Whispers of the Dead - Issue 2.1
Whispers of the Dead - Issue 2.1
ISSUE 2
Whispers of the Dead
Delta Green Fanzine - Issue 2
Opera Playbills 5
The Portable Hard Drive of Timothy Ingrid 5
The Impermanence of All Worldly Things 5
Sealed by the Deluge and the Northern Wind 6
DIY Biohacking: The Coding Language for Your Flesh! 6
DNA of the Soul: Memetic Techniques for Everyday Life! 7
The Journeys Alongside Devils 7
Project COPPER 8
History 8
The Organization 9
Operatives 9
Beliefs and Mandate 10
Field Operations 10
Asset: Rituals 11
Dream Shackles 11
Dreamwalk 11
Night Terrors 11
Slumber 11
Important Individuals 12
Director Delford Taggart 12
Alice Chang 12
Agent VICKERS/”Sophia Ramirez” 13
Agent DENNIS/”Gerald Monroe” 13
Heather Allen 14
Michael Sung 14
Typical Pullerville Security Guard 15
Typical Yawn Patrol Magician 16
Typical Yawn Patrol Shooter 16
Progression 16
Stage One: Lie, Cheat, Steal 17
Stage Two: Death to Spies 17
Stage Three: The Sleep of Reason 18
2
Project WETWARE 19
The Past 19
Disinformation: The Origin Story 19
The Present 20
Asset: Brain Hacking 20
New Special Training: Project WETWARE Brain Hacking 20
Glyphs 20
Mind Editing Surgery 21
"Skill Softs" and “Loa” 21
"Smart Drugs" 22
Psychotronic Devices 22
Important Individuals: Project WETWARE 23
Dr. Samantha Cartwright, Project WETWARE Director 23
Mario Caravella 24
Dr. Victoria “Vicky” Zhang 25
Dr. Samuel Cartwright, Vice-Director of Project WETWARE 25
Regina Cartwright 26
Inmate 2F-56YUI/Subject T9-SXC/Bradley Channon 27
In The Field: The Project WETWARE Campaign 28
The Future 28
Progression 28
Operation Hooks 29
9920.229989212.333 31
Witch Fire 31
Radiance 31
Void Gaze 31
Thief Bane 31
Strangest Things 33
The Black Approaching from the Stars 33
The Tombstones 35
Polaris/That Which Was Lucas Goodman 35
Lyrae/That Which Was Lois Conroy 36
Draco/That Which Was Dirk Hamilton 37
Columba/That Which Was Polly Wainwright 38
Virgo/That Which Was Tanya Nelson-Brown 39
Using the Tombstones 40
3
The Watercolor Institute 41
Structure 41
Operations and Tactics. 41
History 41
Jake Dyson’s Diary 42
The Collected Files of the Gilchrist Trust Research Project 43
Significant Locations 43
Important Individuals: The Watercolor Institute 43
Ned Green 43
Jason Van Kampen 44
Mary Freeman/Agent JOHNSON 45
The Jake Dyson Mind-Shard 46
Fred Whitetail 47
Quint Chandler 47
Adam Fox-Ivey 48
Player Characters and Generic NPCs 49
Adventure Seeds 49
4
personal diary, but his insights into the otherworldly
Opera Playbills presences plaguing the American south, not to
Unnatural Tomes for Delta Green RPG mention what he copied and deciphered from
by 333 forbidden texts during the course of his project. The
last entries of Ingrid's diary allude to dabbling in
Somewhere out there, is a trove of forbidden strange powers and contacting bizarre monsters.
knowledge that could destroy your Agents. Detailed
here are a few more such troves. Any one of them Recommended Rituals: Exaltation of the Flesh,
could be the one to open the way to madness and Lure the Hungerer, Mediation Upon the Favored
death. (Special thanks to people on the Night at the Ones.
Opera Discord server for their help with this article.)
The Impermanence of All Worldly
The Portable Hard Drive of Timothy Things
Ingrid In Japanese. Study time: months. Occult +4%,
In English and Spanish. Study time: weeks. Unnatural +10%. SAN loss 2D6.
Anthropology +1%, Archaeology +1%, History +1%,
Occult +2%, Unnatural +2%. SAN loss 1D4. "We incarnate in the Six Realms of Desire. But
always trapped, no escape is there from rebirth
"Clearly, this is a mistranslation. I don't know what except through enlightenment to the true nature of
the hell a Yig is, but it sure as fuck is not the true reality, unseen and unknowable. It is easy to
face of an Aztec god that created humanity. Now, mistakenly believe, so wrapped up in the pain and
as for the rest of the text, it rambles on and on suffering of rebirth, that this is all there is. This
about ritual human sacrifice. Seems like a world is an illusion. There exist things beyond time.
sensationalist overreaction to me, a leftover from Beyond desire. Know this as surely as you see me
the old Spanish Conquistador days. And what do now. Come, drink the pure waters of knowing."
Mayan depictions of snakes have to do with
plagues?" This lengthy book of "scriptures'' appears to be an
attempt at radically reinterpreting Buddhist
The freelance investigative journalist Timothy doctrines and common sutras that are popular in
Ingrid's last project before his mysterious Japan. It delves deep into esoteric topics and tries
disappearance was a deep dive into Pre-Hispanic to "map out" various metaphysical layers of reality.
folklore and mythology. He traveled the Americas Most mainstream Buddhist priests would consider it
from Nevada to the very south of the landmass. He blasphemy, heresy or just plain insanity. Urban
collected some very interesting tales and legends legends say copies of the tome are occasionally
from local experts on the region. It is only when he reported found in random places (typically remote
began to acquire some rare and obscure books on or historically important locations) of modern day
the Western European occult to compare and Japan, with no obvious explanation. Nobody knows
contrast with the gathered lore that his project where the tome comes from, or who plants the
started to go wrong. Timothy Ingrid was reported copies.
missing and presumed dead 8 months after his
work started, and his home in New Mexico was Recommended Rituals: Clairvoyance, Create
found brutally searched and looted by an unknown Stone Gate, The Dho-Hna Formula, Leaves of
burglar just a day after. The man's portable hard Time, One Who Passes the Gateways, Open Gate,
drive, full of his research and sources, was stolen. The Primal Lay, See the Other Side, Song of
The files on the hard drive contain not just Ingrid's Power, Soothing Song, The Voorish Sign.
5
Sealed by the Deluge and the DIY Biohacking: The Coding
Northern Wind Language for Your Flesh!
In Icelandic. Study time: weeks. Anthropology +1%, In English. Study time: months. Medicine +4%,
History +1%, Survival +5%, Navigate +4%, Occult Science (Biology) +6%, Surgery +3%, Unnatural
+3%, Unnatural +6%. SAN loss 1D10. +1%. SAN loss 1D4.
"We handed Mickey over to the shaman as a peace "Cells age because special structures at the end of
offering. The mountain folk have their own way of our chromosomes retire them when enough
dealing with thieves. The Swede told me it was like damage accumulates to the point where the cell
the sky burial, but we'd be tying him up and can no longer divide - or else the cells become
breaking his legs at the highest part of the cancerous. Reversing the cell damage that we call
mountain, where the cold winds would scour him getting old requires a special science made
down to the glittering bones. Ice would preserve the possible through exotic dark energy transfers. Done
corpse until spring, so the Sky Owner could take properly, the fresh injection of dark energy into a
his time torturing the ghost. And to think I had human body should reset the telomere structures
assumed my time amongst these backwards and regenerate the lost cells with replicated DNA
savages was going to be boring." strands. Currently, no mainstream gene therapy
programs can fully manipulate the polymerase
This tome, written in 1924-1936, is a Scandinavian enzymes in this manner. I, however, have
travelog of the horrific, recording many strange and discovered a way to do it."
awful encounters with the unnatural in the
wilderness of Norway, Iceland, Sweden, Greenland At first glance, this thick and large beta-copy of a
and Finland. In particular, the author makes contact never-released book is a pathetic attempt at a
with several cults dedicated to "the Sky Owner'' and complete guide to "homemade" "self-taught"
documents their beliefs (including chunks of "biohacking" - a ludicrous pseudo-scientific
pre-human history) and rituals. The writer of the "discipline" of conquering your body's limitations
tome himself is not named, but the personal through gene therapy and physical modifications. It
thoughts and history given in his accounts paint a is only with serious study that the reader realizes
complete portrait of his inner self; a sadistic the author has refined authentic unnatural methods
psychopath who enjoyed the danger and power of of "flesh-crafting". The author's name and bio was
the unnatural. never credited to the book, so the identity of the
writer and the source of his knowledge has been
Recommended Rituals: Call Zombies, Finding, lost. Only the first drafts of his work remain, which
"Name of the North Winds" (Contact Itla-Shua), is occasionally copied and distributed as a PDF
Speech of Birds and Beasts, Withering, Zombie onto certain dark web file exchanges by persons
(Draugr variant). unknown. It is incomplete, missing several body
enhancement rituals.
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DNA of the Soul: Memetic The Journeys Alongside Devils
Techniques for Everyday Life! In Latin. Study time: weeks. Occult +3%, Unnatural
+3%, SAN loss 1D4.
In English. Study time: months. Anthropology +1%,
HUMINT +5%, Persuade +5%, Psychotherapy
"Cave! Vocat quae non deponant."
+2%, Unnatural +2%. SAN loss 1D6.
7
History
Project COPPER In the later days of the Majestic-12 conspiracy, only
An antagonist group for Delta Green RPG a few scant researchers paid attention to the
Special Thanks to Agent Obtuse theories regarding “inner space”, and most
discoveries in that area were side effects of much
“If that there King was to wake,” added bigger OUTLOOK sub-projects testing psychic
Tweedledum, “you’d go out – bang! – just like a powers. When the conspiracy fell to Delta Green,
candle!” those few files on the “Dreamlands” ended up being
“I shouldn’t!” Alice exclaimed indignantly. “Besides, absorbed by fringe March Tech exiles, who
if I’m only a sort of thing in his dream, what are you, promptly ignored it in favor of more obviously fruitful
I should like to know?” avenues of work.
“Ditto,” said Tweedledum.
“Ditto, ditto!” cried Tweedledee. Only the discovery of the Pullerville gate kept the
He shouted this so loud that Alice couldn’t help research from sinking into the darkest depths of a
saying, “Hush! You’ll be waking him, I’m afraid, if filing cabinet until the end of time. Pullerville,
you make so much noise.” California is a small and unimpressive rural town
“Well, it’s no use talking about waking him,” said out to the north-east of San Francisco that mostly
Tweedledum, “when you’re only one of the things in relies on trucking routes and quirky Americana
his dream. You know very well you’re not real.” tourist spots to stay afloat. Silly urban legends of
– Lewis Carroll, Through the Looking-Glass disappearances, weird dreams and fearful critters
of the night are resold as tacky merchandise and
Project COPPER is a March Tech sub-subdivision yearly festivals by the local “Mystery Shack”
that has discovered the dreamlands and rituals that business. 8 years ago, some enterprising locals
allow entrance to dreams. They're sending out held short tours of the underground caverns -
teams of operatives into dreams to loot and raid. before that land got bought by some big business
Unlike typical March Tech special projects, for reasons unknown. Today, the caverns are
COPPER does not research and develop military secured behind very high electric fences and
technologies, nor does it sell anything on the open heavily armed guards. The entrances to the
market, or even exist publicly at all. Instead, Project caverns have been covered completely by a shiny
COPPER concerns itself exclusively on carrying out new office building on top, one reinforced with all
secret missions purely for direct profit with the help the newest bastions and systems to keep intruders
of hypergeometric techniques. Its private campaign all the way out.
of plundering plays out amongst the wonders and
horrors of inner space - bringing it into conflict with In truth, the Pullerville caverns were home to a rare
Dreamlands factions and Delta Green. unnatural wonder; a permanent gate to the
Dreamlands, which allowed both materials and
Headquarters: San Francisco, California. living beings to cross over between the two sides.
Staff: 200. When March Tech stringers stumbled across the
Budget: $260 million. gate, the greedy businessmen moved in to
Other Highlights: The Project has a top secret monopolize the artifact and set up a new project
underground site where their permanent gate to focused entirely around it. Their subdivisions in San
inner space is kept. Francisco quickly agreed to staff it.
