From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V1 #83 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Monday, July 27 1998 Volume 01 : Number 083 ---------------------------------------------------------------------- Date: Mon, 27 Jul 1998 13:07:55 +0000 From: "John P. Yuda" Subject: Re: DG: Cell designation (?) > Has anyone compiled a list of "claimed" cells designations? I've seen M-Cell > and K-Cell and A-Cell, but I just wanted to know what others have claimed as > "their" cell. Not that it should stop anyone from using whatever Cell they > want, I was just curious. This has come up several times in the past. I'm not sure where it is, or if it is still in existance, but somewhere, somebody had a list of them. I doubt it's still particularly accurate, though. > I am making my campaign's home cell "T-Cell" known > in the organization as the "Killer-T Cell" because of their Cell leader's > penchant for action. How odd. My game (which just folded) used T-Cell. I've moved on to K now. Where are you placing the game setting? If you say S. Florida, I'll accuse you of being an MJ-12 spy and one of my players of being a mole... Yuda ------------------------------ Date: Mon, 27 Jul 1998 13:06:39 +0000 From: "John P. Yuda" Subject: Re: DG: Cell designation (?) > Has anyone compiled a list of "claimed" cells designations? I've seen M-Cell > and K-Cell and A-Cell, but I just wanted to know what others have claimed as > "their" cell. Not that it should stop anyone from using whatever Cell they > want, I was just curious. This has come up several times in the past. I'm not sure where it is, or if it is still in existance, but somewhere, somebody had a list of them. I doubt it's still particularly accurate, though. > I am making my campaign's home cell "T-Cell" known > in the organization as the "Killer-T Cell" because of their Cell leader's > penchant for action. How odd. My game (which just folded) used T-Cell. I've moved on to K now. Where are you placing the game setting? If you say S. Florida, I'll accuse you of being an MJ-12 spy and one of my players of being a mole... Yuda ------------------------------ Date: Mon, 27 Jul 1998 13:12:36 EDT From: MgkellyMP5@aol.com Subject: Re: DG: Re: Are They Investigating You? In a message dated 98-07-27 11:33:14 EDT, you write: > >On Sun, 26 Jul 1998 ginny102@hotmail.com wrote: > > > >> ARE YOU BEING INVESTIGATED? > > No, I haven't received it (thus far)! Personally, I think it's just junk-mail. i recieved something from the same e- mail addy advertising some porn site. Which, coincidentally, makes me suspicious.... I know I'm paranoid, but it's kept me alive this long. Mgkelly ------------------------------ Date: Mon, 27 Jul 1998 10:15:01 -0700 From: Christian Conkle Subject: RE: DG: Lovecraftian Inspired Movies (was Re: DG: D. Skies etc) Comments below: - ----------------------------------------------------- Christian Conkle Web Development Specialist Northwest Regional Educational Laboratory work: conklec@nwrel.org home: conkle@europa.com - ----------------------------------------------------- > -----Original Message----- > From: Christopher D. Nichols [SMTP:chrisnicls@hotmail.com] > Sent: Monday, July 27, 1998 9:41 AM > To: deltagreen@nocturne.org > Subject: RE: DG: Lovecraftian Inspired Movies (was Re: DG: D. Skies > etc) > > >From Christian Conkle Mon Jul 27 08:55:42 1998 > > > >"The Outsider" (two versions, one more faithfull than the other) and > >"The Music of Erich Zann", and also "From Beyond" have all be made > >into short films, all black and white (enhancing their creepiness), > >by young film students, save the last which was made by the organizer > >of the HPL Film Festival here in Portland. > > > >They aren't available on video, as far as I know, except for MAYBE > >from Beyond Books, let me check, hold on. Nope, can't find anything. > > > > Actually, I'm fairly sre all fourof these films are available on video > from Pagan Publishing in "The Lurker in the Lobby" anthology. Ain't > them nice young cultists at Pagan Publishing great? > [Christian Conkle] You're right, I found that moments after I looked. They can be found at "Beyond Books" at http://www.teleport.com/~beyond/ > BTW, Mr. Conkle I enjoy your site very much. The scenarios there are as > good as those published by Chaosium. [Christian Conkle] Thankyou very much. I'm flattered. Often, after I write a scenario, I find a used CoC scenario at Powell's Bookstore that is essentially my scenario only slightly different. Theirs was written first, but mine was written seperately. Arcane minds think alike I guess. I wrote one, The Temple of the Toad, right after I read Clark Ashton Smith's stories, only to find years later that it is essentially the same as The