From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V1 #45 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Friday, June 19 1998 Volume 01 : Number 045 ---------------------------------------------------------------------- Date: Fri, 19 Jun 1998 01:06:20 +0900 From: ft203004@fsinet.or.jp (Jay and Mikiko Noyes) Subject: Re: DG: RE: Modified Rules? >As far as the Rifle/Shotgun thing goes, I've shot both, and they are a BIT >different, but not all that much. The principals are the same, and there's >about as much difference in aim point between firing a typical rifle and a >typical shotgun as between firing, say, a very heavy-caliber rifle and a >very light-caliber rifle. We don't require different skills for >different-caliber rifles, so why require it for rifles and shotguns? Now, if >you're talking about the difference between shooting at birds and shooting >at a deer, well, those are pretty different skills, but you can shoot at a >deer with a shotgun (at close range anyway). I just don't see any reason to >make them separate skills. As I believe I've said before, if the character has a rifle skill, I just give them a +5% bonus with a shotgun, and if they have a shotgun skill, they get a 5% penalty with a rifle. A tad crude, but it works out. The rules for CoC are such that they can be adapted fairly easily. The nice thing is that stats really don't matter that much; when the Big Guy comes, being an expert sniper will do little to stop your brains from running out your ears. Jay ------------------------------ Date: Thu, 18 Jun 1998 12:13:32 -0400 (EDT) From: "P. Cirone" Subject: Re: DG: Re: Modified Rules? Has anyone looked at the DG short story anthologies called DeltaGreen: Alian Intelligence? I just ordered it from Amazon.Com and was wondering if anyone on the list has made them into scenarios for their players. (I just can't wait for it to come in). Pasquale ***************************************************************************** Pasquale Cirone. B.Sc. -Honours Molecular Biology and Biotechnology- Phone: (905) 312-8506 E-mail: cironp@muss.CIS.mcmaster.ca ***************************************************************************** ------------------------------ Date: Thu, 18 Jun 1998 19:45:13 +0000 From: "Taz" Subject: DG: DG at Gen Con UK > Robert Thomas wrote: > > > > > Anyone have any more information on "GenConUK" as this is the first > > time I've heard of it? > > > > thanks > > > > rob > > > > J.R.E.Thomas. > > Science Library PC Room Advisor ext 6135 / 5128. > > MScII City and Regional Planning Student. > > ThomasR@cardiff.ac.uk > > Hey, nice to see someone on from my old University :-0 > > You've missed out, there _IS_ a Eruo GenCon this year, and the details > should be on this URL: > > http://web.ukonline.co.uk/members/rpgauk/ > > I'll be going along with a few of my mates from Cardiff, so > if you're interested and stuck for transport or a group > to travel with (and the car's small enough), give me > an EMail. > > BTW, I don't think there are any planned DG events (obligatory > DG content), but I plan on intro'ing my playesr to the game > while I'm there :-) Actually, there is ONE DG -type game at Gen Con UK this year. This I know for a fact as I'm writing it right now. It's being written for the GrandMaster event but I might be cajoled into letting a copy fly free to be run by others... It's set up for seven PISCES agents to investigate two completely unassociated events - - cults in Eire and why a senior researcher at the Porton Down Research Center wants some mythos books.... Mail me off-list to discuss options... Be seeing you Taz (Steve Cansdale) RPGA Europe IT Co-ordinator and Event Co-ordinator (Taz2@ukonline.co.uk) ------------------------------ Date: Thu, 18 Jun 1998 15:33:03 -0400 From: "Elliot A. Rushing" Subject: Re: DG: Re: Modified Rules and Cops. Howdy, Phil. :) >You wouldn't be able to post a blank homicide/violent crime/robbery >report/form/whatever to the list (or to me directly if preferred), would >you? >I've been looking for a good way to make my players do more work in the >campaign, especially jounraling their adventures (in D&D), but filing >reports >after each adventure would be excellent, especially whe IAD start >lookin at them askance after the (possibly unlawful) shooting of culists >summoning something really nasty... I'd be leery of posting forms to the net, but you can easily simulate such a report yourself. A report has to answer the who, what, when, where, why, and how. Each case also has a unique number (preferably a long one, it's more annoying) for tracking purposes. There needs to be specific contact information (addresses, phone numbers) and ID info (height, weight, et al.) for victims and witnesses. As your investigators develop information, they need to file additional supplemental reports to update the paper trail -- the purpose for this is so that superiors and other officers can keep up to date on the status of the investigation. You could simply draft and print two forms for this, and hand 'em out. Watch them blink. Twice. ;) Usually an initial operations report is a