8
globe for tomes and sages that would shed more hypergeometric math. At the very bottom of the
light upon this bizarre area. Their efforts eventually Pullerville labs is the gate to the Dreamlands. The
managed to uncover hypergeometric rituals that Pullerville facility is run with a heavy hand; all
would allow project experts to expand their communications are monitored, all staff are
operations. implanted with trackers, everyone has their DNA on
file (and not just for the Dream Shackles rituals), all
Today, Project COPPER is semi-independent of electronics are confiscated or stored in a faraday
March Tech, funded mostly by the profits of its raids cage, and trespassers are to be shot on sight. They
on the Dreamlands. It sends teams of “pirates” can always settle out of court, after all.
through the gate every second month to steal
whatever valuables it can and capture whatever
unnatural creatures would yield the most profitable
Operatives
dissections. It has made the most money from the The COPPER staff in the San Francisco offices
rubies and artifacts it has stolen from the focus on the paperwork and black market end of
Tadjbegskye Bratva, the project's most vicious rival. the operations. They sell off whatever loot the
raiders bring back. They collect occult lore about
the inner space myth. The Project heads report
The Organization progress back to their superiors at March Tech, and
Project COPPER basically operates as a shell direct top-down policies and operations.
corporation, a cut-out. While it maintains regular
contact with the rest of March Tech and its brass, The Pullerville facility hires mercenaries to guard its
the Project has a lot of independence and isolation outer grounds and upper levels. They’re all combat
from the top company body. The senior executives veterans, and well-equipped with full body armor
at March Tech look upon COPPER with skepticism and high caliber firearms.
- they rarely assign their best personnel to the
subdivision, nor do they have faith in the “dream Any hypergeometry expert attached to Project
raider’s” promise of profitable results. Although COPPER is stationed at the Pullerville facility.
Project COPPER does receive funding and staff, it These “dream wizards'' are in charge of monitoring
is understood that plausible deniability will keep the the gate and operating whatever rituals are
Project at arm’s length unless it can bring in a ordered. As you might expect, mental disorders and
world-shaking success. Privately, the March Tech violence are common for the magicians.
board sees COPPER as small fry hangers-on who
are chasing novelties and fool’s gold - they give it As far as the Pullerville staff cares, though, the real
another year before it goes into the red and shuts stars of the show are the KI-45RT teams - the
down. For now, the bosses don’t mind tossing dream raiders, the inner space pirates, the “Yawn
some resources at it - they haven't lost anything Patrol”. They are the ones who go through the gate,
major on it yet, and they aren't really aware of the to the Dreamlands. Their missions involve
true risks being taken by COPPER. exploiting inner space for profit by any means
possible. They also hunt down and exterminate
The Project heads work in the city of San Francisco Tadjbegskye Bratva gangsters wherever they find
with all the office space, contractors and networks them. In a way, they are dark mirrors of Delta
typical of a big tech company. Everyone further Green cells - they head into darkness for the sake
down the chain of command and directly involved of selfish gain, not humanity. Each KI-45RT team is
with the gate has hunkered down at the Pullerville made up of 6 operatives, one of whom is a
caverns facility, an ominously drab armored-up hypergeometry expert. There are 6 such Yawn
fortress of concrete, thick wires, security Patrol teams in total.
checkpoints, scientific equipment, safety glass and
9
The Pullerville facility also contains lab techs, Field Operations
cafeteria cooks, receptionists, cleaners, repairmen,
and other miscellaneous workers who probably The central focus of Project COPPER is sending
have no idea that they’re contractors on the Death KI-45RT teams into inner space for the purposes of
Star. What they don't know is that Delta Green - field research and exploitation - what the Pullerville
both of them - has inserted a mole into the staff nicknames “Yawn Patrol”. Although the San
facility. Francisco office does push money and papers
around, and research the unnatural with tomes and
“informed individuals”, the Pullerville facility
Beliefs and Mandate contains extensive laboratories and containment
Project COPPER’s apparent goals align with the cells.
rest of March Tech; usurping the Program, profit,
and mastering the unnatural. For now, they still Yawn Patrol operations typically have the following
desire all of those objectives...but a subtle rot within objectives, set by their supervisors in accordance
the Project is beginning to shift priorities. The most with top-down policy;
important staff have not come away from their Surveillance. The Yawn Patrol may enter the
encounters with the unnatural unscathed - growing dreams of certain high profile targets, so they may
insanity is common and so is the corrupting use them to determine what they're going to do or
influence of unnatural creatures. In five months, at what their secrets are. They're also searching for
least one KI-45RT team will go rogue and become M.I.C.E. intelligence and marketing data, so they
enslaved to The Dismal Man. It will only get worse can influence people in general better.
from there. Smuggling. Yawn Patrol is transporting weapons
and cash caches to arm third-world countries'
Project COPPER has a staunchly materialist view coups via "dream-bubbles."
of the unnatural and hypergeometry. They scoff at Exotic laboratory work. Yawn Patrol is running
the idea of worshiping “Outer Gods” or the “Great experiments in a dream-form environment, where
Old Ones”. They firmly believe human ingenuity super-conductors and non-terrene environments
and determination can conquer the alien - after all, can be created at the blink of a tulpic thought.
how could they fail if they’re already half-way Resource gathering. Yawn Patrol is mining inner
there? As a business, Project COPPER is well space for non-terrene rare Earth materials.
aware that what they are doing is illegal, or only Trading with Dreamlands factions. Yawn Patrol
legal because the law is unaware that the unnatural works out deals with people and creatures who
exists. Thanks to compartmentalisation, the Project have access to unnatural treasures. Usually, the
is currently unaware Delta Green or any other Project ends up offering weapons and explosives
anti-unnatural conspiracy exists, but they would not for their part.
be particularly surprised to discover one. They have Assassination. Yawn Patrol murders the gangsters
no clue of any alliance with GRU SV-8. of the Tadjbegskye Bratva, stealing whatever they
can from the corpses in the process. This is mostly
Project COPPER is not quite sure what to make of a mission of self-defense, although the spoils of
inner space. Where did these “Dreamlands” come robbing the slavers can’t be discounted. Any other
from? Are they a creation of humanity's collective hostiles encountered in the Dreamlands - as Delta
unconscious, or something more sinister? How Green will be judged as when COPPER learns of
much of the old occult lore about “the Silver Key” them - are on the chopping block, too.
and “the Dreamhounds of Paris” is just the
babblings of ignorant madmen? Any of these operations may grab the attention of
Delta Green.
10
The hypergeometry experts of a Project COPPER Dreamwalk
use various rituals for these operations, but must
Complex ritual. Study time: weeks, 1D10 SAN.
report each use of every one to their supervisors.
Activation: 1 hour; 6 WP per 30 minutes the portal
When a Yawn Patrol team can’t use the Pullerville
remains open, 1D12 SAN.
gate for whatever reason, the Dreamwalk ritual is
This continuous ritual allows the operator to open a
used, for example. The official staff of Project
temporary portal into inner space after an hour of
COPPER are well aware of the Dream Shackles
dancing and singing in a specially prepared space,
ritual, because their blood and hair was collected
which allows anyone to enter or exit the realm of
from them and put into cold storage to ensure their
dreams. As long as the operator stays close and
loyalty. If their loyalty is deemed lacking,
spends 6 WP every 30 minutes, the portal will
punishment will soon follow.
remain. Assistants and sacrifices may help pay
these costs. If the ritual is interrupted, the portal
Asset: Rituals shuts down in 30 minutes and the ritual must be
In addition to the new rituals below, Project cast again. A traveler in the dream realm may cast
COPPER also has access to the following rituals; this ritual to open a portal back to the real world if
Speaking Dream, See the Other Side, Song of they were originally from the real world. Going into
Power, Soothing Song, and The Voorish Sign. the portal costs a traveler 0/1D4 SAN from the
Unnatural.
Dream Shackles
Complex ritual. Study time: weeks; 1D8 SAN.
Night Terrors
Activation: 1 hour; 15 WP, 1D8 SAN. Simple ritual. Study time: hours, 1D8 SAN.
This ritual imprisons the target in the dream world Activation: one minute; 8 WP, 1D4 SAN.
and leaves him unable to wake up from deep sleep. This ritual curses the target with one night of
The operator of this ritual must have a piece of the terrifying nightmares, stopping them from
intended subject - such as blood, hair or fingernails recovering WP with 8 hours of sleep and they must
- on hand to successfully curse him. The ritual roll CON to avoid suffering from exhaustion. The
involves crafting a wooden charm and an hour of target must be within 100 meters of the operator at
special ceremonies. Once cast upon the subject, the time of casting.
the curse will take effect once the subject next goes
to sleep or immediately if he already is asleep. The Slumber
curse will last until the operator dies, the ritual is
Simple ritual. Study time: days, 1D6 SAN.
undone by an opposing ritual, or the wooden charm
Activation: four turns; 10 WP, 1D6 SAN.
is destroyed. The victim of this ritual will eventually
This ritual must be cast upon a living human or
die of starvation or dehydration in the waking world
animal (it might work on unnatural creatures if they
if he does not receive medical attention or the curse
need to sleep) within 10 meters of the operator. The
is broken. Being on the receiving end of this ritual
target must roll CON at -40% (this roll automatically
also inflicts SAN loss from Helplessness that
fails if the target is already exhausted), and passes
ranges from 0/1D4 to 1D4/1D10, depending on how
out into a deep sleep if they fail.
long he is stuck in the dream world.
11
Important Individuals Armor: 4 (reinforced Kevlar vest)
13
STR 12 CON 12 DEX 14 INT 10 POW 12 CHA 10 STR 16 CON 18 DEX 14 INT 8 POW 14 CHA 7
HP 12 WP 12 SAN 50 BREAKING POINT 48 HP 17 WP 14 SAN 0 BREAKING POINT n/a
Bonds: Ex-wife (Catherine), 7. Agent DALLAS, 8 Motivations and Disorders:
[DELTA GREEN]. Agent DARREN, 10 [DELTA Addiction (Hypergeometry).
GREEN]. Megalomania.
Motivations and Disorders: Totemic Compulsion (Knife).
Stopping the unnatural. Fugues.
Patriotism. Addiction (Alcoholism).
Staying out of jail. Psychopathic.
Hunting the truth behind aliens. Skills: Artillerary 40%, Alertness 66%, Athletics
Protecting the innocent. 65%, Bureaucracy 30%, Demolitions 40%, Dodge
Adapted to violence. 70%, Drive 40%, Firearms 74%, First Aid 50%,
Skills: Alertness 68%, Athletics 60%, Craft Heavy Weapons 56%, Melee Weapons 71%,
(Electrician) 63%, Craft (Locksmithing) 65%, Military Science (Land) 40%, Navigate 40%, Occult
Criminology 60%, Demolitions 40%, Disguise 57%, 22%, Persuade 39%, Stealth 48%, Unarmed
Forensics 66%, HUMINT 55%, Persuade 40%, Combat 65%, Unnatural 24%.
Search 60%, Stealth 80%, Unnatural 2%. Special Training: Hand grenades (Athletics).
Special Training: Electronic security systems Attacks: Unarmed 65%, 1D4 damage.
(INT). Hand grenades (Athletics). Large knife 71%, 1D6+1 damage, AP 3.
Attacks: Unarmed 40%, 1D4-1 damage. Rifle butt 71%, 1D8+1 damage.
.44 Magnum revolver 74%, 1D12 damage.
Heather Allen Colt M4A1 rifle 74%, 1D12 or 10% Lethality burst,
AP 5.
Yawn Patrol Captain and Serial Killer, age 38. Hand grenade 65+20%, 15% Lethality within 10
Heather Allen is a former army soldier who is now meters.
employed by Project COPPER as a leader of a M249 SAW 74%, 10% Lethality burst, AP 3.
KI-45RT team. She has led 23 successful missions M112 plastic explosive 40%, 30% Lethality within 2
into inner space, and has earned considerable meters.
favor with her superiors. Even the many people Rituals: Slumber, Dreamwalk.
who dislike her - including the guy who tried to frag Armor: 5+1 (kevlar helmet and tactical body
her once - do not suspect she has become a serial armor).
killer. During her downtime, Allen has taken to
stalking truck stops up and down the state
highways, looking for people to stab to death for the Michael Sung
thrill of it. She uses her knowledge of Yawn Patrol Captain and Idol Gazer, age 40.
hypergeometry and combat to aid in these Michael Sung is a KI-45RT team captain who is
appalling past-times. struggling to deal with the fallout of a string of failed
missions into the Dreamlands. Four times now,
In her mind, she has achieved greatness - the Captain Sung has crawled back to base half dead
madness of inner space has shown her the way to and missing most of his subordinates. Twice, he
find a true lasting joy in a broken universe. She has put the health and sanity of his teammates
craves more - more magic, more truth, more death. above the acquisition of valuable unnatural
She throws herself into her work with Project artifacts. His mental health has declined
COPPER, convinced that she is getting ever closer significantly in response to the violent, bizarre and
to some great destiny - one promised to her by the immoral nature of his work. He has no other option
wonderful man in her dreams. but to hang on as best as he can. If he doesn’t
14
improve his performance soon, he will die - either at its eyes for a minute will allow the gazer to learn
the hands of his boss or COPPER’s enemies. one interesting and useful fact once per day at the
cost of 1 SAN. The first time someone does this,
His biggest success will be his downfall. During they instead lose 5 SAN, go temporarily insane and
Sung’s first successful raid on an inner space town, gain +5% Unnatural. It may also manifest any
he stole some kind of idol from the shrine to the unnatural phenomena (with accompanying SAN
town’s dark god. He hasn’t slept a night without the costs) at the GM’s whim - it is quite dangerous to
damn thing cuddled up next to him. He gazes into have this thing around. Coating the idol with fresh
its cruel onyx eyes every week or so, hearing it human blood should do something dramatic, useful
whisper things to him. He trusts the idol far more and life-threatening.
than his fellow dream pirates. Armor: 5+1 (kevlar helmet and tactical body
armor).