Trail of Tsathoggua by Chaosium. I'll be posting my new Delta Green scenarios soon. I always playtest my scenarios before posting (which is why the The Spawn of Madness never saw light, despite being written in my notebooks). The first one's going VERY well right now. Soon I'll have a full-fledged Delta Green Cell. > Chris Nichols > > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Mon, 27 Jul 1998 10:32:41 -0700 From: Christian Conkle Subject: RE: DG: Cell designation (?) I'm not immune to it, but the system is.. (ugh ;~) ) Macrophages, standing by! - ----------------------------------------------------- Christian Conkle Web Development Specialist Northwest Regional Educational Laboratory work: conklec@nwrel.org home: conkle@europa.com - ----------------------------------------------------- > -----Original Message----- > From: graemep@immagene.mcg.edu [SMTP:graemep@immagene.mcg.edu] > Sent: Monday, July 27, 1998 10:07 AM > To: Delta Green List > Subject: Re: DG: Cell designation (?) > > Christian wrote: > > >I am making my campaign's home cell "T-Cell" known > >in the organization as the "Killer-T Cell" because of their Cell leader's > >penchant for action. > > Oh, I like that idea! I suppose you could refer to any friendlies they > come > into contact with frequently as "helper T-cell", or are you immune to that > idea?! Just a thought. > > Graeme > > graemep@immmag.mcg.edu > ------------------------------ Date: Mon, 27 Jul 1998 10:36:04 -0700 From: Christian Conkle Subject: RE: DG: Cell designation (?) My game setting is national (global). Most of the characters live in the D.C. area (Hyattsville MD, Quantico VA), with one in Charlotte N.C. The first adventure is taking place in Clear Springs WA, a fictitious logging town way up in the Cascades, populates 420, well, 416 as of the end of the session on Saturday. Anyone else using "T"? - ----------------------------------------------------- Christian Conkle Web Development Specialist Northwest Regional Educational Laboratory work: conklec@nwrel.org home: conkle@europa.com - ----------------------------------------------------- > -----Original Message----- > From: John P. Yuda [SMTP:jyuda@omegafinancial.com] > Sent: Monday, July 27, 1998 6:08 AM > To: deltagreen@nocturne.org > Subject: Re: DG: Cell designation (?) > > > Has anyone compiled a list of "claimed" cells designations? I've seen > M-Cell > > and K-Cell and A-Cell, but I just wanted to know what others have > claimed as > > "their" cell. Not that it should stop anyone from using whatever Cell > they > > want, I was just curious. > > This has come up several times in the past. I'm not sure where it > is, or if it is still in existance, but somewhere, somebody had a > list of them. I doubt it's still particularly accurate, though. > > > I am making my campaign's home cell "T-Cell" known > > in the organization as the "Killer-T Cell" because of their Cell > leader's > > penchant for action. > > How odd. My game (which just folded) used T-Cell. I've moved on to > K now. Where are you placing the game setting? If you say S. > Florida, I'll accuse you of being an MJ-12 spy and one of my players > of being a mole... > > Yuda ------------------------------ Date: Mon, 27 Jul 1998 12:14:09 PDT From: "Christopher D. Nichols" Subject: DG: Glovecleaners in Oklahoma The following events are true. A few days ago, I was in Oklahoma City doing my usual search for discount Mythos stuff. To my suprise, I found a heavily discounted copy of Cthulhu Now in pristine condition. Taking it home, I found a sheet of papper tuck in the spine of the book. It conined the following: the tower of fire blazes with his life up he comes to end man's long strife the dead shall rise to become one with him and strange horrors shall writhe at his wim [sic] In light of the article "The Glove Cleaners" in TUO 14/15, this is needless to say, a bit disturbing. (Most likely, this is one of the previous owner's handouts). Still, the idea that a glove cleaner may be present in Oklahoma City might have uses for an inventive Delta Green Keeper. Perhaps something distributed by the glovecleaner triggered McVeigh? Chris Nichols ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Mon, 27 Jul 1998 13:02:16 PDT From: "Mar Calpena" Subject: DG: Missing url Can anyone repost or send me the url for THE STAGE? I can't find it! Oh, by the way, if anyone's still interested in the stuff about the Vatican campaign, I found something that might be of help: http://users.universe.com/~ttrevor/p2_lodge.txt Mar, such a nasty girl, such lovely game mastering (or was it the other way around?) ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Mon, 27 Jul 1998 13:16:40 PDT From: "Christopher D. Nichols" Subject: DG: Encyclopedia Cthulhiana In Daniel Harms' book _Encyclopedia Cthulhiana_, he writes the following: "If you wish to have this volume available as a resource for . investigators in your game, suggested values are Sanity loss 1d6/. 2d6, Cthulhu Mythos +8%, Occult +1%, spell multiplier x1, 6 . weeks." Now as Delta Green is set in the real world, or at least the Call of Cthulhu version of such, it is not unreasonable that Encyclopedia Cthulhiana is not the only Mythos related piece of fiction or gaming material that might turn up in a game. Given this, what would the stats of the various books we use be? Further, how does Delta Green react to publishers like Chaosium, Pagan Publishing, Triad, Arkham House and Necronomicon Books, amung others? Chris Nichols ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Mon, 27 Jul 1998 14:20:49 -0700 From: Christian Conkle Subject: DG: RE: Encyclopedia Cthulhiana On a similar note to this, I had the idea for a scenario called "The Game" in which a number of unrelated teenagers around the country are all involved in similar suicide cults. Their only connection is that they all played a game called "The Return of the Old Ones" written by S.Petersen, also responsible for books like S.Petersen's Field Guide to Mythos Monsters and Dreamlands as well as many award-winning game products. The players all dressed up in robes and lit candles and acted the parts of investigators into the unknown, making sure to play up the "Mazes and Monsters" perception of gaming by the public. Eventually, the players become to involved in the game and ignore homework and friends and decide to start their own cults/covens (each with contacts to the Fate or something, usually hot women dressed in tight leather pants who teach them "real spells" when they reach "eighth level", etc.). Maybe even have a few game sessions turn out to be "Summon Dimensional Shambler" spells in disguise complete with tennis raquets, candles, and bare feet. The Agents could then use the books published by S.Petersen's Chaos Games as handbooks, losing SAN for learning it's secrets, and even more when they find out what's true and what's not! S. Petersen could then be introduced as an informant/guide to the Mythos. The possibilities are endless! - ----------------------------------------------------- Christian Conkle Web Development Specialist Northwest Regional Educational Laboratory work: conklec@nwrel.org home: conkle@europa.com - ----------------------------------------------------- > -----Original Message----- > From: Christopher D. Nichols [SMTP:chrisnicls@hotmail.com] > Sent: Monday, July 27, 1998 1:17 PM > To: deltagreen@nocturne.org > Subject: DG: Encyclopedia Cthulhiana > > In Daniel Harms' book _Encyclopedia Cthulhiana_, he writes the > following: > > "If you wish to have this volume available as a resource for > > . investigators in your game, suggested values are Sanity loss 1d6/. > > 2d6, Cthulhu Mythos +8%, Occult +1%, spell multiplier x1, 6 . > weeks." > > Now as Delta Green is set in the real world, or at least the Call of > Cthulhu version of such, it is not unreasonable that Encyclopedia > Cthulhiana is not the only Mythos related piece of fiction or gaming > material that might turn up in a game. > > Given this, what would the stats of the various books we use be? > Further, how does Delta Green react to publishers like Chaosium, Pagan > Publishing, Triad, Arkham House and Necronomicon Books, amung others? > > Chris Nichols > > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com ------------------------------ Date: Mon, 27 Jul 1998 16:58:00 -0500 (CDT) From: "G. Wyckoff" Subject: DG: Investigation hook (was, Ecyc. Cthuliana) Christian Conkle wrote: > The Agents could then use the books published by S.Petersen's Chaos Games as > handbooks, losing SAN for learning it's secrets, and even more when they > find out what's true and what's not! S. Petersen could then be introduced as > an informant/guide to the Mythos. The possibilities are endless! Well, since the adventure ideas are flowing, I'll throw out a plot hook of my own... The investigators, preferably one being an FBI agent, are brought in to consult on a particularly unusual case of what is believed to be a serial killer on the loose. 