Essentially this setting's Illuminati.
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They started as an occult conspiracy dedicated to secretly ruling the world through magic. This failed repeatedly, so they reorganized as a dedicated cult of Nyarlathotep who oversees the cult personally. They're run from an extra-dimensional mansion that's kind of located in Sweden. They also maintain various front organizations throughout the world, secretly influencing mankind to bring about the return of Cthulhu. As people progress up the cult's ladder, they're initiated into more and more of its mysteries, gradually becoming less human, until they turn into generic tentacle monsters.
Through its various front organizations, the cult has access to everything from stolen Yithian technology to a massive empire of nightmares carved out of the Earth's Dreamlands. Possibly the most dangerous and evil organization in the DG world.
Delta Green | RPG Item | RPGGeek
Collapsed on itself in the s due to infighting and getting too high off their own Mythos supply. Hilariously Delta Green doesn't know about it. It was originally founded during the First World War as MI, where they dabbled in psychic talents and ESP, but suffered a severe setback in when they not only lost most of their budget to a cash-strapped British government but many of their "talents" to a bizarre series of mental collapses, courtesy of a partially awakened Cthulhu.
MI's big break came during the Second World War, when the current head, Major David Cornwall, placed a sealed premonition by one of their remaining "talents" as to how the defense of France would go in the hands of Prime Minister Winston Churchill. Opened by the latter the day after the evacuation of Dunkirk, the shockingly accurate prediction convinced Churchill that Cornwall and MI were the real deal.
Thus PISCES was born and immediately began work to undermine the Karotechia, who were working feverishly to use supernatural forces to aid the Nazi government. Though the two agencies were nominally allies, their radically different philosophies led to distrust. By the s, Delta Green and Pisces no longer worked together, which turns out to be very fortunate for the former.
Though they only currently control about ten percent of PISCES personnel, it's the ten percent needed to direct the entire organization. Though they still continue counter-Mythos ops, it is for the security of the Shan's hidden temple and their eventual goal of leaving Earth rather than for the safety of England. The Russian counter-paranormal agency, founded after the Red Army found ghoul cults feeding on the corpses of the Russian Civil War Really could've just been the peasants but better safe than sorry.
After the war, engaged in a mad scramble to destroy Karotechia information as Smersh tried to collect it. Later released Delta Green operatives who had been captured by the Spetsnaz to destroy Stalin's life-extension projects, and destroyed Smersh in a bloody coup. Since then, have tried to steal things from MJ In the updated setting, the real-life restructuring of the GRU in led to the SV-8 begin "discovered" in by none other then Putin himself, the Kremlim was seemingly impressed with the "alien technology", kicked out the cadre of old officers into a more controlable younger generation and they were given a lot of budget, a significant improvement from their old underfunded and understaffed status from after the fall of the Soviet Union to a powerful organization.
This came with a cost, however, SV-8 has deviated from their original mission, from defending Russia they became part of the Kremlim's tool to expand Russian power into the world using the supernatural. Occultists based in NYC. The Fate were a group of very powerful magic users who contract out to criminal organizations.
To those criminal organizations, they are known as The Network the arm that functions as a sort of public face for The Fate. Mostly they do this to have access to professional thieves and other less than legal vectors for acquiring specialty items for their rituals, information and the like. They were led by a dude named Stephen Alzis who is rumored to actually be Nyarlathotep, and was is? As of the new millennium, things have gone tits-up for the Fate. First, Nyarlathotep stopped answering their calls; second, Alzis vanished to parts unknown.
Seeing the opportunity to take down their confused enemies, Delta Green engaged in a series of assassinations which left most of the Fate's operatives dead. The ones that didn't get whacked largely grabbed whatever artifacts they could and headed for the hills. Even brighter idea was to give them the ownership of a a dummy company named Tiger Transit, used in "deniable" operations, like contraband through Indochina or Nicaragua like Air America , except its controlled by the fucking Tcho-Tchos.
The Tcho-Tchos themselves have immigrated to America, based mainly in Chigaco. They used their Tiger Transit assets to create an hybrid between an occult cult and crime syndicate, known as the "Tong Shukoran". They have introduced unnatural drugs into the US market such as the Liao, a more diluted and refined version called Reverb, and another mixed with cocaine known as "Coca Loca".