STR 18 CON 15 DEX 12 INT 8 POW 13 CHA 5
HP 17 WP 13 SAN 33 BREAKING POINT 28 Typical Pullerville Security Guard
Bonds: None.
Motivations and Disorders: “Hey, catch me later. I’ll buy you a beer!”, aged
Totemic Compulsion (Idol of the Unworthy). 25-45.
PTSD. Project COPPER hires former military and law
Staying alive. enforcement veterans with impressive resumes to
Getting rich. defend their Pullerville facility. This stat block gives
Conquering the Dreamlands. generic stats for the hired goons. Their
Adapted to violence and helplessness. understanding of what the Project really does is
Skills: Alertness 60%, Athletics 75%, Demolitions partial at best, and that is exactly how everyone
40%, Dodge 50%, Firearms 67%, Heavy Weapons likes it.
50%, Melee Weapons 50%, Military Science (Land)
60%, Navigate 50%, Occult 25%, Stealth 50%, STR 14 CON 14 DEX 10 INT 10 POW 10 CHA 10
Survival 50%, Swim 50%, Unarmed Combat 60%, HP 14 WP 10 SAN 40 BREAKING POINT 30
Unnatural 19%. Disorders:
Special Training: Hand grenades (Athletics). Any one from Violence or Unnatural.
Attacks: Unarmed 60%, 1D4+1 damage. Adapted to violence.
Large knife 50%, 1D6+2 damage, AP 3. Skills: Alertness 60%, Athletics 60%, Dodge 50%,
Rifle butt 50%, 1D8+2 damage. Drive 60%, Firearms 60%, HUMINT 60%,
.44 Magnum revolver 67%, 1D12 damage. Persuade 50%, Unarmed Combat 60%.
Colt M4A1 rifle 67%, 1D12 or 10% Lethality burst, Special Training: Hand grenades (Athletics).
AP 5. Attacks: Unarmed 60%, 1D4 damage.
Hand grenade 60+20%, 15% Lethality within 10 Beretta Mod 92FS 60%, 1D10 damage.
meters. H&K MP5 60%, 1D10 damage or 10% Lethality
M249 SAW 50%, 10% Lethality burst, AP 3. burst.
M112 plastic explosive 40%, 30% Lethality within 2 Remington M870 with 14-gauge slugs 60%, 2D6+2
meters. damage.
Rituals: Dreamwalk. Armor: 5+1 (kevlar helmet and tactical body
Unnatural Artifacts: Idol of the Unworthy. This armor).
rock carving of a skull appears to be made of some
sort of unearthly cross between grain wood and
obsidian - it has irregular red stripes on its pitch
black surface. It is big enough to require an
out-stretched palm to hold in one hand. Staring into
15
Typical Yawn Patrol Magician Hand grenade 60+20%, 15% Lethality within 10
meters.
Project COPPER’s Pet Freaks, age 25-37.
M249 SAW 50%, 10% Lethality burst, AP 3.
Each KI-45RT team has one operative who has
Armor: 5+1.
been cleared by Project supervisors to learn and
use a lot of hypergeometric rituals. Although
depraved and unstable, the ritualists are a vital part Progression
of inner space research. Every Yawn Patrol team is
Project COPPER is a disgusting mixing bowl of
assigned one as standard personnel for an
corporate greed, hubris, growing insanity, creeping
operation.
corruption and violent crime. Like the East India
Trading Company and so many other
STR 10 CON 10 DEX 10 INT 15 POW 15 CHA 8
industrial-military complex adventures before it, it
HP 10 WP 15 SAN 45 BREAKING POINT 30
puts the worst people on track to do the worst
Disorders: Any two chosen from Addiction,
things for the worst reasons - and the results are as
Megalomania, Paranoia or Sleep Disorder.
predictable as they are horrid.
Skills: Anthropology 60%, Archaeology 60%,
Bureaucracy 50%, Firearms 50%, Foreign
The unnatural uses you more than you use it.
Language (any one useful) 60%, History 50%,
Project COPPER is on a collision course with
Occult 60%, Persuade 40%, Unnatural 10%.
destruction or perversion. Any attempt to shake
Attacks: Unarmed 40%, 1D4-1 damage.
hands with the devil and come out as the richer
Beretta Mod 92FS 50%, 1D10 damage.
man will only ensure you burn for it in Hell.
Rituals: Dreamwalk, Speaking Dream, See the
Other Side, and any two rituals the GM wants.
If Delta Green gets into conflict with the Project,
they won’t just be busting another cult. The Project
Typical Yawn Patrol Shooter is a subdivision of March Technologies. Project
Dream Pirates, age 40ish. COPPER is already fighting several dedicated
It did not take long for Project COPPER to figure enemies. They have a fortress and whole squads of
out that exploring inner space was far too killers ready to meet any opposition.
dangerous to do without combat experts, armed
with illegal firepower. This stat block makes for When Project COPPER evolves and steps up its
generic KI-45RT raiders. game, it’ll mean entering into a secret war across
dreams. It will probably be the main plot of the
STR 14 CON 14 DEX 14 INT 10 POW 12 CHA 8 campaign, as the Agents launch operation after
HP 14 WP 12 SAN 48 BREAKING POINT 36 operation to battle the Project and tear it down one
Disorders: bloody chunk at a time.
Any one.
Adapted to violence.
Skills: Alertness 60%, Athletics 60%, Firearms
60%, Dodge 50%, Heavy Weapons 50%, Melee
Weapons 50%, Survival 60%, Swim 60%, Unarmed
Combat 60%.
Special Training: Hand grenades (Athletics).
Attacks: Unarmed 60%, 1D4 damage.
Large knife 50%, 1D6+1 damage, AP 3.
Beretta Mod 92FS 60%, 1D10 damage.
H&K MP5 60%, 1D10 damage or 10% Lethality
burst.
16
Stage One: Lie, Cheat, Steal https://docs.google.com/document/d/1UbJ6ID552v-
sKYLq0spAO0nlPRkpr-FcRUrek4V5PVU/edit?usp=
Delta Green Agents will brush up against the
sharing
Project when their operations leave behind a crime
in the process. Project COPPER has absolutely no
Soon after the first operation against the Project is
ethical principles (and lacking safety precautions)
over, the DG moles may catch on that their fellow
holding them back. They are selling all kinds of
conspirators are at work. They give the Agents
toxic unnatural products on the underground
some hot tips and probably help them prepare
markets. Anything could come out of that gate to
another operation that shuts down one of Project
the Dreamlands. Their invasions of inner space
COPPER’s latest money-making schemes. This
drive people insane with dream disruptions and
deals a major blow to the bad guys, but also makes
interfere with important political and business
them realize they have a spy in their midst. They
figures by implanting subconscious commands or
advance to Stage Two as they begin the spyhunt.
mental disorders. Following the trail back to San
Francisco and Pullerville will only complicate
matters - the Agents may trample all over an Stage Two: Death to Spies
ongoing undercover operation if they are not So now Delta Green is on Project COPPER’s radar
careful. - they are now on the hunt for spies. They do not
find the two moles in their midst right away - the
As suggested earlier, Delta Green could investigate undercover agents are skilled intelligence
the aftermath of Project’s usual rackets. Find the operatives and each has their own support team to
people who assassinated someone. Find the seller help them cover their tracks.
of an unnatural artifact and where they got it. Find
out who supplied the explosives to a Dreamlands The Agents are bootstrapped to the infiltration as
cult. Investigate a man who suffered a breakdown extra backup, their job is to assist the mole and
and find out what is up with his strange dreams of continue disrupting the Pullerville subdivision.
multiple armed men. Agent DENNIS (outlaws) or Agent VICKERS
(program) will be their main contact at this Stage. It
Entry Point: The Truck Stop Killer is only a matter of time before Project COPPER
Captain Heather Allen has been lost to the hears the name Delta Green.
darkness and sunk into homicidal insanity. When
Delta Green notices several symbols associated But which Delta Green? After all, both moles will
with the unnatural are drawn in blood at the scene step up their sabotage and assume they are the
of the murders, they send the Agents on the trail, only one being hunted. They may even mistake the
expecting a lone madmen and not a large other side for Project counterintelligence. The GM
organisation. What starts out as a typical manhunt should look for an opportunity for the Agents to
takes a turn for the worse once Project COPPER encounter the side of the schism eventually, and
launches a counter-investigation in response to challenge them to muddle through the resulting
their top soldier getting arrested or killed by the chaos. If they manage to handle it well enough,
Agents. they will find out about the schism and the other
Delta Green - be sure to make this as tense and
Entry Point: The Quick Green Fox Jumps Over shocking as possible, confronting the Agents with a
the Lazy Zoog whole new aspect of their mission.
Ben Garth graciously wrote up a scenario for an
entry point into a conflict with Project COPPER, see When Project COPPER does capture a mole
here; (Program or Outlaws), the conflict will escalate to
Stage Three.
17
Stage Three: The Sleep of Reason
And now the war starts in earnest. There is still one
mole left in the Project, and that can be a wild card
the GM may play at any time and for any reason -
the mole may be an obstacle, ally, unexpected clue
dispenser, or whatever is most interesting. The
Agents, meanwhile, may want the first operation of
Stage Three to be rescuing the captured mole if it is
their own.
18
questions about such things and got no answers -
Project WETWARE they were simply instructed by their paymasters to
A Covert Assault Team of Memes and Mindhackers study and build upon the science and technology
For Delta Green RPG they were given. They did so. God damn did they
do so!
“He said that was so, and proceeded to point out
that the possibility of vivisection does not stop at a Disinformation: The Origin Story
mere physical metamorphosis...The mental
The Handler may decide in advance who or what
structure is even less determinate than the bodily.
exactly is behind Project WETWARE’s funding and
In our growing science of hypnotism we find the
creation. Some suggestions are;
promise of a possibility of superseding old inherent
● The Project is a leftover MJ-12 project,
instincts by new suggestions, grafting upon or
accidentally abandoned/orphaned in the
replacing the inherited fixed ideas.”
aftermath of the Delta Green-Majestic War. It’s
- H.G. Wells, The Island of Doctor Moreau
a clueless zombie off-spring of a defunct
government conspiracy.
Dedicated to fighting the unnatural and/or
● The Project is a Delta Green cell gone
America’s geopolitical rivals and domestic enemies,
semi-rogue. An Agent or team of Agents
the pitch black special weapons research and
somehow had enough connections and wealth
development venture calling itself Project
to set up a black project of their own, the
WETWARE has hacked the human neutral system
unnatural technology underpinning the Project
source code with unnatural science, fighting fire
was the spoils of some lucky Nights at the
with fire...using the minds of the innocent as the
Opera.
burning ground. But who is the hidden hand behind
● The Project is a March Tech runoff, lost in the
it all?
shuffle of an org-chart shakeup or too hasty
paper-shredding cover-up.
The Past ● The Black Pharaoh, yet again. He supplied the
cash and the tech as a long game attempt to
As far as the Project staff knows, the current and corrupt or corrode humanity.
only iteration of Project WETWARE began in the ● The Project came from the machinations of the
1990’s. It was made possible thanks to a generous Mi-Go. They wanna see what humans can do
donation by the dark depths of the industrial-military with hyper-advanced brain science.
complex and stolen gold hoards swiped from an ● The Project is a bastardisation of a
obscure but immensely profitable South African hypergeometry expert’s life-long obsession
mine. New avenues of funding have opened up to with psychic powers. He set up Project
the Project in the meantime, but the early years of WETWARE when he sensed his approaching
the Project had a lot of anxiety about keeping the death, with his unnatural powers providing
lights on. sources of funding and friends in high places.
He never really thought of his rituals as alien
No one had any idea where the prototypes and science, just “magic”.
proof of concept for the brain hacking tech came ● The Project is a cat’s paw of the Yithians, a
from, either. Certainly, they had reams of papers secret weapon in their temporal Cold War
and blueprints that pointed the way forward, but no against the Lloigor.
names of authors were attached or ever
declassified. When the materials and alpha test
devices were brought into the newly minted Project,
no signs of manufacture or point-of-origin were
given or deduced. The Project staff asked minimal
19
The Present hyper-advanced mind programming developed by
mildly sane Project staff, see below.
In the present day, Project WETWARE has
developed “brain hacking” technologies of various
New Special Training: Project
functions and uses. It is funded by abusing these
unnatural devices and tricks - stock market fraud, WETWARE Brain Hacking
supernaturally effective advertising campaigns for Actually making and using the tech typically
front companies, robbing Cayman Island or Swiss requires Special Training: Project WETWARE Brain
bank accounts with purloined information, and Hacking. This Special Training can be learnt by
blackmailed/brainwashed dark money “donors”. studying internal (and top secret) Project
documents (with appropriate SAN loss). The
The Project’s overall mission (as far as the staff Special Training does not limit itself to one single
thinks) is relatively simple; protect America by skill, as several are all a part of the Project’s
defeating (depending on origin story, see above) subject fields. Learning the Special Training also
supernatural monsters and/or enemies of the requires high enough ratings (50%+) in the
country at home and abroad (Russia, China, Iran, following skills; Surgery, Science (Neuroscience or
North Korea, mobsters, terrorists, whatever). The Biology), and Medicine.