4 victims have been found so far, the murders having taken place in what is believed to have been a 48 hour period from the start of the investigation. The victims were all found stripped, lying in a circle made from a crystalline white powder (finely ground leaded crystal). The victims were all slain with a knife slice through the throat (lots and lots of blood). When the players investigatem they can notice that all of the bodies were lying in in particular directions, arms splayed out. In fact, the players might figure out that the bodies were arranged (probably prior to death) so that the head faced in the relative position of the night sky of (name your favorite star here) for the time that they were killed (this will take a lot of work to figure out). The other bizarre thing is that all of the victims were men in their early 30's, single, all were involved in higher education (specifically, they were all involved with some aspect of astronomy: one astronomer, one astrophysicist, one was a Professor whose specialty was ancient languages, and he had translated several ancient works on astronomy, and one was a specialist in remote imagining who worked on camera systems for NASA). When they were found, they all had strange tattoos _on the soles of their feet_. The tattoos were in a language which no one recognizes (GM's discretion as to what language and which player will eventually recognize it or get a friendly to recognize it.) More surprising was the fact that all of them had had the tattoos for some time, it was not after the murders. So, the investigators have to figure out: 1) were they in a cult or just victims of a cult 2) what was the ceremony supposed to do 3) did it work 4) is someone else going to be killed, etc. etc. My thinking and the way I ran it was that the victims were not in a cult: they chose at some point int heir lives to sleep with the wrong woman, however, who was in a cult and was carefully picking victims for later use. The fact that they are all involved in astronomy is a red herring: it has to do with the particular, err..., preferences of the cultist who seduced them, not the ceremony or the cult. The tattoos are all different, and in fact the phrase is incomplete (I made it part of a summoning, I'll leave you to guess who they were trying to summon), so more people seem likely to die. The cut marks were made by different weapons, so it was not all the work of one person. There are no signs of a struggle on the bodies, and no trace of drugs (the cultists entranced the victims with magic). Well, there you go. It can go in a lot of different directions, and the nature of the victims and circumstances almost assures that MJ-12 will notice. Hope this helps someone and that it is found useful- Jerry ------------------------------ Date: Mon, 27 Jul 1998 18:30:02 -0500 From: William Timmins Subject: DG: NPC Exchange Here's a long running NPC that was introduced in the first adventure of my campaign, has been woven into a variety of plots, and provided assistance to the party on a few occasions until her suicide... - ------------------- Auntie Matilda - ------------------- Auntie Matilda looks to be a GORGEOUS filipina woman in her early twenties. She is clever, a bit odd, and, in current days, makes money in Cape Cod as a 'water witch', laying beneficial charms on the ships of small time fishermen. She was introduced in a scenario in Cape Cod, and can be a good source of information, odd help, or serve as a villainess... - ----------- History - ----------- Born to the name 'Seferssai' in 1804, Auntie Matilda has had an unusual history. She is an atavistic Serpent woman, born in a small community of serpentfolk in the Phillipines, and became a worshipper of Yig as a matter of course. Her early years were rough, being more intelligent than those around her at a very young age, and trying to learn Spanish from captured humans. Soon, she learned enough to begin trying to decipher the ancient serpentfolk lore her community still possessed. She quickly learned spells to transform into humanform, vital to her search for knowledge, and learned tantalizing hints about the history of the serpentfolk. 'Auntie Matilda', as she soon named herself, had a simple mission: To bring back the civilization of the Serpentfolk. This, unfortunately, rather hinged on trying to breed a population of fully atavistic serpentfolk, of more pure lineage. She has learned about life magics, and watched with great interest the growing human knowledge of life sciences. She is also trying to find out if hints of serpentfolk 'arcs', libraries of genetic knowledge, are true and still exist. Her history in the 1940s is hinted at in the Grimoire in my homepage... SHE is the 'AM' mentioned, and penned that version of the grimoire (that is, copied from the original diary) She will be quite willing to help out investigators that she thinks can be of use... although will naturally be QUITE reserved about her background. The fact that she uses two rather nasty spells (Enchant Cane variant and Steal Life) will be kept as secret as possible. She knows what humans are likely to think. She also uses a decent network of Limbo Gates to keep her different interests divided and throw off suspicion. (That