public record available to the media (if it's a local agency investigation initiated by a 911 call -- may not be applicable to DG), but the supplemental reports are not -- thus, investigators usually use minimal info on the initial report and save stuff for the supplemental(s). Also, if the case involves certain types of people (e.g., juveniles), depending on local laws some ID info may not be public record. In addition to paperwork (which, believe me, is a *major* part of law enforcement -- it's how we keep track of each other), you may want to throw in hard-case supervisor or, even better, an interested media type or two. Even benign reporters (and many of them are) can still be a pain to the working investigator who wants to keep some things secret. The media sometimes even scoop the investigators, which can be embarrassing. :) >It always surprises me to see cops using MP-5SD's, after all why supress >your gun when you're doing and a dynamic entry and loudly identifying >themselves as police, why carry a suppressor? Surely it just makes you >look bad to the press and anti-gunners? Good question, Phil. The first response is that we don't fire them unless necessary, so thankfully this is generally an operationally-moot point. If I remember correctly, we got the MP-5SDs (which I don't think cost any more than the standard MP-5s for us) for some technical reason (I think to eliminate canine threats quietly if necessary - a number of our more prominent dealers have big angry rottweilers -- still, that hasn't been necessary in practice, as OC spray does the trick. For identification, nothing beats yelling and megaphones -- you don't wanna spray bullets for that -- the potential for liability there gives me a headache. If we need to disorient a target to remove a threat, we use audio-visual distraction devices ("flash-bang" grenades) -- again, less dangerous and more effective than popping off rounds from a submachine gun (that might motivate folks on both sides to start shooting, thinking a fire-fight had started, which would be a disaster). Also, they're nifty as hell at the range, and have a nice "gee-whiz" value for the public (it *is* America, after all). The suppressor, by the way, is internal to the barrel., and doesn't lengthen it or "stick out." You can't remove it -- you'd need a new barrel. They look for the most part just like other MP-5s, but they sound like vacuum cleaners. Also, to throw another perspective on this, think about the replay of a shooting incident that *wasn't* ound-suppressed... --Blam-blam-blam-blam-blam--- isn't gonna sound good (to us -- it will sound *great* to news directors) 15 times on the three major networks over and over. "Whrrr" just isn't as attractive for media propagation, and it certainly won't drown out sirens or "HEY! DROP THE GUN NOW!" 'Course, if you fire while you're saying that, you may have a different set of problems.;) Also, the "whrr" sound doesn't deafen/startle all the other cops around you, which is another tactical plus. >Hmm... perhaps I should take this to Private mail, or the tactics list, >but i'm trying to get a _little_ amount of realism in the game. I think this sort of discussion is what the list is for, but I would point out my general position that you don't want *too* much realism in a game played for fun -- the threats the players face is bad enough, let them feel good about their submachine guns and high skill levels. It won't help them in the end, but it will increase their level of fun in the short term. >12 Gauge fight stopper? More light fight not-starter from some of the >stories I've heard about the sheer intimidation value of pumping >around and delivering your best Clint Eastwood line :-) Actually, "shucking" the shotgun is very effective as an attention getter, and can quieten a hostile crowd quickly. >Thanks again, I'm going to be doing a good bit of work on my campaign >intro this coming week, so I may have to ask you a few more questions. No problem - although I will be out of the office next week attending an arson investigations school (as a student), so my responses may be delayed. Also, if the questions get really specific so that they wouldn't interest the others on the list, feel free to use my direct email. Good luck with your campaign. ;) Elliot. - ---- Elliot Rushing lex@trellis.net ------------------------------ Date: Thu, 18 Jun 1998 14:53:10 -0500 (CDT) From: "G. Wyckoff" Subject: Re: DG: Re: Modified Rules and Cops. > > You could simply draft and print two forms for this, and hand 'em out. > Watch them blink. Twice. ;) Or, better yet, go to Office Depot, get some carbon Paper (yes, they still make it) , and staple a carbon paper piece between two (or three!) identical forms. Then you get to use that most satisfying of lines, "Press hard, you're making copies." Also, you can keep a copy and so can they. It'll be annoying for them, as well, and it is notoriously difficult to correct mistakes: modifying a carbon copy is a pain in the neck. So when they mistakenly write "Cthuloid Cultist" instead of "suspect", they get to have the joy of explaing the crossed