Byakhee" available at: http://www.geocities.com/SiliconValley/Haven/4173/byakhee.html If you do could you e-mail me a couple not to many as I have limited space on my server! Also does anyone know if it would be possible to get the DG Character sheet into this programme (would save photocopying the book). Oh for anyone interested the phone number for MI5 is 0171 930 9000 Here's the first paragraph from a news article in the Times from 22/04/98 titled "Phone Calls from Public put MI5 on the Right Track": 'MI5 has been surprised by the number of significant intelligence leads since it introduced a public telephone line last month, the Home Office said yesterday. The instellation of the number, 0171 930 9000, by the security Service on March 10, led to a rush of calls. MI5 had to set up a special department to deal with calls that were expected from the curious, the cranky and the odd mischief-maker. However, 20 per cent of the 300 to 400 calls recieved so far, some of them from abroad, have led to potential leads.' If any one wants the rest e-mail me and I'l get it digitised and posted for you. Rob. J.R.E.Thomas. Science Library PC Room Advisor ext 6135 / 5128. MScII City and Regional Planning Student. ThomasR@cardiff.ac.uk ~~When life hands you lemons, break out the tequila and salt!~~ ------------------------------ Date: Tue, 28 Apr 1998 08:03:24 +0200 From: Morten Kjeldseth Pettersen Subject: Re: DG: Agents & Pull Stephen Parks wrote: [snip] > Ernie: Paul MacLester; NSC Assistant to the President for National > Security Affairs > Frank: Jason Roderick; Defense Investigative Service > Frances: Martha Reynolds; CIC Criminal Investigator > Fred: Griffith Winthrop; DIA Military Attaché > Gertrude: Laura Blanco; OEE Criminal Investigator > Harriet: Sarah Harring; FBI Psychological Crimes Specialist > Hank: Thomas McCloud; SAC Interrogation Specialist > Helen: Elizabeth Severs; ONI Naval Intelligence Analyst > Irene: Anna Mae Killsright; INS Border Patrol Agent And these are just suggestions in the Cell creation example. Not necessarily written in stone. While the others (Adam, Alphonse, Matthew, Nancy) are more or less NPCs intended for the game. You still get to pick and choose of course, Keeper's choice. > If it's assumed that these agents are a good sample for the composition > of the rest of DG, then only one out of every four or five DG agents has > real official pull. This means that an illegal governmental conspiracy > is being run based upon the power of less than two dozen individuals, > none of whom can take any obvious actions for fear of revealing > themselves. These agents can't act often either, or people would start > asking questions. I don't think this set-up could even attempt to > accomplish what DG is supposed to do, which is why I figure most DG > agents should have more pull. The way it's done in my campaign is that all characters currently used is law enforcement personnel of the investigative sort (FBI, DEA, US MARSHALS, etc) and one US Assistant Attorney who acts as a DG Friendly, which is why I wondered about the US Attorney role in investigations. Later on the US Asst. Att. might be brought on as an Agent. As for "pull" I don't feel that individual agents need all that much pull, after all it's a conspiracy, and an illegal one too. Agents have to be careful, co-operate, and risk their lives every time they go for "A Night at the Opera". Opera night doesn't mean every night, however. > Final notes: I think Ernie has too much pull, if I used him in my > campaign I would have the powers that be find and eliminate him very > quickly. As I've mentioned before Ophelia, the one DG agent who is > visible in my campaign, is NSA and involved with information sharing > with the FBI. I think this is a good model, because it can be assumed > that she has sufficient pull (either on her own or with the assistance > of other DG agents) to get the friendlies that assist her assigned to > the investigations that DG is interested in or to get the friendlies put > on leave. And of course it means that she has to live within the > DC/Maryland area. I don't think that situating most of the DG agents > near DC would be redundant; I think it's entailed by the supposition > that DG is effective not ineffective. (Of course, being effective > doesn't mean that DG isn't doomed in my campaign.) > > Stephen. I'm acting along somewhat similar lines too. I'm using a recruiter character who's somewhere up the chain in the Intelligence Community, not very high profile though. Maybe MJ-12 find out about him and does something, maybe not... Of course, having