is, she often hunts for victims in the Philippines, but is only publically seen in Cape Cod... although sometimes she does temp work as a nurse at Arkham Asylum) AM can act like a sane, balanced human being, but this is, of course, an act. She finds humans revolting, and has a cleanliness fetish in combination. She will often rub her skin raw after touching human beings, which, in combination with her Special Activities, poses problems for her. What Special Activities? Well, in the interest of creating atavistic serpentfolk, she is gathering human genetic material, testing it against her own for viability. In a word, sperm. One fun offshoot of her 'helping' the PCs is that she will likely seduce them for one night stands, disappear for a while, and then reappear, coolly rebuffing any further advances by them. If the Keeper feels like checking, 1% chance that there is even a chance at compatibility. AM may then decide to get pregnant. Another 1% chance after that that it succeeds... otherwise, she'll abort. In my campaign, she requested help at Sarnia, going through tunnels, bypassing K'n-Yan (she didn't want to meet THEM), walking through Yoth (and being assaulted by beings that resembled hairless human children with feline qualities), and then into N'kai, to avoid Formless Spawn and get special serpentfolk libraries there. Which led, in turn, to the serpentfolk base under the Great Serpent Mound... but that's another story, for another day... (Serpentfolk 'libraries' are egg-shaped holographic crystal memory, used in conjunction with special light projectors to display pages of text. Most libraries are about 4 inches long.) AM has a number of spells: Spells: GG: Voorish sign, s/b Dimensional Shambler, s/b Dark Young, Contact Ghoul, Elder sign, Shrivelling, Resurrection LG: bless blade, command ghost, consume likeness, create limbo gate, enchant cane, fist of Yog-Sothoth, flesh ward (2 daily), heal, mesmerise, Seal of Isis, s/b Child of Yig, steal life NG: Contact Yig, Channeling, Divination, Meditation of Power, Serpentine Sigil, Ophidian Cloak, Yig charm Power knife: 30 MP stored normally (created with enchant cane variant) Blessed blade (2 pow) (can be used for S/B Dimensional Shambler) Yig Charm (30 rating) The NG is the 'new grimoire', spells invented by me or borrowed from other sources. Channeling is from Pagan Pub's 'The Golden Dawn', an excellent supplement. Meditation of Power is simply a spell that converts 10 SAN to 1 Pow over the course of a month. Obviously, this is useless to her, but she likes learning things... - -Will ------------------------------ Date: Mon, 27 Jul 1998 19:13:29 EDT From: CroakerJr@aol.com Subject: Re: DG: Missing url In a message dated 98-07-27 16:12:08 EDT, you write: << Can anyone repost or send me the url for THE STAGE? I can't find it! >> It's somewhere at http://www.mimgames.com. Shane ------------------------------ Date: Mon, 27 Jul 1998 19:13:24 EDT From: CroakerJr@aol.com Subject: Re: DG: Cell designation (?) In a message dated 98-07-27 12:11:40 EDT, you write: << Has anyone compiled a list of "claimed" cells designations? >> On my website I've tried to keep track of the various cell-related websites out there (such as K, Z, T, M, etc.), but it does not include cells which have been discussed here that don't have webpages. Maybe we can get Alphonse to add a field to that List Resource table to indicate whether a listmember is Keeper of a game and which cells are involved. Any thoughts, Alphonse? Always willing to volunteer work for others ;-), Shane Ivey http://www.geocities.com/Area51/Shadowlands/6580/dg.htm ------------------------------ Date: Mon, 27 Jul 1998 16:41:01 -0700 (PDT) From: scott cleverdon Subject: Re: DG: Glovecleaners in Oklahoma I'd be more worried by the fact that he didn't spell whim correctly. At 12:14 PM 7/27/98 PDT, you wrote: >The following events are true. > >A few days ago, I was in Oklahoma City doing my usual search for >discount Mythos stuff. To my suprise, I found a heavily discounted copy >of Cthulhu Now in pristine condition. Taking it home, I found a sheet >of papper tuck in the spine of the book. It conined the following: > > the tower of fire > blazes with his life > up he comes > to end man's long strife > > the dead shall rise > to become one with him > and strange horrors > shall writhe at his wim [sic] > >In light of the article "The Glove Cleaners" in TUO 14/15, this is >needless to say, a bit disturbing. (Most likely, this is one of the >previous owner's handouts). > >Still, the idea that a glove cleaner may be present in Oklahoma City >might have uses for an inventive Delta Green Keeper. Perhaps something >distributed by the glovecleaner triggered McVeigh? > >Chris Nichols > >______________________________________________________ >Get Your Private, Free Email at http://www.hotmail.com > > Scott Cleverdon Mercenary of the Occult "just when you think you're being too paranoid, you aren't being nearly paranoid enough..." ------------------------------ Date: Mon, 27 Jul 1998 18:03:31 -0700 (PDT) From: scott cleverdon Subject: Re: DG: Glovecleaners in Oklahoma Apologies to Chris, I didn't mean to be a pedantic idiot if indeed it was your spelling. Oops. They fingers are faster than the brain sometimes... regards sc At 04:41 PM 7/27/98 -0700, you wrote: >I'd be more worried by the fact that he didn't spell whim correctly. > > > >At 12:14 PM 7/27/98 PDT, you wrote: >>The following events are true. >> >>A few days ago, I was in Oklahoma City doing my usual search for >>discount Mythos stuff. To my suprise, I found a heavily discounted copy >>of Cthulhu Now in pristine condition. Taking it home, I found a sheet >>of papper tuck in the spine of the book. It conined the following: >> >> the tower of fire >> blazes with his life >> up he comes >> to end man's long strife >> >> the dead shall rise >> to become one with him >> and strange horrors >> shall writhe at his wim [sic] >> >>In light of the article "The Glove Cleaners" in TUO 14/15, this is >>needless to say, a bit disturbing. (Most likely, this is one of the >>previous owner's handouts). >> >>Still, the idea that a glove cleaner may be present in Oklahoma City >>might have uses for an inventive Delta Green Keeper. Perhaps something >>distributed by the glovecleaner triggered McVeigh? >> >>Chris Nichols >> >>______________________________________________________ >>Get Your Private, Free Email at http://www.hotmail.com >> >> >Scott Cleverdon >Mercenary of the Occult > >"just when you think you're being too paranoid, you aren't being nearly >paranoid enough..." > > > Scott Cleverdon Mercenary of the Occult "just when you think you're being too paranoid, you aren't being nearly paranoid enough..." ------------------------------ Date: Mon, 27 Jul 1998 21:05:05 -0500 From: "Gregory S. Secaur" Subject: DG: Re: more movies > >The Frighteners > >The Outisider > >The Music of Erich Zann > >The Reanimator > >Bride of Reanimator > >Necronomicon > >The Mouth of Madness > >The Ressurected > >Deep Rising > >Alien > >Cast a Deadly Spell > >The Thing > >Event Horizon > >Split Second As long as we're still on the subject, everyone should see "Cronos", an excellent Spanish-language film. While not strictly Lovecraftian, the artifact at the heart of the story fit well into one of my CoC campaigns. Greg Secaur gsecaur@frostbit.com ------------------------------ Date: Mon, 27 Jul 1998 19:13:46 -0700 From: Lech Von Oxen Subject: DG: Freaking the Mundanes Hi all, (Crowd screams: Hi Lech!) Anyway. Couple questions for you nutters: 1. Any particular means to keeping players committed (aside from blackmail, of course)? I just started Pagan's Walker in the Wastes to have half my players uncommit. It really pissed me off, as I had done some pretty extensive preparations. Regardless, anyone got any clues to keep the plebes we call players from ditching on four Fridays in a row? 2. And speaking of players, I am continually baffled by the postings by Keepers that warn their players away from certain messages with fear of eternal pain in the bowels of Hell. I wouldn't let my players ten feet from this list, or the DG book, or even the episode of the X-Files where I got my idea for my favorite NPC. Only one of my players has a clue that Pagan even has a book called Delta Green, and the rest just think CoC is a role-playing game -- no one actually knows what I do here alone in preparing for the campaign (hehehehehehe...). Question, then: when players know about the Mythos already, but are attempting to play ignorant characters, are there any special preparations Keepers make to keep their characters ignorant of their players' knowledge. Sure, good players can make the distinction, but truly good players are as hard to find as truly good keepers. 3. After watching Fargo, again, last night (and having spent the last six months reading Walker in the Wastes fowards and backwards), I pondered the similarities between Paul Bunyan and Ithaqua ... I mean, c'man, let's talk about Ethnocentrism at its greatest feat: Americans take traditional Inuit (Aztec, Japanese, etc.) Wind God and say, "But will the kids like it?" Suddenly there's a big axe instead of webbed foot prints, and a big blue ox (Babe) for the PG-13 appeal. I'm sure an upper-level Disney executive will one day fall into the cult's hands, and the new movie will feature Paul Bunyan being released from imprisonment by his happy, little dwarf-helpers. Anyone else made this connection? OK, I'm going to