out line to their NPC supervisor. ;) Jerry ------------------------------ Date: Thu, 18 Jun 1998 12:58:23 -0700 From: Joseph Camp Subject: Re: DG: Newbie questions Ahoy [keepers only] >Heres a question that Alphonse may be able to help with. Given the various >discussions about Pagan releasing some of their new wares at GenCon, will >they be doing the same for EuroGenCon, or "GenCon UK" as its now >officially known? Might be nice for your British fans if you could, >especially if Countdown is ready by then. I can safely say that Pagan doesn't have the resources to attend EuroGenCon--I gather they're lucky just to attend the rent each month. Whatever happens to be on sale at EuroGenCon will be whatever is in the hands of Euro distributors and retailers present at the show. be seeing you, Alphonse ------------------------------ Date: Thu, 18 Jun 1998 22:47:59 From: Davide Mana Subject: DG: Fissile encounters Greetings, everybody. Phil A. Posehn (if I'm not mistaken) wrote a few days back... >On a somewhat related topic, did anybody catch the program on PBS >about a year ago about the Russian who had been smuggling fissionables >out of the country in his TROUSERS?? Maybe the guy was around here sometimes recently... Yesterday evening a kid identified only as P.M. found "a radioactive cylinder weighting several kilograms" lying in the street out of his granny's house, in the outskirts of Novara (Northern Italy). Being a kid (and not having a Geiger counter at hand) he picked it up and brought it home where his father, noticing the "Pt413" code printed on the thing, called the fire brigade. "Experts" from the nearby Trino Vercellese power plant and from Milan (Army? University? Secret Services? Your guess is as good as mine...) immediately seized the cylinder, sealed the house after their counters went over in the red, and had the kid to the nearest hospital for controls. Just for the conspiracy-minded guys out there (if any... :>), Novara is the seat of one of the largest and most important Air Bases in Italy - Cameri, home of the 53rd Fighter Wing. The place is downright spooky (I spent one year there as an Airman and Cthulhu keeper), lost as it is among the rice-paddies and the fog. While I was there we had (among other things) at least one UFO sighting in the base airspace and a "ghost" haunting - of all things - the Nuclear Decontamination Area. And a Satanist on the force. More details available on request. Cheers. Davide Mana Torino, Italy doctor.dee@iol.it ------------------------------ Date: Thu, 18 Jun 1998 18:11:28 -0400 (EDT) From: Duran Goodyear Subject: Re: DG: Fissile encounters YES! MORE DETAILS PLEASE!!! I love stories like this, cause it shows just how lax and open some of the most dangerous places can be... and then you throw in the ghosts and UFO's/// ohhh... fun. > > Maybe the guy was around here sometimes recently... > Yesterday evening a kid identified only as P.M. found "a radioactive > cylinder weighting several kilograms" lying in the street out of his > granny's house, in the outskirts of Novara (Northern Italy). > Being a kid (and not having a Geiger counter at hand) he picked it up and > brought it home where his father, noticing the "Pt413" code printed on the > thing, called the fire brigade. > "Experts" from the nearby Trino Vercellese power plant and from Milan > (Army? University? Secret Services? Your guess is as good as mine...) > immediately seized the cylinder, sealed the house after their counters went > over in the red, and had the kid to the nearest hospital for controls. > > Just for the conspiracy-minded guys out there (if any... :>), Novara is the > seat of one of the largest and most important Air Bases in Italy - Cameri, > home of the 53rd Fighter Wing. > The place is downright spooky (I spent one year there as an Airman and > Cthulhu keeper), lost as it is among the rice-paddies and the fog. While I > was there we had (among other things) at least one UFO sighting in the base > airspace and a "ghost" haunting - of all things - the Nuclear > Decontamination Area. And a Satanist on the force. > > More details available on request. > Cheers. > > Davide Mana > Torino, Italy > doctor.dee@iol.it > > > ------------------------------ Date: Thu, 18 Jun 1998 17:18:53 -0500 From: Nightstar Subject: Re: DG: RE: Modified Rules? At 01:06 AM 6/19/98 +0900, you wrote: >>As far as the Rifle/Shotgun thing goes, I've shot both, and they are a BIT >>different, but not all that much. The principals are the same, and there's >>about as much difference in aim point between firing a typical rifle and a >>typical shotgun as between firing, say, a very heavy-caliber rifle and a >>very light-caliber rifle. We don't require different skills for >>different-caliber rifles, so why require it for rifles and shotguns? Now, if >>you're talking about the difference between shooting at birds and shooting >>at a deer, well, those are pretty different skills, but you can shoot at a >>deer with a shotgun (at close range anyway). I just don't see any reason to >>make them separate skills. > >As I believe I've said before, if the character