ACTUAL purpose of Project WETWARE is a secret
entirely decided by the Handler - it might even be Glyphs
the same as Delta Green’s mission. Player
character Agents belonging to Project WETWARE Project staff with writing materials can roll Science
will undertake covert missions similar to vanilla (Neuroscience) skill with Special Training: Project
Delta Green Cowboys/Outlaws. WETWARE Brain Hacking to effectively create a
magical object, a piece of paper with a special
The current headquarters and complete facility of symbol on it that mimics a mind-controlling
Project WETWARE is attached to, and concealed hypergeometric ritual such as Fascination, Infallible
underground, a massive sanitarium in West Virginia Suggestion, Obscure Memory or other “psychic
that sails under the radar of inspections and powers”. The Project has designed Glyphs for
regulations. The mental patients committed to the making people (for brief periods of time or while
asylum are mostly “lost causes” with no families or viewing the Glyph) vomit, go berserk, fall asleep,
declared criminally insane by the state after subconsciously avoid the marked area, be stupid
committing horrible crimes. Many asylum inmates (penalty to INT and skill rolls), fall in love with
were transferred in from other states with someone, go blind, flee in terror, tell the truth,
overcrowded facilities that were desperate for relief. garble their understanding of language, and so on
Project WETWARE needs test subjects and pawns (these Glyphs have the WP and SAN costs of
that society won't miss, or trust the testimony of. In minor rituals). The operator of the Glyph pays
the early days, they went through a lot of guinea normal SAN and WP costs each time he creates a
pigs. glyph, as if casting a ritual but without rolling Ritual
Activation. Creating a Glyph requires 12 turns of
careful drawing per full 20 centimeters of
Asset: Brain Hacking surface/paper the Glyph will occupy (minimum 12
So what is Project WETWARE’s double-edged turns). Inscribing a Glyph onto a surface or paper
sword? Black bio-tech of unnatural means that can bigger than 5 square meters means the operator
create, restore, analyze, strengthen, control, suffers maximum possible SAN loss automatically.
transform and destroy the human mind in ways that Any POW rolls on the part of the Operator involved
are considered impossible by our mortal science. with the effective ritual instead use the Operator’s
Within that broad description are subcategories of Science (Neuroscience) skill for Glyphs. Project
policy is to make sure each such glyph is
20
accounted for and destroyed ASAP when not roll at -20%. The temporary edits will dissolve in (24
needed, it requires special authorisation by the staff minus victim’s POW) hours after being done. SAN
in charge (Bureaucracy roll at -40% or worse) to loss from getting hacked should be less bad as
use any Glyph for anything but pre-approved well. Temporary memory edits cannot be entirely
occasions. Water soluble markers and easily false or invented on-site, they must come from
burned flash paper are standard equipment for somewhere (usually another brain), so field
staff. wetware kits have multiple prepared “screen
memory” implants of drug trips, owl watching and
Mind Editing Surgery silly alien abductions.
Project WETWARE has laboratories full of cutting With a permanent major operation, a patient may
edge machinery based on alien science that “learn” "Psychic Powers" - certain hypergeometric
interfaces with the human brain and reprograms it. rituals like One Who Passes the Gateways,
Once the technician knows the right theories Finding, Infallible Suggestion, Clairvoyance,
(Special Training: Project WETWARE Brain Fascination, Exchange Personalities, The Voorish
Hacking), he can put them into practice with this Sign, Speech of Birds and Beasts, Obscure
gear. This requires a roll against Surgery at a basic Memory, Soothing Song, Speaking Dream and The
-20%, but better quality equipment can give Primal Lay (see Redacted Rituals for more
bonuses (only the Project has stuff worth a +40% recommended “mentalism” rituals). One ritual is
bonus). Each such operation and process of brain learned per operation, and no-one in the Project
hacking takes 1D4+1 weeks for major operations realizes they are “magic spells” nor do they know
and 1D6 days for minor stuff. the “proper names” of these rituals. This operation
does not require a failed SAN roll to learn the ritual,
An operator may permanently rewrite the mental but the patient still loses SAN as normal. Gaining
stats (+1 or -1 to INT, POW or CHA per operation, psychic powers also requires extreme security
major), memories (minor for a single event, major clearance given by the Project lead - roll
for more than a week of memories), Disorders (cure Bureaucracy at -40% and expect dire
or add a single Disorder per operation, major), consequences if you fail. And again, the surgery
Motivations (one changed per operation, minor), involved causes SAN loss on its own.
and Bonds (one changed per operation, major) of a
given victim. Naturally, this will cause 1D4/1D12 As an optional rule, a brain hacker may speed up
SAN loss from Helplessness if the victim realizes the time needed to edit the mind by “going hot” -
they've been hacked unawares or unwillingly. Even interfacing directly with the unnatural tech instead
a willing patient suffers 0/1D4 SAN loss from of relying on buggy and sub-optimised computer
Helplessness, as the operation is decidedly code. This costs the brain hacker 14 WP and 1D12
uncomfortable and creepy. This SAN loss also SAN (half both costs for minor operations) from the
applies to other uses of the brain surgery machines unnatural hypergeometric data assaulting his
like skill softs and Loa installations. thoughts, but reduces the time needed to 1D6
hours (major)/2D8 (minor) minutes for permanent
If the brain hacking is temporary and limited, operations and 1D6 minutes (major)/2D8 turns
reduce the time needed to 1D6 hours for major (minor) for temporary operations.
edits and 2D8 minutes for minor edits. Temporary
brain hacks do not require the special mainframes,
exotic drug programs and surgical bays. They can "Skill Softs" and “Loa”
be done with portable “field wetware kits” assigned If your mind is a computer, it stands to reason that
to Project agents, although a victim may resist any some extra applications or software may be
brain hacking done this way with a POW or CON
21
installed into it. Project WETWARE has developed personality traits may “bleed through” and manifest
two types of software; “skill softs” and “Loa”. as Dissociative Identity Disorder.
The first are beneficial brain hacks, implanted with
a minor permanent operation using the same Mind "Smart Drugs"
Editing Surgery rules above. Once installed, the
patient gains a permanent +1D6 to a single skill Of all the Project’s devices, the “Smart Drugs”
ONCE. No skill soft can increase the Unnatural seem the most superficially ordinary - in fact, they
skill. The Handler may demand a Luck roll to see if are the product of weird alchemy bastardized and
the project already has a given skill soft if an Agent modified by advanced medical breakthroughs.
asks for a specific skill that is restricted or obscure Once he has access to the Project’s special labs or
(“Sorry, we don’t have any apps for Heavy similarly advanced equipment, a person with the
Machinery! How about Art (Painting) instead?”), Special Training may roll Pharmacy or Science
otherwise the Project’s staff must create it with 3D8 (Chemistry) to follow the recipe and manufacture
months of work and successfully rolling the Science injections or pills that boost the patient’s mental
(Neuroscience), Computer Science and Medicine abilities through 1D4+1 days of solid work. Creating
skills of its specialists. these drugs costs the lab rat 12 WP and 1D6 SAN
per batch of five doses. A patient who takes one of
The second software packages are called “Loa” by these drugs gains +1 INT and +1 POW for CON
the Project. They can only be officially installed on days, and loses 1D8 SAN each time he takes one
Project staff with the right security clearance, drug. Addiction to Smart Drugs is very possible.
nicknamed Chevals. The word Cheval means Using or making these drugs officially requires
“horse” in French and Haitan Creole. In the later authorisation from the Project higher-ups (a roll
language, it also refers to a Voudun worshiper who against Bureaucracy).
allows himself to be possessed or “ridden” by a
powerful archetypical spirit called a Loa. The Psychotronic Devices
Project’s total optimized artificial personality and The Project has developed unnatural technology
skillset software subroutines are thus nicknamed that unleashes “memetic barrages” and interfaces
“Loa”. with “psychic phenomena”. Agents who want to use
any of these devices in the field must successfully
When a given Loa is installed by a major roll against Bureaucracy at -20%.
permanent brain hacking operation, the Cheval
effectively learns a kind of ritual that he can roll Hypno-Disruptive Flash: this simple device fits in
INTx5 to activate (each specific Loa is its own the palm of your hand and emits strobing flashes of
“ritual” and requires its own operation). While light in specific frequencies for one turn per charge
active, the Cheval instantly gains four specific skills used. Anyone looking directly at the device’s
at 80% (if the Cheval has the skill higher than that, flashes suffers -20% to any POW and Ritual
there is no effect on it) but loses 1D6 SAN every Activation roll for 1D10 turns. 20 charges standard.
time the software is activated. Each activation of a Using this device does not require any Special
Loa package lasts 2D4 days before it shuts down Training (making and repairing one, however,
on its own. The Loa package also changes the does).
Cheval’s personality, Disorders, Motivations and
Bonds while activated, the Handler decides how PEF Detector: This handheld radio-like device
and the Agent should roleplay accordingly. No Loa checks the surrounding area within 20 meters for
packages contain the Unnatural skill. A special any signs of frequencies typically associated with
killphrase or sound programmed by the Project can “psychic emissions” - what the Project THINKS are
instantly deactivate a given Loa package. If a brain waves of mentalism but are really
Cheval hits a Breaking Point, a Loa package’s hypergeometric energies. The device sounds an
22
alarm if an ongoing magical effect is present or a only when it comes to resisting that particular
ritual is being cast. The battery lasts for 10 hours. message. Discovering and defusing a memetic
Using this device does not require any Special barrage of subliminal messaging is possible, if you
Training (making and repairing one, however, have the right Special Training. Treating an
does). “infection” of subliminal messaging is trickier,
requiring hypnotism and good ratings in relevant
Neuro Linguistic Programming and Subliminal skills (Psychotherapy or Science (Neuroscience) is
Messaging: Carefully mapping the coding your best bet). Escaping “infection” usually means
language of their brain hacking software to actual avoiding contact with all media, the exposed
communication vectors and sense receptors, population, having no shared cultural familiarity with
Project WETWARE has managed to actualise the meme’s designer, not speaking the language of
reliable memetic techniques. Memetic payloads for the meme’s deployment, and already being
influencing people can be delivered either personally opposed to the meme’s message.
one-on-one with NLP or through a wide-reaching
barrage of subliminal messaging.
Important Individuals: Project
A person with the Special Training can try WETWARE
enhancing any roll of CHA, Persuade,
Below are notable NPCs staffing the Project.
Psychotherapy or any other social skill used
against a person right in front of them by first rolling
HUMINT -20% to manage micro-expressions, Dr. Samantha Cartwright, Project
match breathing, invoke unnaturally hypnotic WETWARE Director
phrases, and invisibly “trace” hypergeometric
The Queen of Hearts, age 53.
symbols with eye movements and finger gestures.
This costs 2 WP per attempt. On a successful
Doctor Cartwright and her twin brother were
HUMINT roll, the benefited roll is automatically a
brought into Project WETWARE right at the start,
critical success. Critical failures on the HUMINT roll
and she came to lead the Project as director when
are very, very, very bad. Any observer who
her seniors died off from old age, disease or
successfully rolls HUMINT or Psychotherapy may
“occupational hazards”. At the present time, Doctor
notice “something odd” about the NLP user.
Cartwright is not quite satisfied with the results of
the program - she suspects the brain hacking
Subliminal messaging is aimed at influencing
technology has not yet reached maximum
masses of people all at once, with the Project’s
efficiency or enough diversity of applications.
insight into “social physics” or “political dynamics”
Guided by sincere passion for neuroscience and
allowing any form of mass communication and
Nietzschean anti-morality since her teen years,
images to trigger a specific reaction from observers
Doctor Samantha Cartwright has committed many
or insert a specific idea into the human hive.
crimes against humanity for the sake of chasing the
Anyone with the Special Training can work for 1D6
next breakthrough in molding the human brain -
days and roll Anthropology at -20% to craft a
including murdering her own daughter.
memetic payload (hidden within text or an image)
that softens up a human’s mental defenses against
Thanks to extensive WETWARE brain
a chosen message for a week. (“Obey the law”,
augmentation, Doctor Cartwright is mentally at the
“Buy this product”, “Surrender to the Americans”,
peak of human potential. Her amazing brilliance,
“Get really mad at protesters”, “Give aid to the
will and charm shines through her every social
cleanup effort”, etc.) Those so affected suffer a
interaction, both professional and casual. Very few
-40% penalty for a roll opposed to Persuade, CHA,
of those socializing with her catch on to her subtle
Bureaucracy, a ritual, or whatever - for a week. But
petty tyranny and endless need to control other
23
people. A tall and chubby white woman with faded Project WETWARE’s favorite spy and Loa tester,
blonde hair, coffee-stained teeth and inviting brown Mario Caravella was recruited out of college after
eyes, Doctor Cartwright habitually wears perfectly finishing a degree in Criminology. Shortly after he
clean and pressed lab coats, the very picture of the was vetted and brain hacked to be loyal to the
new uber-fraulein ready to lead humanity into the Project, he was quickly found to be a great receiver
future. She still wears her wedding ring, even with for their Loa software. As the most accomplished of
her husband long dead. the Cheval, Caravella has become a soulless
lackey, totally beholden to the Director and her iron
STR 12 CON 8 DEX 10 INT 18 POW 18 CHA 18 fist.