leave before I hurt myself. Call me Lech. ------------------------------ Date: Tue, 28 Jul 1998 11:12:01 +0900 From: "David Farnell" Subject: DG: RE: Glovecleaners in Oklahoma - -----Original Message----- $B:9=P?M(B : Christopher D. Nichols $B08@h(B : deltagreen@nocturne.org $BF|;~(B : 1998$BG/(B7$B7n(B28$BF|(B 4:33 $B7oL>(B : DG: Glovecleaners in Oklahoma Reminds me of what happened shortly after I joined this list. I got an email from someone that said only "Who are you?" and "The light of knowledge is the way to power." or something like that. From some woman I didn't know, and it didn't come through the list itself. I was slightly freaked, but I replied with something even more cryptic and weird, and she never wrote back after that. Might've been spam, who knows? Did anyone else get such a thing? David Farnell ------------------------------ Date: Tue, 28 Jul 1998 11:12:07 +0900 From: "David Farnell" Subject: DG: RE: First report from T-Cell - -----Original Message----- $B:9=P?M(B : Christian Conkle $B08@h(B : Delta Green Mailing List (E-mail) $BF|;~(B : 1998$BG/(B7$B7n(B28$BF|(B 2:12 $B7oL>(B : DG: First report from T-Cell Glad to hear your game went so well, Christian! Always a warm fuzzy feeling when they go insane, innit? Re: A "master list" of cells. Well, a couple months back we had a big thread about all this, as it's obvious that the number of cells will get filled up very quickly. I think we never came to any "official" decision, but most people seemed to like the idea of just not worrying about it much and just having multiple "M-Cells" and "K-Cells" and so on. I run an "L-Cell" and I've just started an "M-Cell" (controlled by one of the L members), so I just make sure, when posting cell news, that folks know who I am. There's at least one other "L-Cell" out there, I know. Only thing is, A-Cell is the absolute, tippy-top guys, and the three of them have their code-names already published in the book, so I've decided to stay the heck out of that. But I like the name "Austin"--that's my home town. Be seeing you, Luke ------------------------------ Date: Tue, 28 Jul 1998 11:11:34 +0900 From: "David Farnell" Subject: DG: RE: NPC exchange (SPOILERS) - -----Original Message----- 差出人 : R. Menzi 宛先 : deltagreen@nocturne.org 日時 : 1998年7月27日 19:36 件名 : DG: NPC exchange Here's a fellow who's a sort of on-going headache/helper for the players. I made him up shortly before DG was published, so he doesn't have some of the expected modifications--but on reflection, I decided that was a good thing. SPOILERS, ESP. FOR DAVID FARNELL'S PLAYERS! REMEMBER WHAT HAPPENED TO AGENT SMALLS!?!?!?! HE READ TOO MUCH TOO, DIDN'T HE!? ========= Paul Conroy ========= Conroy appears to be a short, stocky, fireplug-shaped guy from Boston. He always wears a jacket and tie, and they always fit him poorly, and he's usually sweating. He's balding and has a permanent 5-o'clock shadow. In my campaign, he was a CIA agent and member of L-Cell, code name "Lionel." That was just his cover, however. In reality, he was a PC from an old 1920s game. He was a private detective named Maurice O'Day, and his group of investigators were checking out some trouble in the Appalachians. They got smeared by the Mi-Go, and O'Day was taken to Yuggoth--or at least his brain was. After a brief interrogation, his brain-jar sensors were shut off and he was forgotten in a "library" of other brain-jarred specimens. Sixty years later, the Mi-Go decided thay needed an agent completely unconnected with their other agents--particularly MJ-12--on Earth. They wanted someone to keep an eye on MJ-12 and Delta Green. They also wanted someone they could utterly reconstruct and thereby control completely. They chose O'Day for his investigative skills, and reactivated him. He was utterly insane by then, of course, having been kept in sensory deprivation for 60 years. They reconstructed a personality for him and modified another unfortunate's body to serve as his vehicle, adding enhancements like internal armor. Then they created a paper-trail past for him. Conroy was born. As instucted, Conroy joined the CIA, eventually infiltrating Delta Green and forming contacts with MJ-12. He played his part well--in fact, when he was in "deep-cover" mode, he didn't even know that he served his monstrous masters. He was a loyal DG agent. Luckily for DG, he was unveiled before he could learn very much about the organization. During a shootout in a Mexican bar, he took a .44 magnum slug to the skull. When he got up again and kept fighting, his companions realized something was not right with this guy. He ended up shooting his way out, nearly killing 2 friendlies, to escape. Now he will receive a new face and some body mods (taller, thinner, new fingerprints) and