has a rifle skill, I just >give them a +5% bonus with a shotgun, and if they have a shotgun skill, they >get a 5% penalty with a rifle. A tad crude, but it works out. The rules >for CoC are such that they can be adapted fairly easily. The nice thing is >that stats really don't matter that much; when the Big Guy comes, being an >expert sniper will do little to stop your brains from running out your ears. > >Jay > Reminds me of a time when my players brought an expert marksman with them to handle the baddies. They set him up in a sniper's nest and proceeded to stir the hornets' nest. Imagine their surprise when instead of cultists, something unmentionable emerged. Imagine their dismay when their expert marksman lost his mind and began dropping everything in sight, including them. It is one of my fondest memories, and also one of the survivors' favorite war stories. Just goes to prove, you never know where the bomb is. - ----------------------------------------------------------- Finally, a light at the end of the tunnel......heh heh heh. Nightstar ------------------------------ Date: Thu, 18 Jun 1998 22:52:06 -0500 (CDT) From: Don Juneau Subject: DG: Sick Humour: Evil Filk-fragment... I suggested this to a friend, to who I've been forwarding the funnies and most interesting bits o' list, and now she wants me dead. "Share the insanity", sez I... To the tune of the Grinch song, either the original or the cover... "He's a sick one, Mr. Squick..." I'm fairly certain it will degenerate from there, but the MiB can undoubtedly do a weirder job than I... Don of the Unsullied Brain ------------------------------ Date: Thu, 18 Jun 1998 07:11:23 -0400 From: "R. Menzi" Subject: DG: Satanists in the military - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >>>The place is downright spooky (I spent one year there as an Airman and Cthulhu keeper), lost as it is among the rice-paddies and the fog. While I was there we had (among other things) at least one UFO sighting in the base airspace and a "ghost" haunting - of all things - the Nuclear Decontamination Area. And a Satanist on the force.<<< I hear that the ol' Church of Satan has a tidy little following in military circles, what with all that rehashed Nietzsche-esque philosophy it spouts. Of course, I think that the goal of the group was something like a cynical version of what Scientology has achieved (That would be a group with a surcharge for general members, and an "in group" that is good for networking, but without actually believing the image they sell to the masses.) In that, I think the C.o'Satan failed compared to the C.o'Scientology, but CoSci members seem to actually beleive the bullshit they sell. Learn well the wisdom of gypsies and crack dealers, never buy what you sell. Regards, <<>> - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 5.5.5 for non-commercial use iQA/AwUBNYj10qhFxkX3nANTEQKcqgCgo36ASNG5iF3+1KvmAe10crstlKwAoKaF zvMS3Q9im0GGPNbHjkfAFD4P =3ydV - -----END PGP SIGNATURE----- ------------------------------ Date: Fri, 19 Jun 1998 00:15:43 -0500 (CDT) From: Don Juneau Subject: Re: DG: Re: Modified Rules and Cops. On Thu, 18 Jun 1998, Elliot A. Rushing wrote: > >You wouldn't be able to post a blank homicide/violent crime/robbery > >report/form/whatever to the list (or to me directly if preferred), would > >you? > >I've been looking for a good way to make my players do more work in the > >campaign, especially jounraling their adventures (in D&D), but filing > >reports > >after each adventure would be excellent, especially whe IAD start > >lookin at them askance after the (possibly unlawful) shooting of culists > >summoning something really nasty... > > I'd be leery of posting forms to the net, but you can easily simulate such a > report yourself. A report has to answer the who, what, when, where, why, > and how. Each case also has a unique number (preferably a long one, it's > more annoying) for tracking purposes. There needs to be specific contact > information (addresses, phone numbers) and ID info (height, weight, et al.) > for victims and witnesses. As your investigators develop information, they > need to file additional supplemental reports to update the paper trail -- > the purpose for this is so that superiors and other officers can keep up to > date on the status of the investigation. > > You could simply draft and print two forms for this, and hand 'em out. > Watch them blink. Twice. ;) There are some forms of that nature in the ARKHAM SANATARIUM "forms" package from Chaosium - death certificate and fingerprint record. I seem to recall seeing a coroner's worksheet and/or a general crime-report form in some other book, probably non-CoC. (I can't remember offhand, tho.) Your local copshop *might* be willing to part with a blank, but I'd not bet on it. (Certainly they'll wish to know why..) So, we cheat. I recall seeing (crappily-reproduced) reports and such in detective magazines, but I don't know the likelihood of finding them at random. Older ('60s/'70s, IIRC) forms may be found in Michael Crichton's THE TERMINAL MAN, and may be cleaned up/enlarged for your own