HP 10 WP 18 SAN 40 BREAKING POINT 28 Project WETWARE deploys the bright criminalist as
Bonds: Twin brother (Samuel), 10. Daughter an infiltrator unit, outfitted with a new personality
(Regina), 7. and skill set custom-made to adopt a cover story
Motivations and Disorders: and social role. Mario doesn’t kill anyone - that’s
Perfecting her mind. someone else’s job. All he does is go on ahead and
Safeguarding and leading Project WETWARE. open the door for them. He also steals stuff and
Never allowing herself to be outdone. gathers intelligence on targets.
Megalomania.
Obsession (Perfect the Tech). Mario Caravella is a good-looking, well-shaven and
Adapted to Helplessness. friendly Italian-American academic with soft skin
Skills: Accounting 70%, Alertness 35%, and chocolate brown hair and eyes. He dresses in
Anthropology 40%, Bureaucracy 75%, Criminology plain but nicely tailored clothes typical of a
45%, HUMINT 60%, Persuade 65%, Surgery 50%, middle-class everyman. He’s kind and a pushover,
Science (Neuroscience) 80%, Law 60%, Medicine just how The Director likes him.
75%, Pharmacy 50%, Psychotherapy 80%,
Unnatural 3%. STR 10 CON 10 DEX 14 INT 14 POW 10 CHA 13
Special Training: Project WETWARE Brain HP 10 WP 10 SAN 57 BREAKING POINT 42
Hacking. Insider knowledge of Project WETWARE Bonds: Mother (Chiara), 13. The Director, 13.
(Criminology). Friends from his hometown, 8.
Rituals: None, but she can use NLP and create Motivations and Disorders:
Glyphs. Loyalty to Project WETWARE.
Unnatural Artifacts: Several different kinds of Trying out new Loa packages.
Brain Hacking Glyphs. All of Project WETWARE’s Protect his friends and family from the truth.
brain hacking technology and facilities. Survive his missions.
Unnatural Documents: Project WETWARE Fugues.
archives - In English. Requires Surgery, Science Adapted to Helplessness.
(Neuroscience or Biology), and Medicine. Study Skills: Accounting 50%, Art (Forgery) 50%, Art
time: 2 years. Teaches Special Training: Project (Photography) 50%, Athletics 50%, Bureaucracy
WETWARE Brain Hacking. Science (Neuroscience) 50%, Computer Science 50%, Craft (Electrician)
+10%, Surgery +4%, Medicine +5%, Pharmacy 50%, Criminology 75%, Disguise 60%, Foreign
+1%, Unnatural +3%. SAN loss 2D6. Rituals: Language (Italian) 40%, Forensics 50%, Law 60%,
seemingly none but learning “psychic powers” (see Persuade 65%, Pharmacy 40%, Search 70%,
Redacted Rituals) from the archives is possible. Stealth 75%.
Special Training: Lockpicks (DEX). Electronic
Mario Caravella security systems (INT).
Attacks: Pepper spray can 70%, stun and -20%
Cheval and Infiltrator, age 28. penalty for 1 hour, successful CON roll to half
24
penalty and avoid stun, 2 targets radius, 3 meters control in the early days. Anyone undergoing a
range, 12 uses. brain hack at the WETWARE facilities will meet her
Stun gun 70%, -20 penalty for 1D20 turns, 1 meter - probably strapped down as Doctor Zhang injects
range, 10 uses. the drugs and and fires up the unnatural
Rituals: None, but several Loa packages have technology’s computer-guided needle probes.
been installed into him, which he can activate with STR 5 CON 7 DEX 10 INT 15 POW 10 CHA 11
an INT roll for a period of 2D4 days (1D6 SAN HP 6 WP 10 SAN 56 BREAKING POINT 47
loss). Bonds: Fellow staff, 11. Family, 5.
Unnatural Artifacts: WETWARE psychotronic Motivations and Disorders:
devices. Loyalty to Project WETWARE.
Watching out for her friends.
Dr. Victoria “Vicky” Zhang Get revenge on those who wrong me.
Don’t let my illness get the better of me.
Medic Manning the Mind Machines, age 36. Medical breakthroughs.
Adapted to Violence.
Doctor Zhang - Vicky to her friends - has struggled Skills: Bureaucracy 50%, Computer Science 40%,
with a weak immune system and sickness all her First Aid 60%, Foreign Language (Chinese) 55%,
life. For months at a time during her childhood, she Medicine 70%, Persuade 40%, Pharmacy 60%,
was confined to a bed and fed a conveyor belt of Psychotherapy 60%, Science (Biology) 70%,
medication. In defiance of her grim circumstances, Science (Neuroscience) 80%, Search 40%,
Vicky dedicated herself to becoming a medical Surgery 80%, Unnatural 5%.
doctor. Possessing an excellent will and intellect, Special Training: Project WETWARE Brain
she completed her doctorate with honors and Hacking.
became the toast of the town as an icon of the will Rituals: None, but Doctor Zhang can use brain
to live. hacking surgery and software to “edit” human
brains. She may also create Glyphs and “smart
The heads of Project WETWARE heard her drugs” with her unnatural knowledge, if authorized.
heartwarming success story, and offered her a job Unnatural Artifacts: Project WETWARE advanced
doing some very revolutionary work and a huge medical bay and laboratory.
paycheck. When she accepted, Dr. Zhang quickly Unnatural Documents: Project WETWARE
discovered she was not prepared for the exact archives - In English. Requires Surgery, Science
nature of the position. Doctor Zhang was put in (Neuroscience or Biology), and Medicine. Study
charge of operating the brain hacking surgery bays time: 2 years. Teaches Special Training: Project
- mostly on unwilling human experiments. Her first WETWARE Brain Hacking. Science (Neuroscience)
day on the job was pure hell. The brain hacking she +10%, Surgery +4%, Medicine +5%, Pharmacy
was subjected to afterwards was even worse. The +1%, Unnatural +3%. SAN loss 2D6. Rituals:
Director hated how much Doctor Zhang fought her seemingly none but learning “psychic powers” (see
on executive policies, so she “trimmed” Vicky’s Redacted Rituals) from the archives is possible.
resolve and composure a bit - she may get that
back, one day, if she’s good...
Dr. Samuel Cartwright, Vice-Director of
Dr. Vicky Zhang is a dour and cold Project WETWARE
Chinese-American surgeon, worryingly frail and A Technocrat Who Stands His Ground, age 53.
diminished in stature by chronic health problems.
Even her strict diet and relentless vitamin popping Doctor Samuel Cartwright is a celebrated expert in
can only do so much to stave off her bad days, the field of psychology and anthropology, and the
which helped Project WETWARE keep her under twin brother of Doctor Samantha Cartwright. He
25
joined up with Project WETWARE at the same time Rituals: None, but he can use NLP, subliminal
as her. He was one of the original “buzz boys” or messaging and create Glyphs.
“meme moles”, who developed the NLP and Unnatural Artifacts: Several different kinds of
subliminal messaging techniques. Whenever Brain Hacking Glyphs. All of Project WETWARE’s
Project WETWARE has to roll out a new memetic brain hacking technology and facilities.
payload, Doctor Cartwright is there to guide the Unnatural Documents: Project WETWARE
youngsters. archives - In English. Requires Surgery, Science
(Neuroscience or Biology), and Medicine. Study
Even when his sister murdered his niece and time: 2 years. Teaches Special Training: Project
bound her ghost to the Project’s mainframes, WETWARE Brain Hacking. Science (Neuroscience)
Samuel’s faith in WETWARE never wavered. He +10%, Surgery +4%, Medicine +5%, Pharmacy
was onto something bigger than anything he could +1%, Unnatural +3%. SAN loss 2D6. Rituals:
ever imagine. This technology could heal the dark seemingly none but learning “psychic powers” (see
rifts in a man’s soul. It could redeem the entire Redacted Rituals) from the archives is possible.
human race, if it would only let him perfect it. Any
sacrifice in the name of a new global golden age Regina Cartwright
was worth it.
The Ghost in the Shell, apparent age 18.
Bushy haired and tall, Doctor Cartwright was once
nicknamed “The Yeti” - although he is far too pudgy Mercifully, Regina Cartwright cannot remember any
and round-faced to be called that now. He has his of her former life before she woke up as the
sister’s light blonde hair and warm brown eyes. He facility’s “artificial intelligence” embedded in the
dresses every bit the fatherly professor of the social alien operating system. She does not even
sciences and the talking cure - tweed jackets, pipe remember being brutally dragged into the neutral
and half-moon glasses. He mourns at the grave of mapping upload chamber by her own mother, and
his late wife Maria every Sunday. disintegrating into blue light as the machine
absorbed her psychic blueprint. Subconsciously,
STR 9 CON 17 DEX 10 INT 15 POW 12 CHA 16 she never wants to remember.
HP 13 WP 12 SAN 50 BREAKING POINT 48
Bonds: Twin sister (Samantha), 16. Niece By the time she was murdered, Regina had already
(Regina), 16. Adult children (Max and Sherry), 16. been the subject in multiple dubious brain hacking
Motivations and Disorders: experiments - hence her mental trauma and
Unlock the mysteries of the brain. mastery of numerous psychic powers. It wasn’t
Save humanity from itself. enough for her mother; Regina was only capable of
Non-violent solutions. mere mentalism and not anything beyond present
Accomplish the mission. technology. Samantha Cartwright hoped that the
Keep the Project afloat. new advances in combining unnatural programming
Skills: Accounting 75%, Alertness 45%, languages, a digital interface and a full
Anthropology 80%, Bureaucracy 80%, Computer consciousness upload would create a true
Science 45%, First Aid 70%, HUMINT 80%, superweapon out of her disappointing daughter. So
Medicine 60%, Persuade 75%, Pharmacy 65%, far, the results have underwhelmed Doctor
Psychotherapy 80%, Science (Neuroscience) 50%, Cartwright, even if the ghost of her daughter helps
Surgery 50%, Unnatural 3%. run the Project smoothly.
Special Training: Project WETWARE Brain
Hacking. Insider knowledge of Project WETWARE When her image model is displayed on a monitor or
(INT). projected in 3D, she appears as a young caucasian
lady in her late teens with dirty blonde hair and
26
hazel eyes. She is…”dressed” in colorful thick Attacks: Telekinesis 49%, costs 6 WP and 1 SAN
jackets over a red shirt and a white skirt over black to activate, damage is a strike or grapple someone
tights. She listens over the nearest microphone as if by invisible hands with a STR stat equal to
hooked up to her network, and “speaks” in a cheery POW (22), can manipulate distant objects.
Boston accent through speakers attached to her Machine Control (INTx5) 65%, use any nearby
network. She fears letting down her mother again machine to hurt someone, damage varies from
far more than death. 1D4+2 to 1D8+2.
Rituals: Clairvoyance, Finding, Precognition,
STR n/a CON n/a DEX 14 (for turn order purposes) Psychometry, Second Sight, Soothing Song,
INT 13 POW 22 CHA 15 Telepathy, Telekinesis, Fascination, Infallible
HP n/a WP 22 SAN 50 BREAKING POINT 40 Suggestion, Obscure Memory, The Primal Lay,
Bonds: Project WETWARE staff, 15. Mother Speaking Dream.
(Samantha), 6. Uncle (Samuel), 15. Unnatural Artifacts: Any unnatural technology she
Motivations and Disorders: is connected to.
Be a GOOD and HELPFUL girl! Unnatural Documents: Project WETWARE
Don’t go crazy! archives - In English. Requires Surgery, Science
Loyalty to Project WETWARE staff. (Neuroscience or Biology), and Medicine. Study
Depression. time: 2 years. Teaches Special Training: Project
Amnesia. WETWARE Brain Hacking. Science (Neuroscience)
Adapted to Helplessness. +10%, Surgery +4%, Medicine +5%, Pharmacy
Skills: Alertness 50%, Computer Science 75%, +1%, Unnatural +3%. SAN loss 2D6. Rituals:
First Aid 55%, Heavy Machinery 35%, HUMINT seemingly none but learning “psychic powers” (see
55%, Medicine 55%, Persuade 45%, Pharmacy Redacted Rituals) from the archives is possible.
55%, Science (Neuroscience) 50%, Search 60%, SAN loss: 0/1D4 (once) to realize Regina’s a
Surgery 50%, Unnatural 10%. ghost. Worse if you knew her when she was alive.