both the DD of Organized Crime & a US Asst. Attorney (my campaign) in the mix does add up to some pull with regards to who gets assigned to a case. (Hey, you're to go to Phoenix, meet up with SAC Patrick Hobson. He'll fill you in. - You lucked out, SAC James Derringer needs some assistance on a case in Tennessee. You're it.) For all it's worth, the agents in my campaign is scattered all over the US, only to be brought together by a Night at the Opera every now and then. See you next Opera Night, - -- Morten Kjeldseth Pettersen - morty@os.telia.no "Now you see why Evil will always triumph, because Good is dumb!" - Dark Helmet, Spaceballs ------------------------------ Date: Tue, 28 Apr 1998 17:35:47 -0500 (CDT) From: "G. Wyckoff" Subject: Re: DG: Agents & Pull > > I'm acting along somewhat similar lines too. I'm using a recruiter > character who's somewhere up the chain in the Intelligence Community, > not very high profile though. Maybe MJ-12 find out about him and does > something, maybe not... > Morten Kjeldseth Pettersen - morty@os.telia.no Possible Keepers Eye's only. One thing to do is to have MJ-12 wave a possible recruit right under the nose of a possible DG agent. The DG agent risks exposure bringing them into the fold even as a friendly, but a really good MJ-12 operation might focus on someone who isn't even in the MJ-12 conspiracy yet. I'll attempt to clarify: MJ-12 thinks that FBI Special Agent Fox Mulder is a DG operative. In an effort to keep close tabs on him, they pull out someone they were thinking of recruiting into MJ-12, Agent Dana Scully. Miss Scully is a perfect MJ-12 operative; she does thorough work and would never risk exposing what little she would ever know of the conspiracy if she believed that MJ-12 was working in the best interest of the citizens of the US. MJ-12 can keep close tabs on Miss Scully, because her father was in the MJ-12 organization prior to his death, and her brother, in the US Navy, is also a highly prized member of MJ-12. Instead, they decide that they will pull some strings and have Dana Scully assigned to Fox Mulder as his partner. She will be completely innocent of the conspiracy. When Fox pulls her deeper into DG, MJ-12 will let her know that Fox is the one working against the best interests of society to pursue his own agenda. They will already have gathered a lot of evidence about Mulder and his associates from the close tabs they are able to keep on Scully, and when they than turn her completely, she will willingly aid them to expose the deeper conspiracy that Fox is a part of. How does this affect your players? What if they are the ones faced with the daunting task of recruiting new friendlies? What if that friendly turns out to not be so friendly after all, after several campaigns where they have proven themselves invaluable? How crushing is that? If that friendly was recommended to them by someone higher up in the DG foodchain, will they ever trust that person again? Just a reminder that death is not always the way to deal with someone in the other guys conspiracy. Jerry gwyckoff@midway.uchicago.edu ------------------------------ Date: Tue, 28 Apr 1998 22:00:18 -0400 (EDT) From: The Man in Black Subject: Re: DG: Re: Technology and Rituals On Mon, 27 Apr 1998, [iso-8859-1] Ricardo J. Méndez displayed evidence of Invasive telepathy and wrote: > I'm afraid that I don't remember the Philadelphia Experiment, but I do > remember that it was something about a ship moving through time. Does it > have any reference to the Hounds or a parallel universe? The Philadelphia Experiment was a WWII era radar experiment that tried to make a US Navy Warship Invisible. Much like the British Navy's current "SEAWRAITH" project. It used *very* strong electro-magnetic fields that surrounded the ship. The experiment almost worked. The ship vanished and reappeared hundreds of miles elsewhere, then vanished again and returned to it's original location. Unfortunately, the crewmen were severely burned by unknown radiation and many of them were inexplicably stuck into the ship's decks. Just like the debris in the Enolsis Scenario in Delta Green. There are two movies about the experiment, and copious paranormal literature surrounds this purportedly actual event. The Montauk Project delves into the more unbelieveable aspects of the story, carrying it into the modern day. The Man in Black is : Cleared for everything! Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum "That's a nice coat you've got there." - Marv, _Sin City_ ------------------------------ End of deltagreen-digest V1 #17 *******************************