use. And of course, your friend and mine, criminology textbooks. (My good one is currently borrowed, but IIRC it's CRIME SCENE INVESTIGATION, orange hardback, authour/pub unknown, but I got it at a Salvation Army for fifty cents. There's a nice newer one at a local used book-store, but I'm not feeling like paying $30 for it yet.) Just remember, kids, the same basic safety rules as using them neat secrecy stamps for docco - don't lose your papers! Rest assured, you *will* be explaining why you seem to be carrying "authentic" casefiles, and mundanes are a cowardly, superstitious lot... ("mundanes" are to "gamers" as "civilians" are to "law enforcement". ) Don ------------------------------ Date: Thu, 18 Jun 1998 22:40:42 -0400 (EDT) From: gmgm@netmcr.com (G.M.) Subject: Re: DG: Sick Humour: Evil Filk-fragment... >To the tune of the Grinch song, either the original or the cover... > >"He's a sick one, Mr. Squick..." As a new person to the list, I almost hesitate to ask, but, who is Mr. Squick? I'm already afraid of the answer...kinda apropo to the list, tho... GAry m, minor epot - ------------------------------ "Decadence is it's own reward" DNRC Member since 1995 AOL Instant Message ID& AOL email address: gmgm1970 ICQ ID#: 8391493 ICQ nick: minor epot ------------------------------ Date: Fri, 19 Jun 1998 01:36:04 -0500 (CDT) From: Don Juneau Subject: Re: DG: Sick Humour: Evil Filk-fragment... On Thu, 18 Jun 1998, G.M. wrote: > >To the tune of the Grinch song, either the original or the cover... > > > >"He's a sick one, Mr. Squick..." > > As a new person to the list, I almost hesitate to ask, but, who is Mr. > Squick? I'm already afraid of the answer...kinda apropo to the list, tho... The Man In Black, a *very* odd person in Hawaii, came up with a sick idea a short while back: a madman who has amourous relations with severed heads. (Rest assured, it *was* squick. Not for all tastes, to say the least.) It's available via the back-digest archive, at the DG-mailinglist page. (I'd put the URL to there, but I forget some of *my* pages' URLs, and keep having to look up the path to my own ML's archive. ) Don ------------------------------ Date: Fri, 19 Jun 1998 00:02:27 PDT From: "Aaron Litz" Subject: DG: Query- The Legacy of Henry Armitage I have a question for anyone who can answer it. I seem to remember reading somewhere about something called the Armitage Foundation, run by Miskatonic University for the purpose of investigating paranormal phenomena. Now, I don't know if any game material has been published dealing with this, but I would really like to find out ( otherwise I'm going to have to make it up.) Doesn't this sound like an organization that could get mixed up with DG? If anyone has any ideas about this, please respond. Milk and Cookies Aaron Litz " The rich, the poor, the strong, the weak, we share this place together, and we pitch-in to help it die." ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Fri, 19 Jun 1998 00:35:04 PDT From: "Aaron Litz" Subject: DG: Sword Bearing Fractured Statue What is the scene on the cover of the DG book? Is it a reference to a playtest game or just a pretty picture? Does anyone know? Does anyone besides me care? Milk and Cookies Aaron Litz " Its like a Giant Mechanical Brain" ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Fri, 19 Jun 1998 09:19:39 +0200 From: Phil Ward Subject: DG: Re: Cops. Elliot A. Rushing wrote: > > Howdy, Phil. :) > > You could simply draft and print two forms for this, and hand 'em out. > Watch them blink. Twice. ;) That's exactly what I'm expecting. I'm going to tell them to expect a fair bit of realism in the game, and to take careful notes when investigating (journals after all), but not to expect the forms, etc. I have some nice simple forms I re-drafted from somebody's Shadowrun site, but I have to get a decent LAPD logo to replace the 'Lone Star' badge on top. > Usually an initial operations report is a public record available to the > media.... Thanks, that's a useful piece of information to add to a small-print disclaimer to the bottom of the forms. I actually intend to give the players a stable of characters to work with, one primary 'Star' character most likely a homicide detective, two 'gogs' (to borrow the Ars Magica term, and no offense meant) from the regular police, emergency paramedics or SWAT, and a professor type character, for information purposes who will act as a guest-star/recurring character to provide very specific scientific data. This _is_going to confuse things, but it does mean they have easy access to a character who should immediately fit into the group, and has a reason to invesitage along-side them. So far, one of my players in a rare fit of enthusiasm, had come up with the idea of playing a police-affiliated clairvoyant!!! I had specifically gone out of my way not to tell them they'd be going anywhere near the occult or paranormal! Reporters were the first guest-star I'd though of, and would make a great way for one player to annoy the rest of the group :-) Yeah, I knew about the paperwork, I have an uncle in the Police over here (Wales), and it