Around the s, after years of fighting the Tcho-Tcho, the Outlaws successfully dismantle their cartel and are able to freeze most of Tiger Transit assets, then The Program comes and steals their air fleet for themselves. Some Tcho-Tcho drugs, such as Reverb, are still begin distributed in the drug market. A UFO research group that actually has some respectability by both being well funded by some rich heiress who thinks she was abducted and actually seriously researching reports of UFO activity, with emphasis on the word 'research'.
They sometimes stumble on things MJ would rather they didn't. More lawsuits later and they went bankrupt. Phenomen-X is a cable "paranormal" reality show that goes around "investigating" UFO sightings, conspiracy theories and other assorted paranormal phenomenon. While initially it was a bogus program, the crew of Phenomen X accidentaly crossed Delta Green as well Majestic, the Greys and the Mi-Go themselves in Groversville during the events of the scenario Convergence , the sole survivor of the encouter, director Frank Carincola became obsessed with discovering the truth.
- The Weapon: A Novel (Dan Lenson Novels);
- The African Liberation Reader: Documents of the National Liberation Movements : The Strategy of Liberation.
- The Reconstruction Era!
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- Digital Photogrammetry.
He has been recieving calls from a mysterious informant as well, a supposed defector from "The Group", the secret US government agency he met at Groversville, with the informant pointing the crew into the direction of the supernatural. MJ uses them to expose and difficult Delta Green operations, pointing the spotlight at DG while Majestic remains hidden. Meanwhile, Delta Green uses Phenomen-X as "canaries in a coal mine", sending them first to see if there's an actual unnatural threat and if DG is needed.
The show started to suffer after the Delta Green-Majestic secret war, as the anonymous tips stopped coming and with them, their best stories. With low ratings and syndication contracts, the show became a low-budget web series in At any point, some other Cthulhu lore cult such as the Cult of the Yellow Sign may pop up and become a headache 'someone' had better deal with. All of the various eldritch powers will most likely make some sort of showing before the final curtain falls for some purpose, overt or otherwise.
Jump to: navigation , search. Delta Green wants you to pick up where I left off: doing what I've been doing for the last ten years. Guidelines for creating original scenarios and campaigns using the resources in this book. Stripped of sanction after a disastrous operation in Cambodia, Delta Green s leaders made a secret pact: to continue their work without authority, without support, and without fear.
Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day but often at a shattering personal cost. Rules for tense, fluid investigations. Players who use their agents' skills in clever ways have the best chance to succeed and survive.
Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body. Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma and sometimes snap in an instant from overwhelming terror. Rules for "home" scenes where players can see what their agents are fighting for Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time.
Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents. Terrifying full-color illustrations by co-author Dennis Detwiller. Further terrors can be found in Delta Green: Need to Know, a quick-start version of the rules which includes a scenario and a sturdy and useful Handler's game moderator's screen; and in the core rulebook of Delta Green: The Role-Playing Game, which includes everything from the Agent's Handbook and massive resources just for the Handler.
The stars are coming right. A Night at the Opera collects six Delta Green operations, or nights at the opera as agents sometimes call them.
Each scenario stands on its own as a moment of terror. Combined, they expose agents to the edges of the horrors of the world of Delta Green, then suck them into abysses of fear and desperation from which the world itself may never emerge. VISCID: Investigating a geneticist s gruesome death, the agents face lethal conspiracies and uncover horrors that never should have been made. Or will they become just another vector for the disease?
An index helps the Handler build broader connections between horrors in the campaign. Stripped of sanction after a disastrous operation in Cambodia, Delta Greens leaders made a secret pact: to continue their work without authority, without support, and without fear.
Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another daybut often at a shattering personal cost. Youre the one they call when unnatural horrors seep into the world. You fight to keep cosmic evil from claiming human lives and sanity.
You conspire to cover it all up so no one else must see what youve seenor learn the terrible truths youve discovered. Complete rules for conducting investigations, overcoming crises, fighting for your life, and watching your sanity slip away. Complete rules for character creation. Six characters, ready to play. The physical edition of Delta Green: Need to Know also comes with a sturdy, four-panel screen loaded with data to help the Handler run a fast-paced, suspenseful gameand sinister wraparound art to keep the players terrified.
This is only the beginning.