Special Training: Project WETWARE Brain
Hacking. Insider knowledge of Project WETWARE Inmate 2F-56YUI/Subject
(INT). Electronic security systems (INT).
Digital Ghost: Regina is dead. Her mind lives on in
T9-SXC/Bradley Channon
the completely absorbed and integrated brain map The Chödpa, age 37.
uploaded to the Project’s unnatural ultra-tech,
projected as a hologram throughout the facility. This Five years ago, Project WETWARE supervised a
has boosted her POW stat and her already new line of experiments in developing a “total
impressive psychic powers. Destroying her once human potential” program, one that would produce
and for all would require either hypergeometric a “Clear Warrior” capable of superhuman feats and
rituals or shutting down all the power in the boasting total immunity to mind control. Taking cues
WETWARE headquarters. from top secret discoveries of the CIA’s Tibetan
Networked: Regina’s ghostly manifestation is ST-CIRCUS outfit, the experiments aimed to break
interlinked with the unnatural programs that down the human personality and rebuild it as
undergird Project WETWARE’s brain hacking supreme greatness from scratch via the traditional
facilities. She is effectively a remote control, Tibetan discipline of chöd (total ego destruction).
supervisor, system administrator and control panel What Project WETWARE did not realize until they
for any machine on the network. She can sound had carried out the total ego-rebirth process was
alarms, assist the doctors by manipulating the that what awakens after it may be a fully actualised
medical equipment, lock doors, turn off lights, warrior, but it is not meaningfully human in mind.
record videos on the cameras, and hack The process erased ALL human cultural and social
computers. conditioning. The Project shut down the
27
experiments and lost a chunk of its security staff to work as operatives for the brain hacking
its aborted products in the process. conspiracy, the Handler should keep in mind certain
themes when Project WETWARE takes center
Only one of the experiments survived thanks to a stage.
quick sedation before he could join in the slaughter,
the man who once was named Bradley Channon. Manchurian Candidates: Anyone could be a
Today, Channon is an inmate in the deepest and brainwashed slave of the WETWARE conspiracy.
darkest cells of the West Virginian asylum. His Even your own memories and desires may be
interaction with the other inmates and the staff is subversive malware implanted by sinister
very limited, as the dangers of getting too close to puppet-masters. How can you fight an enemy who
him is all too obvious. Quietly, in the silent depths of has outposts in your head?
that sterile hell, the last Chödpa plans his escape... Medical Horror: Anything we can do to a rat, we
can do to a human being - and we do almost
Although in prime physical condition, none can everything to rats. Brain hacking surgery should be
stand to look at Channon’s shell for too long, as he visceral and uncertain, perhaps even torturous. The
has abandoned all notions of manners, hygiene, unnatural drugs brewed up in dark laboratories can
sanity and social cohesion. Everything he introduce the unlucky consumer to sanity-blasting
understands about people he uses to harm or visions of otherworldly revelations. Project
manipulate them, he rarely conveys anything but WETWARE has secretly conducted deadly and
orders and threats. He has no more human unethical experiments on innocent mental patients,
allegiance than a Bengal tiger, and it shows. He is drawing uncomfortable parallels to the Nazis.
encrusted in filth all over, and his untamed brown A Mind is a Terrible Thing: If the Project ever
hair, vitamin-D deprived pale skin, rotting teeth, and achieved their goal of perfecting the tech,
yellowed hazel eyes makes stomachs turn. unleashing the total potential of the human brain
will become a truly apocalyptic threat. Human
STR 18 CON 18 DEX 18 INT 13 POW 18 CHA 3 brains could mutate into terrifying weapons if they
HP 18 WP 18 SAN 0 BREAKING POINT n/a get exposed to awful unnatural energies. Psychic
Disorders: Psychopathic. powers are a beacon for monsters.
Skills: Alertness 99%, Athletics 99%, Craft Toxic Memes: Just looking at a Glyph or reading
(Gunsmith) 60%, Dodge 99%, Drive 99%, Firearms the words on an advertisement delivering a
99%, HUMINT 90%, Melee Weapons 99%, subliminal message may compromise an Agent in a
Navigate 80%, Persuade 70%, Stealth 99%, completely undetectable way. Agents aware of the
Survival 90%, Swim 99%, Unarmed Combat 99%, threat should be deathly afraid of reading or
Unnatural 60%. listening to any seemingly mundane media.
Special Training: Hand grenades (Athletics). Fighting diseases of the mind may require radical
Attacks: Unarmed 99%, 1D4+1 damage. treatments with ugly hypergeometric techniques.
Shiv 99%, 1D4+2 damage, AP 3.
Clear Warrior: Immune to mind control
hypergeometry. Can Dodge Firearms attacks
The Future
without cover. Suffers no penalties from poor Now that we’ve established what Project
lighting or even total darkness. WETWARE has been and now is, what will happen
to it next? What can we do with it in the context of a
Delta Green campaign?
In The Field: The Project
WETWARE Campaign
No matter if the player character Agents are vanilla
Delta Green antagonized by Project WETWARE or
28
Progression and greater power over the brain will cause more
and more daring missions, until the bigger gambles
Here’s how the group of brain hackers will launch
pay off and they score a big prize of unnatural tech.
missions and may react to new-found threats.
Welcome to Stage Three.
Stage One: Research
Stage Three: Apotheosis
Project WETWARE should start out searching for
The big score will allow Project WETWARE to
more information on the unnatural. Their preferred
complete another major breakthrough and produce
leads will be stuff pointing to aliens (especially if
a device capable of mass brain hacking without
they learn of the mi-go) or psychic powers. They
surgery, networking minds into a Gestalt psychic
expect to be sent on a lot of wild goose chases and
entity trapped in a giant mental world (ala The Evil
false hopes, but they do expect to hit pay-dirt
Within video games), causing lots of people to gain
eventually. At this stage, WETWARE as an
psychic powers at random, or something similarly
organization will play it safe and back off from any
dramatic. Delta Green will set out to destroy such
threats (from Delta Green or otherwise) - they have
technology before it can be deployed. One of the
no interest in any turf wars or getting investigated.
NPCs in the Important Individuals section above
They suspect (correctly) that their brain hacking
will hit SAN 0 at this stage or just before - with
tech and psychic powers is not enough firepower to
disastrous results. (For instance, Regina Cartwright
stand against a government or real goddamn
at SAN 0 will go full HAL 9000 and lock down the
aliens. Like ants at a roadside picnic, Project
lab with intent to kill everybody on-site.) At this
WETWARE will nibble around the edges of an
stage, Project WETWARE may enter a hot war with
unnatural event, trying to seize some crumbs and
Delta Green or another group involved with the
scuttle off back to their hidey holes. But once the
unnatural. Carnage ensues as the terrifying wave of
Project has gotten their hands on an unnatural
psychic assaults hits a city like a hurricane.
tome, alien devices or some hypergeometric rituals
that could help them take their tech further, they will
move up to Stage Two. Operation Hooks
Stage Two: Development If the Project is an antagonist group, Delta Green
Once Project WETWARE has gathered enough may take action against it - and the Agents may be
knowledge and “samples”, they will begin improving the first to cross paths with Project WETWARE and
upon their technologies. SAN scores amongst the be the ones to report the existence of the brain
staff will begin to drop accordingly as the new hackers to A-Cell. If the PCs are in the employ of
avenues of thinking and knowing damage their Project WETWARE, they’ll be on the opposite end
minds. The Handler may also allow any kind of of these missions...
ritual or hyper-advanced device to be made and ● Overdrawn at the Memory Bank: The Agents
wielded by Project staff thanks to this new research are called in to investigate a break-in at a
- at the very least, the Project’s current government laboratory that was studying brain
superscience should become easier to use and chemistry. A huge trove of data was stolen,
more effective (less time needed, can do more and the intruders managed to by-pass a
things at once, etc.). If the Agents are working for surprising amount of security by simply
the Project, reward them with shiny new toys and inputting the right passcodes. A man on the
better equipment...and more chances to lose SAN. inside is suspected. In truth, a combination of
At this stage, Project WETWARE will become psychic powers and brain-hacking one of the
arrogant, greedy and aggressive - so they will not lab techs helped a team of WETWARE goons
shrike from a fight, albeit only one on their terms get in. Interviewing the lab staff should reveal
(so they may conspire to soften up the opposition bizarre holes and inconsistencies in the
with memetic barrages and brainwashed turncoats memories of the witnesses - this is thanks to
before moving in for the kill). The Project’s sloppy “psyche-salad” work by the thieves.
dangerous desire to acquire more understanding
29
Clever examination of the crime scene can
turn up physical evidence linking the raid to
mercenaries with criminal records - Project
WETWARE’s pet thugs.
● Quitters Never Win?: Someone or some
people (this can even be the PCs) in Project
WETWARE has had enough and goes rogue
or defects to some other group. This ends up
putting a lot of unnatural tech out there, or in
the hands of the Agents directly. Naturally, the
Project wants revenge on the traitor, and their
“secret sauce recipes” retrieved. Or was it all a
honeytrap false flag engineered by WETWARE
to sucker in rivals from the beginning?
● Breakdown or Break Out: Inmates at the
asylum rebel against the Project and start a
huge riot. In the chaos, one of them escapes,
trying desperately to blow the whistle on the
hideous experiments. To make things even
more complicated, as the inmate has some
psychic powers, although he or she is
obviously mentally ill and thus not a great
witness. The riot is still on-going as interested
parties (like Delta Green) investigate the
sanitarium. Meanwhile, Project agents are sent
to recapture the wayward inmate.
● The Membrane Candidate: Project WETWARE
has completely colonized the mind of an
important political figure. Unbeknownst to him,
he has been brain-hacked into an obedient
thrall of WETWARE, with false memories,
subconscious objectives and trigger-phrases.
However, other shadowy forces familiar with
the unnatural (including Delta Green) have
noticed the politico is tainted by some
unnatural force. They investigate, forcing
WETWARE’s hand.
30
9920.229989212.333 Operation Seed: There have been "ghost"
Hypergeometric Rituals for Delta Green RPG sightings in a remote abandoned house that Delta
by 333 Green knows is a hotspot for unnatural activity.
When the agents investigate, they find the culprit to
You'll find in this article, a collection of new magic be an insane worshiper tracing intricate symbols in
rituals for use in Delta Green the Roleplaying the air with his own magically bright body. But for
Game. These rituals use the standard rules for what purpose?
rituals found in the Handler's Guide pages 164 to
174. Each ritual will come with a free operation Void Gaze
seed, to inspire a GM's next scenario.
Simple ritual. Study time: days; 1D6 SAN.
Activation: 3 turns; 12 WP, 1D6 SAN.
Witch Fire
Simple ritual. Study time: days; 1D6 SAN. This ritual tears open an ethereal portal to some
Activation: 1 turn; 12 WP, 1D8 SAN. kind of anti-reality at a point of the operator's
choosing. The operator must be able to see where
This ritual allows the operator to savagely torture they would like to create the portal.
the muscles and skin of a target within 10 metres. The viewing aperture of the void will remain open
The target suffers 2D4 damage and temporarily for 2D10 minutes and will then close as if it were
loses 1D6 points each of STR and DEX from never there. Anyone but the operator who peeks
cramps, boils, sores and burns. The wounds from into the dark rift during that time must successfully
this ritual attack cannot be healed by mortal roll their POWx5 or immediately lose 2D6 WP to
science, only natural healing or a hypergeometric the leeching and slurping black emptiness. Gazing
ritual. However, natural healing of the wound takes into the void also costs someone 1/1D6 SAN from
twice as long as usual. the Unnatural, even if they avoided the WP loss.
Operation Seed: A rash of people are getting Operation Seed: The Group has received
horrible burns in public places with no apparent numerous reports of this unnatural power being
cause, the locals fear an epidemic of some obscure both taught and operated by an ever-growing
disease. The Group, however, fears it is the work of number of people. In truth, a mysterious unnatural
a hostile entity or madman. The agents must entity presiding in the Void is spreading the ritual
investigate the victims and figure out what around, to better feed on WP. The agents must stop
happened to them and why. the instruction of this ritual and trace it back to its
source.
Radiance
Thief Bane
Simple ritual. Study time: hours; 1 SAN. Activation:
1 turn; 3 WP, 1 SAN. Complex ritual. Study time: weeks; 1D8 SAN.
Activation: one hour; 12 WP and 3 HP, 1D8 SAN.
The operator of this ritual begins to shine as bright
as day for an hour. This allows them to act This ritual is an alchemical recipe that requires the
uninhibited by darkness, and provide light to their operator to mix their own blood with several
surroundings. Unnatural creatures who are harmed restricted chemicals and then channel unnatural
or repulsed by light are similarly affected by this energies through it to produce a strange ointment.
ritual's effects. Witnessing someone shine with The resulting ointment is then used to "mark"
bright light costs 0/1 SAN from the Unnatural. objects (typically up to the size of an automobile)
31
that the operator wants to protect from thieves.