seems to take a major part of his time. > Good question, Phil. The first response is that we don't fire them unless > necessary, so thankfully this is generally an operationally-moot point. Quite, that's about the answer I'd expected, and confirms a few things I'd learnt on the tactics-list. Ta. One quick query; are you taken off active-duty and assigned paperwork after discharging your weapon? I have a vague recollection of a 'real-life' style cop-show, perhaps the 'real Miami vice', who complained that Crocket and Tubbs would never do any work if they fired as often as they did. They'd spend there life doing parperwork and dreading the next official enquiry into each and every shot. Thanks in advance, and take care Phil Ward ------------------------------ Date: Fri, 19 Jun 1998 04:22:17 EDT From: SGlancy12@aol.com Subject: DG: Foreign Intelligence Service Templates Greetings Gentlemen, Recently R.J. Andron posted a rather nicely detailed overview of Canada's national security and law enforcement organs. We here a Pagan Publishing were quite impressed with the treatment and think that the only way it could be better is if it was presented in the form of an Agency Template, like for the American Agencies in Delta Green. We've already collected all we need on England, but there a number of other Foreign Intelligence Services I'm sure players and keepers would like to see included in the next Delta Green book. We're looking for agency templates on these services. No more than 800 words or so for a large agency (like the KGB) and no less than 350 words for a small agency with limited mission (like the West German Border police, who also just happen to be the agency in charge of Germany's elite anti-terrorist unit, the GSG-9). We need them presented in the same way that the US agencies were presented in Delta Green. History, background, numbers and a sample character. We're all stocked up on UK agencies, so don't even ask. But we could use material on Canada, Germany, France, Russia (except the GRU, we have that covered), Austrailia, Japan, Israel and we'd be willing to consider any others you might offer. Any Turks, Swedes, Italians or Nigerians are welcome to apply. We would prefer if the agency templates were done by a national of that country, but we won't hold it against the Canadians if they write up a great template for the Japanese. If we accept your template, Pagan Publishing can offer to pay 3 cents a word, our going rate, payment made upon publication. We'll also get you five contributor copies of Delta Green: Countdown whe it comes out. As to which templates we will select, that's up to us. It's why we get paid the big bucks. If there are multiple folks out there who are just dying to do a template of the Mossad, all I can say is "may the best template win." Right now I'm going to put a deadline on these templates for July 30, 1998. After that date we won't consider any more. Be Seeing You, Adam Scott Glancy, Pagan Publishing Business Manager ------------------------------ Date: Thu, 18 Jun 1998 11:29:59 -0400 From: "R. Menzi" Subject: Re: DG: Sword Bearing Fractured Statue - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >>>What is the scene on the cover of the DG book? Is it a reference to a playtest game or just a pretty picture? Does anyone know? Does anyone besides me care?<<< Well, I don't know what is is exactly, but calling it a statue is what the game system would see as a explanation that one comes up with when they make their SAN roll. Actually, I think the image is supposed to be a creature that moves in 4+ geometrical dimentions, as alien to us as we would be to beings that live in only 2 dimentions. It's body may not seem conected, but that is because we cannot precieve the dimentions in which it moves. The book _Stranger_in_a_Strange_Land_ had some references to this sort of thing. The plane is 90 degrees from evrything else, and may be several sets of these "angles" from our reality. Maybe different creatures move through different of these "angles" letting them move about in literally different dimentions {as in two lines that share one co-ordinate, but one extends down the Y axis and on the Z axis} but still the same reality. Needless to say, understanding just what this "shattered statue" is has a strong effect on SAN. Like trying to find the outline of Daoloth, it does more than show you a nasty, it shakes our grasp on the delusion we call reality. If the agents/friendlies were lucky, they thought it was a broken statue that's pieces were levitating. This is likely since they were shooting at the thing through 3 dimentional space, which the creature can get around to some degree. I can sort of explain it, but that's becasue I saw a college mathamatics project that created a 3 dimention representation of a 4 dimentional object, like drawing a square on a peice of paper. I didn't really grasp it then, and I still don't really get it, but I understand the theory and prefer not to think about it too often, though at some point I plan to look into it deeper. Regards, <<>> - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 