a new identity, and he will be sent to infiltrate MJ-12 (just to keep an eye on them). However, the Mi-Go don't know that Conroy has managed to hold on to a nugget of his humanity. There is a tiny part of him that is still his own, that survived through all those years of sensory deprivation, and it is becoming stronger. It knows how to hide well, and while it cannot seize control, there are times it can interfere with the construct-personality enough to communicate or influence Conroy's actions. Sometimes, therefore, Conroy will try to help the PCs--other times he will try to kill them or manipulate them. They'll never be sure which. And, if necessary, he can get his face and body changed again, so they can never be sure what he'll look like. This nugget-personality is very sneaky, and has learned how to control the telepathy device (a sort of fungal bio-communicator) implanted in his skull. This device allows him to send messages, and also allows the Mi-Go to monitor him any time. But he has found a way to detect when he is being monitored, and he can hide his thoughts and knowledge from them quite well. Also, he can sometimes interfere with the device to prevent the Mi-Go from monitoring him, disguising it as "static." Lastly, he has learned how to reverse the information flow--he can read the mind of the Mi-Go who is monitoring him! The hidden personality is trying to amass information that will allow him to decide what to do next. His main desire is to save humanity, or some fragment of it, from the doom that will come when the stars come right. He is sure the Mi-Go have the technology/magic to relocate a population of humanity to another planet. Alternately, he would like to manipulate the Mi-Go into committing their resources to stopping the awakening of the Old Ones on Earth. In the meantime, he will continue working for them. This personality is very depressed, and that will come through when the players encounter it. =============== Conroy's Body Mods =============== In addition to the telepathic communicator, Conroy has subcutaneous armor (organic, and good enough to stop most pistol bullets and shotguns) and a special "speed" organ. This releases a super-charged hormone that doubles the number of actions he can take for 3-6 rounds. He can only use this twice a day. The Mi-Go scientists who designed the body decided not to use protomatter, as it was unstable at the time they began work on the project. Later, they decided to keep him protomatter-free, in case their enemies discovered some weakness in it (which, of course, has happened). As such, Conroy cannot just alter his appearance at will--surgery is required. But this also means that the Mi-Go cannot simply kill him by ordering his protomatter to die. He could, conceivably, even escape Mi-Go control completely and strike out on his own. He also has modifications to his larynx that allow him to imitate a wide range of voices, well enough to fool most voice-recognition devices. With this, he can also emit a piercing shriek that can briefly stun one or two people it's directed against. Many other cyberpunk mods are possible. He probably knows a few spells, too, but not much--not his style. Have fun, Luke ------------------------------ Date: Mon, 27 Jul 1998 22:48:03 EDT From: MgkellyMP5@aol.com Subject: Re: DG: Glovecleaners in Oklahoma In a message dated 98-07-27 15:21:21 EDT, you write: > Still, the idea that a glove cleaner may be present in Oklahoma City > might have uses for an inventive Delta Green Keeper. Perhaps something > distributed by the glovecleaner triggered McVeigh? Let's hope not. I still remember all the bullshit from the 80's about role- playing games being "the work of the Devil" and that they made kids start worshipping Satan and kill each other. It would be worse in this day and age to be able to get tangible evidence that RPG's might have actually inspired an act of terrorism (Granted, may it have just affected one disturbed individual, but as gamers, we don't need any more bad press. Let Ward and June Citizen worry about their kids smoking or whatever the newest socio-political bandwagon is now). Speaking of terrorists, I had an idea about a group of Egyptian terrorists under the influence of Nyarlathotep (Sounds like the Karotechia. I know, but these guys aren't just sitting around a villa in Argentina). Has anyone used terrorists in their DG campaign or have a suggestion as to what prominent historical figure Nyarlathotep would appear as to a Muslim? True Islam teaches peace and tolerance, so Mohammed is out, but I am lacking in knowledge of other historical Middle Eastern leaders. Mgkelly ------------------------------ End of deltagreen-digest V1 #83 *******************************