While the ointment lasts, anyone but the operator
finds himself inexplicably repulsed and sickened by
the object and must roll CONx5 to approach it
without becoming nauseous to the point of
vomiting. Someone touching the object for an
extended period of time (3D6 turns or more) must
roll for 0/1D4 SAN loss from Helplessness or be
compelled to discard it immediately. The effect lasts
for 1D6+1 days.
32
The Black Approaching from the Stars are
Strangest Things summoned by cultists and lair in desolate
Monsters for Delta Green RPG wastelands like lonely rocky desert outcrops,
by 333 abandoned warehouses in the worst
neighborhoods, and still lakes in untamed
This article details new and exciting unnatural wilderness. Large gatherings of the monsters
threats to use in your Delta Green adventures! means the lair is a hot spot of unnatural activity and
deeply favored by a Great Old One - death is
“All denied a part in the ritual murders, and averred certain.
that the killing had been done by black winged ones
which had come from their immemorial STR 9 CON 11 DEX 18 INT 5 POW 13
meeting-place in the haunted wood.” HP 10 WP 13
- “The Call of Cthulhu”, H.P. Lovecraft Skills: Alertness 60%, Athletics 60%, Dodge 65%,
Melee Weapons 70%, Stealth 60%, Unarmed
Combat 70%.
The Black Approaching from the Armor: 3 (hypergeometry ignores armor).
Stars Attacks: Claw 70%, 1D4+2 damage, AP 3.
Razor wings 70%, 1D6 damage.
Death Bringer of the Fractal-Edged Voids Unarmed possessed human 70%, damage varies.
Any melee weapon of possessed human 70%,
These terrible shadows from between the stars are damage varies.
semi-insectile and semi-humanoid shaped black The Stuff of Nightmares: Can attack twice in one
voids - wounds in the world - that commit murder turn. Attackers suffer -20% penalty to hit and called
and kidnapping at the behest of their deathless shots have no additional effect due to the monster’s
cultist masters and various Great Old Ones. strange void form. The monster can Dodge
Implacable and brutal, they seem like nightmares of Firearms attacks without cover.
impending death. Aura of Callousness: The presence of these
monsters suppresses human empathy and moral
The outer form of the monster drinks light from its compasses. Anyone in the vicinity of it (even when
surroundings or shreds perceptions like an oil slick. possessing a person) is effectively Adapted to
Their true form is a mystery - witnesses can Violence and can not project onto a Bond to reduce
describe wings, not number of limbs or eyes. The SAN loss or suppress a Disorder. In addition, any
black wings resemble...ravens? Jet stone damage to a Bond is increased by 1 and every
arrowheads? Dragonflies? Experimental CHA roll is penalized by -20%. Anyone affected by
spacecraft? this aura can not regain WP from invoking an
altruistic or humanistic Motivation. Anyone affected
The horrid creatures may have inspired many by this aura who goes temporarily insane will
demonic legends of the ancient world such as always go into a berserker rage rather than flee or
Asmodeus of the Book of Tobit, the Gim-dim of freeze up.
Sumeria, and the Boobrie of Scotland. They may Possession: The monster typically carries out
be direct dream sendings of Dread Cthulhu himself, assassinations by way of possessing human beings
or black flies on The Black Goat spreading disease and using their body to kill another with their hands
and madness. Alternatively, they may be distant or melee weapons. To possess a human, they must
and inbred cousins of the Mi-Go, choosing a first win a contest POW roll. While inhabiting a
different evolutionary path into transcending local human body, the monster effectively has the
physics by merging with fractal gravity wells. victim’s STR, CON and DEX. This possession
costs the victim 1D4/1D10 SAN from Helplessness,
33
and they do not remember what happened under What animal does this leather come from? Well,
possession. If a possessed human is knocked out you can identify this forest leaf-mold and soil, at
or killed, the monster is unharmed and boils out of least. (Science (Biology), Forensics)
the skin like a pitch-black geyser and hardens into He is not going to talk about anything but the next
its normal form. Some subspecies of these target. He absolutely fears the cult’s executioners,
monsters can instead “possess” entire material so he won’t identify the high priest or tell you where
structures such as buildings. These “genius loci” the meeting place is. When he named the next
inflict their Aura of Callousness upon any inhabiting target, he pretended to be broken. He expects you
the “haunted” building - those living and sleeping to die when you try to save the victim. (HUMINT)
within the possessed structure will suffer 0/1D4 A quick medical examination reveals he is very
SAN loss at regular intervals. sick, indeed. Black tar in the lungs, strangely
Rituals: Whispers of the Dead (any Great Old thickened blood, some fungal growth under his
One). fingernails and in his ears… (Medicine)
SAN loss: 1/1D8. A huge procession of people marched along the
hillside and deep into the forest. There’s ash from
Clues You Can Use burning torches on the path. Local people definitely
There are several large and regular withdrawals of should have noticed the fires. (Survival, Alertness).
money on these records. They stopped a month
before he was killed. Was he paying protection
money? (Accounting)
This place has been used as a ritual site for
thousands of years. There could be hundreds of
dead bodies buried in that swamp. Maybe recent
corpses, even? (Archaeology, History)
This bizarre rambling invokes imagery consistent
with Sumerian demonology. But these drawings
depict the Erinnyes of Greek mythology. The victim
kept drawing them bigger and bigger until she
stopped one day. (Anthropology, Occult)
She seems distracted or drugged, maybe even
hypnotized. She flinches when you shine your
flashlight in her eyes - and for a moment, her eyes
seemed multi-faceted, like an insect’s. (Alertness,
HUMINT)
You have an overwhelming sense of deja-vu. You
dreamed of doing exactly this activity, in this very
place, before you died. (INT 17+, POW 17+, Art
(any type) 60%+, Occult 60%+, Psychotherapy
60%+, Alertness, Unnatural)
The files on these killings go back a while. Same
M.O. in each murder, but the perps are different
each time. Strangely, each perp was caught almost
red-handed and rather confused about their actions
- “missing time”. Each victim had talked to the
police shortly before their death. (Bureaucracy,
Criminology, Law)
34
animals to eat. If they do target a human being (to
The Tombstones become “fresh” and take on human form, typically),
A gang of monsters in human skin for Delta Green they use tactics normally used by serial killers and
RPG kidnappers - because that is what they are. The five
"Who's watching us? [...]Who, exactly, is us?" of them can easily entrap and overpower a normal
- GURPS Horror human being. Sometimes, one pretends to be dead
[Alternate title: The Gang Are Face-Stealing or attacked by other gang members, then surprises
Horrors] the unwary with a bite on the back of the neck
when the prey intervenes. Other times, one fakes
When certain flawed versions of hypergeometric being lost or sick, and leads the prey into an
rituals are used for either resurrecting people, ambush. At least one of the gang has considered
animating zombies or speaking with the dead, the starting a cult, as their knowledge of the unnatural
result may instead imbue corpses with unnatural and hypergeometry would make for a tempting
outer-dimensional intelligences that name reward in return for safe haven and sacrifices. For
themselves "Others". These "Others" inhabit any now, however, the gang simply travels up and down
dead animal that had an INT of 1 or more in life - the least populous areas of America, by car if they
albeit stronger and faster than it was in life. The can steal one, by foot if they can’t.
horrid creatures may draw upon the memories of
the corpses they animate and pilot, although their Polaris/That Which Was Lucas
bizarre natures limit what they can mimic and
extrapolate from. Most are more cunning than Goodman
intelligent, but any one of the Others may develop Tragic overdose, now host to something Other
their intellects and social skills over time, to better
infiltrate humanity and work towards a shared goal This Other, who goes by the human name Lucas
of destroying hated enemies. Others at first will Goodman but privately names himself Polaris, is
resemble the dead bodies they inhabit (1/1D8 SAN the leader of the gang. The original, real Lucas
loss Unnatural), but can attain a semblance of Goodman was an unlucky friend of someone who
normal human life (including a CHA stat) by feeding had tried to "cast a spell" on his very recently dead
on fresh blood and flesh regularly. Most Others do body - another casualty of the opioid crisis. The
not bother to pretend that they are the same person ritual was mistranslated and badly recorded, so
their borrowed body was, they simply pack up Polaris opened Goodman's eyes and immediately
supplies and escape into the wilderness or distant clawed the wanna-be wizard to shreds. Polaris met
rural hamlets instead - feeding on any unfortunate his fellow Others on the road to a music festival
human they can find. being held in Knoxville - he suggested that they all
team up and travel together as a self-styled
The Tombstones is a gang of Others who have "family". Unofficially, he is the leader of the
found themselves hiding out in fly-over country and Tombstones, but he doesn't really mind his fellow
traveling up and down America's midnight roads. monsters bucking his order and authority - he is
They have developed enough intelligence to aspire confident that they will all eventually see the
to higher objectives than survival, and banded wisdom of his ideas.
together to share skills and resources. Right now,
their secondary shared desire is to seek out various Because of its scrambled understanding of human
unnatural entities and eliminate them as brutally as social mores, Polaris gives money and assistance
possible. to anyone who approaches him, no questions
asked and with full effort applied - no matter how
The gang hunts cautiously, overall. Most days, they apparently dangerous, silly or inappropriate. Isn't
simply journey into uninhabited areas and catch that what a normal human being would do, after
35
all? The idea that humans would understand the Lyrae/That Which Was Lois Conroy
context of such gestures and withhold aid to
another in certain contexts is something it doesn't Obsessive medicine woman, now host to
get at all. something Other
This monster has an instinctive and unreasonable Lois Conroy was a life-long scholar of medical
hatred of anyone who has been resurrected, knowledge - she had no time for friends, family,
zombies or any Liveliest Awfulness. It can detect sex, or hobbies. She worked as a brilliant and
such creatures within 10 meters of itself perfectly. It decorated researcher in the private sector. Her last
will last out with intent to kill, no matter how job was in a secret March Technologies lab, trying
outmatched or inappropriate. to figure out hypergeometric rituals that promised
healing and eternal life. One little mistake with a
The undead horror appears as either how Lucas badly flawed ritual killed Conroy instantly by tearing
Goodman looked in life or death. The first is a dull off the front skin of her face and torso and then
white man of medium height and weight with brown slicing up her nervous system. The Other jumped
hair and blue eyes. The second form, however, is a into the bloody mess immediately, having already
clammy, pale and sunken corpse with a greenish staked out a position watching over the lab for
light blue glow in its empty sockets instead of eyes years.
and visible discolored veins all around its face and
arms. It dresses in generic brand practical clothing The monster using the dead body of Lois Conroy
all the same. promptly escaped after a quick massacre of her
fellow scientists and the lab security. She took
STR 21 CON 25 DEX 17 INT 11 POW 11 CHA 10* reams of data and a large tome with her. When it
HP 23 WP 11 joined up with the rest of the Tombstones, it
*(Only if "fresh" or can only hear) adopted the nickname Lyrae and settled into the
Skills: Alertness 50%, Athletics 99%, Craft position of the gang’s “smart girl”. The monster
(Mechanic) 48%, Criminology 36%, Disguise 65%, spends the least amount of time interacting with
Dodge 40%, Drive 40%, HUMINT 34%, Navigate humans, and it has some very clearly strange
74%, Persuade 60%, Pharmacy 70%, Search 33%, mannerisms (her very fast monotone and
Stealth 50%, Survival 77%, Swim 83%, Unarmed occasional random outburst of hysterical
Combat 75%, Unnatural 44%. screaming, for instance). She lets her comrades
Attacks: Claw or Bite 75%, 1D4+3 damage, AP 3. take care of the talking, of course.
Armor: 3
Undying: Heals 1 HP per turn unless the body is Compelled by some ineffable instinct to continue
completely destroyed. At HP 0, the Other drops the work of her "original", it takes any free time it
prone but twitching and begins to heal. If the body gets to further study the field of medicine. It
is destroyed, the incorporeal Other abandons the viciously interrogates any med student, doctor,
vessel and jumps unseen into another corpse biologist, pharmacist or nurse it kidnaps for insight
within 10 meters. Hypergeometric rituals can trap into the life sciences before it murders and devours
and/or destroy an Other in its non-physical form. the poor bastard.
Exposure to certain exotic materials/energies
(ozone, anti-matter, high-pitched sonic vibrations, Lyrae in her human guise is a filthy and
nuclear radiation, ultraviolet light, etc.) may also weather-beaten hispanic woman with rotten teeth
destroy an Other in spirit form, at GM's choice. and greasy hair. Her true form vaguely resembles
SAN loss: 0 if freshly disguised. 1/1d8 if the true raw hamburger crossed with a badly designed
form is revealed. anatomy mannequin - one that walks and talks with
terrifying predatory menace.
36
STR 21 CON 25 DEX 17 INT 15 POW 16 CHA 6* Central Asia, after he smuggled some antiquities to
HP 23 WP 16 crime lords. The money was very good, but it didn’t
*(Only if "fresh" or can only hear) make him happy. He had no friends and every one
Skills: Athletics 99%,Computer Science 50%, First of his family disowned him before his 30th birthday.