5.5.5 for non-commercial use iQA/AwUBNYkyaKhFxkX3nANTEQK4MwCgmGmGJzcsJPI6C2VDo7tqvEzo7XQAn3Qm GEjJchgRr8CKSHZ+7jen4ebr =IDHj - -----END PGP SIGNATURE----- ------------------------------ Date: Fri, 19 Jun 1998 11:12:29 +0200 From: Lars_inge Lindbom Subject: Re: DG: Query- The Legacy of Henry Armitage Aaron Litz wrote: > > I have a question for anyone who can answer it. I seem to remember > reading somewhere about something called the Armitage Foundation, run by > Miskatonic University for the purpose of investigating paranormal > phenomena. Now, I don't know if any game material has been published > dealing with this, but I would really like to find out ( otherwise I'm > going to have to make it up.) Doesn't this sound like an organization > that could get mixed up with DG? If anyone has any ideas about this, > please respond. > >There is some information abaut the Armitage library in the CoC scenario "A resection of time".I do also think it´s useable as a Deltagreen scenario with minor changes.I´m going to run it in my campaign. Lars-Inge lindbom.Stockholm,Sweden. ------------------------------ Date: Thu, 18 Jun 1998 11:51:54 -0400 From: "R. Menzi" Subject: DG: agent and his friendlies - -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 >>>I actually intend to give the players a stable of characters to work with, one primary 'Star' character most likely a homicide detective, two 'gogs' (to borrow the Ars Magica term, and no offense meant) from the regular police, emergency paramedics or SWAT, and a professor type character, for information purposes who will act as a guest-star/recurring character to provide very specific scientific data.<<< This sounds like an idea that I have that allows a bunch of players and doesn't overcrowd the DG cell structure. The agents don't expose themselves by associating very closely with each other on active operations. Each player makes their own agent *and* a friendly for each other player's agent. The an opperation is hit by the agents, each from thier own area of expertise and with their own group of assistants who are not quite in the know. The friendlies may even believe that they are part of a grand gov't conspiricy, but are unaware of DG's true status. The agents communicate, but don't compromise their actions or the rest of their cell by actually working together. That being said, each player gets the same RPing time and they can play their agents when they confer and plan their ops. This allows the conspiricy to be bigger than the 78 member estimate and stresses the role of friendlies in the structure. It also provides an answer to the "many cells, one letter" issues that can come up; they are just seperate agents in the cell that are working on other ops, which is why you hear about their exploits. To preserve security, cells are not informed lightly of any other cells adventures and the intelligence provided by cell A is distilled into its most pragmatic form, not a full description of the story. Anyway, yea, it's similar in some ways to the _Ars_Magica_ idea, but also has a few side benefits for the DG cells. Regards, <<>> - -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 5.5.5 for non-commercial use iQA/AwUBNYk3lqhFxkX3nANTEQIHKgCbBxFuU614vFyxeqyFn3jEkeOkvjAAoNhN gMd8ST/z2a/Fg7CKqf7MXi5x =es9u - -----END PGP SIGNATURE----- ------------------------------ Date: Fri, 19 Jun 1998 11:54:50 From: Davide Mana Subject: DG: The Haunting of 53rd Fighter Wing Greetings again. Having covered the misterious cylinder in a previous post, I'll expand a bit about "my weird experiences in the Air Force". Feel free to delete the whole thing if you are not interested, of course. I can assure you that these are real stories, however. Cameri airport is about 8 miles out of Novara, a small industrial town in northern Italy, midway between Turin and Milan. The airport - formerly a bleak detention base for hotheads and other disciplinary cases - is surrounded by rice-paddies in every direction, and is home to the 53rd Fighter Wing (aka "Tiger Wing" or more formally "G. Chiarini Wing"). Within the bounduaries of the base are a few corn fields and a small wood. Lost in the wood and out of sight from the main body of the base, is an old hangar that originally housed the Nuclear Decontamination Unit. The "haunting" began in the early summer of '94, in the switchboard room, and as I was serving as a switchboard operator, I went through much ot the story personally. And yet, I'll start with the UFO sighting. This and the "haunting" are probably not connected, but, hey, this is the DG list. And it makes for a nice prologue... I was the guy that actually got the call from a witness. Around eleven one night a woman called the base from a farm nearby. She told she was seeing clearly a huge light hovering over the base. I asked her to repeat what she said slowly, and told my back-up to just go out on the terrace and take a look at the sky. He came back in a minute and told me there was nothing unusual. We forwarded her call to the Tactical Room, as from standing orders, and forgot about the thing. She probably called someone else, too, as we had a local hack prowling around the base and calling us for infos in the following days. As from standing orders, we stalled the guy. This was in june 1994. Maybe two weeks later tha haunting began, after an extremely violent downpour that really played havoc with our phone lines, and caused a black-out in the whole Novara area. During the storm, a few guys swore they saw _green lightning_. Two or three days later, as things were finally getting back to normal, we received our first ghost-call. It was around seven in the evening; the heavy traffic was over for the day, and almost all of the incoming calls were personal ones for the guys on the force; nothing official or priority, so no sweat at all. But someone was playing the fool: both operators on duty complained about someone that was calling the switchboard from a phone in the Technical section and then did not speak. These silent calls kept coming, at about five minutes intervalls, for the whole evening, and then stopped at about ten o'clock. We traced the calls to the Pilot Decontamination Shack, and tried calling a nearby phone to work out what was happening, but our calls were not answered. The next morning we filed a report and forgot about the thing. In the evening, around seven, the calls began again, and kept coming for three hours again. This went on for three or four days: every evening, every five minutes or so, for two or three hours, the Pilot Decontamination Shack would call us. We filed another report and asked for explanations; we were told that it really was not a problem: the whole Nuclear Decontamination Unit was out of service, and not only there was nobody there, but there was actually not even a phone! So we could not receive these calls, right? This also explained why our attempts at contacting them had come to nothing: there was nothing to get our calls, out there in the wood! However, they sent a tecnician over there, and he found nothing. A pair of days later, the blear-eyed night-watch operators greeted us in the morning with the bad news: our phone-that-was-not-there had been calling all night long, at about three minutes intervals. We filed another complaint and again were told that a check had shown nothing. Late that night the operator on watch found a way to silence the ghost-caller: he simply connected the incoming line with a notoriously dead line, so that the phone-that-was-not-there could spend the night ringing another non-existent phone. This trick worked for about a week, giving us quiet nights. As soon as the sun went down the ghost phone would call us and we would connect it with its virtual counterpart. Fine. The following week, the ghost learned how to hang up and call us again. The switchboard terminal started ringing again in the night, this time at longish, irregular intervals. One of the guys started actually to listen to the silence at the other end of the line, and said he heard something, like a distant, hollow echo, and a rasping sound. As son as he used the word "voice", we told him to cut it and go back to work. Another week dragged on, with the ghost-calls starting at sundown and stopping at dawn, and the non-existent caller at the not-existent phone in the Shack hanging up after a while if we put him on hold, and calling us again. We filed complaints daily, and were told not to worry, and were generally very nervous. Two of the guys actually took a hike to the Nuclear Decontamination Unit late one afternoon, finding only a run-down hangar and a small prefab hut with a very short stretch of landing strip. They were intercepted by a patrol car and had to explain they were jogging on their free time. They were told by the sargent to go and jog another way next time. Then the thing stopped for two full days. We were about to celebrate our newly found quiet nights, when we started receiving complaints from all over the base: someone was ringing random mumbers on the base phone directory and then giving his silent treatment to the unfortunate listener. By night. The ghost had learned how to bypass the switchboard and call any number direct. Our nights now were haunted by the distant obsessive ringing of a phone somewhere in an empty office in the building. Then the ringing would stop, and we knew that the ghost was dialling another number, somewhere else in the base. It was downright spooky. This time the Tech branch of Communications moved real fast - the complaints came from officers disturbed in their houses at night, not from airmen on duty. They worked three days down at the Nuclear Decontamination Unit without results. One of the guys spent an evening with us on the switchboard to try and figure out what the heck it was, but it again came to nothing. Then we had another tremendous thunderstorm, with both energy and communication blackout. And we did not ear from the Pilot Decontamination Shack again. Bit of an anti-climax, eh? Sorry about that. Any ideas? Take care. Davide Mana Torino, Italy doctor.dee@iol.it ------------------------------ End of deltagreen-digest V1 #45 *******************************