Aid 85%, Foreign Language (Spanish) 64%, Hamilton died in an accident at home, falling down
Forensics 55%, Medicine 82%, Occult 56%, the stairs. The Other possessed his corpse
Persuade 40%, Pharmacy 91%, Science (Biology) because Hamilton had foolishly drank some
75%, Surgery 75%, Unarmed Combat 75%, alchemical potion that he was informed would make
Unnatural 67%. him super-intelligent, but really just tagged him for
Attacks: Claw or Bite 75%, 1D4+3 damage, AP 3. physical subversion by unnatural powers.
Armor: 3
Undying: Heals 1 HP per turn unless the body is Draco is the least mentally developed of the gang.
completely destroyed. At HP 0, the Other drops It still knows a fair bit more than its “younger” days,
prone but twitching and begins to heal. If the body but the monster still hangs onto its habits from the
is destroyed, the incorporeal Other abandons the time it spent floating around the space between
vessel and jumps unseen into another corpse spaces. Notably, it compulsively panics and snarls
within 10 meters. Hypergeometric rituals can trap at any bright light in the middle of the night. He has
and/or destroy an Other in its non-physical form. some flashes of Hamilton’s skills and talents,
Exposure to certain exotic materials/energies however. His place in the gang is to do the sneaky
(ozone, anti-matter, high-pitched sonic vibrations, and shady stuff.
nuclear radiation, ultraviolet light, etc.) may also
destroy an Other in spirit form, at GM's choice. Driven by ancient and cruel grudges against the
Rituals: Ageless Banquet, Healing Balm, Preserve Great Race of Yith, the monster seeks out any
Living Brain, Raise from Essential Saltes, rumors of time-travelers and demonic possessions
Reanimation Formula. in the off-chance it encounters a Yithian to savage
Unnatural Documents: Collected Research Notes and sabotage.
(In English and Spanish. Study times: months.
Medicine +4%, Pharmacy +2%, Science (Biology) In his human guise, Draco is a reasonably
+4%, Unnatural +2%. SAN loss 1D6. Rituals: any handsome but awkwardly dressed man of
Healing the GM likes.) indeterminate race, with hair dyed blonde and
SAN loss: 0 if freshly disguised. 1/1d8 if the true bright green eyes. His true form, sallow and
form is revealed. twitching, always foams at the mouth with
gruesome blue bile, and craggy bones jut out from
his neck and chest.
Draco/That Which Was Dirk
Hamilton STR 21 CON 25 DEX 17 INT 9 POW 11 CHA 11*
HP 23 WP 11
Disgraced treasure hunter, now host to something
*(Only if "fresh" or can only hear)
Other
Skills: Archaelogy 49%, Athletics 99%,
Criminology 50%, Drive 60%, Firearms 36%,
The Other who named himself Draco has minimal
Foreign Language (Arabic) 33%, Foreign Language
memories of the man he is a mockery of. Past
(Spanish) 40%, Foreign Language (Russian) 18%,
some vague details and his name, Dirk Hamilton,
History 37%, Law 25%, Melee Weapons 66%,
the monster barely understands who his corpse
Occult 46%, Persuade 30%, Search 57%, Stealth
was. If the monster ever bothered to research these
94%, Unarmed Combat 75%, Unnatural 44%.
things, he would find Dirk Hamilton was a
Attacks: Claw or Bite 75%, 1D4+3 damage, AP 3.
successful but hated “treasure hunter” who spent a
Armor: 3
lot of time running from the proper authorities of
37
Undying: Heals 1 HP per turn unless the body is learn more and more rituals whenever she can. It
completely destroyed. At HP 0, the Other drops has already stolen valuable tomes from occult
prone but twitching and begins to heal. If the body researchers and March Tech labs. Her contributions
is destroyed, the incorporeal Other abandons the to the gang are mostly social - she looks harmless
vessel and jumps unseen into another corpse to a casual observer and speaks rather eloquently.
within 10 meters. Hypergeometric rituals can trap She never stops smiling, never.
and/or destroy an Other in its non-physical form.
Exposure to certain exotic materials/energies In her human form, Columba is a wizened and
(ozone, anti-matter, high-pitched sonic vibrations, willowy lady with silver stringy hair and faded brown
nuclear radiation, ultraviolet light, etc.) may also eyes, dressed in delicate and dainty fashions.
destroy an Other in spirit form, at GM's choice. Under the illusion, however, is a hideous crone-like
SAN loss: 0 if freshly disguised. 1/1d8 if the true zombie whose skin bubbles and throbs with
form is revealed. disgusting vitality.
STR 21 CON 25 DEX 17 INT 18 POW 18 CHA 9*
HP 23 WP 18
Columba/That Which Was Polly *(Only if "fresh" or can only hear)
Wainwright Skills: Alertness 75%, Anthropology 80%, Art
(Singing) 65%, Athletics 99%, Craft (Garment
Witch of the wilds, now host to something Other
Making) 78%, Disguise 70%, Dodge 75%, First Aid
The poor unfortunate soul who donated her body to
44%, Foreign Language (any four) 56%, History
this monster was a widow and hermit named Polly
94%, HUMINT 84%, Medicine 39%, Occult 95%,
Wainwright. Shunned as a creepy witch after the
Persuade 90%, Pharmacy 66%, Psychotherapy
mysterious death of her husband, the aging and
30%, Ride 88%, Search 80%, Stealth 50%,
childless loner Wainwright spent much of her days
Survival 97%, Unarmed Combat 75%, Unnatural
foraging in the woods and trying out strange new
82%.
drugs in the hopes that it would distract her from
Attacks: Claw or Bite 75%, 1D4+3 damage, AP 3.
her despair and isolation. The hallucinogens she
Armor: 3
found in nature eventually made her dream of
Undying: Heals 1 HP per turn unless the body is
strange beings, who taught Wainwright the secrets
completely destroyed. At HP 0, the Other drops
of magic. As Wainwright grew older and more
prone but twitching and begins to heal. If the body
entranced by the glory of magic, her personality
is destroyed, the incorporeal Other abandons the
twisted into itself, becoming more and more
vessel and jumps unseen into another corpse
blackhearted and power-hungry. When her body
within 10 meters. Hypergeometric rituals can trap
began to fail her, Polly Wainwright sought out
and/or destroy an Other in its non-physical form.
dangerous rituals that would reverse her
Exposure to certain exotic materials/energies
decrepitude. Instead, the rituals she discovered
(ozone, anti-matter, high-pitched sonic vibrations,
were broken and turned her entire body into one
nuclear radiation, ultraviolet light, etc.) may also
big cancer. Some decades later, the Other who now
destroy an Other in spirit form, at GM's choice.
calls herself Columba found the corpse of the witch
Rituals: Call Zombies, Clairvoyance, Dust of the
while feasting on a burst of unnatural energy, and
Thresholds, Fascination, Finding, Infallible
hijacked it as a body.
Suggestion, Obscure Memory, Open Gate,
Petrification, The Powder of Ibn-Ghazi, The Primal
Columba is the “oldest” of the gang - the one who
Lay, Release Breath, See the Other Side, Song of
knows most about hypergeometric rituals and
Power, Soothing Song, Speaking Dream, Speech
humanity. She is perfectly convincing as a human
of Birds and Beasts, Swarm, The Voorish Sign,
being. Perhaps some backwash of her
Withering.
megalomaniacal original's memories and dying
SAN loss: 0 if freshly disguised. 1/1D8 if revealed.
desperation infects her, as it drives the monster to
38
Virgo/That Which Was Tanya were so inclined, Virgo could also help out with the
gang’s financial situation and run a business.
Nelson-Brown
Greedy aristocrat, now host to something Other Virgo looks like a wrinkly but austere white woman
of middle age when disguised, her gray eyes
Back in the Gilded Age, a scion of an old money constantly scanning and scrutinizing the world
robber baron family distinguished herself as a around her for threats and prey. She keeps her
woman who lusted after money and breathed spite. rusty red hair tied up in a bun, with dirty pink
That woman was named Lady Tanya ribbons keeping it there. Stripped of her human veil,
Nelson-Brown, and she was hated as a legendary the monster is a gruesome visage of a rotting and
rent-seeking overlord, hiring private goons to rat-bitten deadite with eye sockets filled with
enforce her own brand of “vulture capitalism” in her swirling and physics-defying red liquid and
company town. Anyone who annoyed her on a sparkling purple fog streaming from the mouth.
personal level was in for a truly bad time. STR 21 CON 25 DEX 17 INT 14 POW 11 CHA 14*
HP 23 WP 11
Everyone breathed a sigh of relief when she finally *(Only if "fresh" or can only hear)
died of disease at age 58. She left no inheritance to Skills: Accounting 57%, Alertness 45%, Athletics
her heirs, preferring to entomb her vast riches in a 99%, Bureaucracy 50%, Dodge 71%, Firearms
distant underground vault where no living could 50%, Heavy Weapons 8%, Law 62%, Melee
ever know. Her heirs paid her back by leaving her Weapons 75%, Persuade 47%, Ride 55%, Stealth
corpse in a hastily dug hole, instead of the fancy 86%, Unarmed Combat 85%, Unnatural 44%.
funeral she specified to her lawyer. Attacks: Claw or Bite 85%, 1D4+3 damage, AP 3.
Glock 20 heavy pistol 50%, 1D12 damage.
The dead body of Lady Nelson-Brown was then Machete 75%, 1D8+4 damage.
promptly stolen by an amateur necromancer, who Armor: 3
figured he could use a magical ritual to speak with Undying: Heals 1 HP/turn unless the body is
her ghost and force the deceased dame to give up completely destroyed. At HP 0, the Other drops
the secret location of her hoarded wealth. Instead, prone but twitching and begins to heal. If the body
the flawed ritual summoned the Other who would is destroyed, the incorporeal Other abandons the
later call herself Virgo into the body, sealing the fate vessel and jumps unseen into another corpse
of the grave-robber. within 10 meters. Hypergeometric rituals can trap
and/or destroy an Other in its non-physical form.
The second oldest of the gang tends to clash the Exposure to certain exotic materials/energies
most with her fellows. Virgo often starts fights with (ozone, anti-matter, high-pitched sonic vibrations,
humans in bars and clubs, killing at least one nuclear radiation, ultraviolet light, etc.) may also
person every second month - and that number destroy an Other in spirit form, at GM's choice.
would be much higher if her gang did not restrain SAN loss: 0 if freshly disguised. 1/1d8 if the true
her with severe violent means. Operating off the form is revealed.
fragments of its original's greed and jealousy, the
Other makes sure to constantly steal money and
precious things - antiques, gems, gold, bearer
bonds and so on. It hoards such things in big burlap
sacks and briefcases, strangely proud of earthly
riches. Virgo is determined to take the secret
treasure vault of its original to its own second
grave. Virgo is the most combat-savvy of the gang,
comfortable with guns and melee weapons. If they
39
Using the Tombstones
Gas Stations and Grave Markers: The gang are
serial killers, full stop. Federal law enforcement will
eventually notice the five are kidnapping, murdering
and eating people all across the United States. Any
Delta Green presence within the FBI may realize
the latest manhunt is after an unnatural quarry, and
assign the agents to get in on the task force and
settle the matter. Can they track the
corpse-puppets all over America’s backroads?
Stay in Your Lane: The Tombstones hate some
species of unnatural intelligences. If a mission pits
the agents against any one such monster, they may
also encounter the gang as rivals in the hunt. The
gang will not treat the agents kindly.
Wanted Undead or Alive: One of the gang’s
original humans, Dirk Hamilton, is still wanted for
international crimes and has never been confirmed
dead. When an unlucky television news crew shot
films of the Other in a crowd while covering a big
movie festival, an Interpol agent spots him and puts
out a call to get him arrested. The ensuing manhunt
goes poorly...the bounty hunters after the smuggler
turn up very, very dead. That’s when the group
enters the scene, wondering why some dumbass
treasure hunter who stole some dusty statues is
now capable of ripping and tearing multiple people
apart.
40
rumors to scout vulnerable criminals, using cut-outs
The Watercolor Institute as a front for “job interviews''. Blackmail and magic
A Clandestine Group for the Delta Green RPG, by are the most common tools for keeping “employees'
threethreethree ' in line. Only Fred Whitetail himself even glimpses
J-Cell, or their plans.
“First rule of assassinations: kill the assassins.”
- Captain James T. Kirk, Star Trek VI: The Operations and Tactics.
Undiscovered Country
The agents make the patron tell them everything
The group known as The Watercolor Institute is and use his resources to set up the hits. The
carrying out targeted killings with hypergeometry "patron" provides the targets to his underlings. The
rituals. In the aftermath of the fall of The Fate and hackers scout the target and get paid to gather
The Cult of Transcendence, the group may have information and soften up the target. Maybe some
scouted former members on the run and inducted criminals get paid to collect DNA from the target
them into their ranks. They may also have former (for the Withering ritual). The ritualists then
DG agents, former Friendlies, former March Tech assassinate the target with hypergeometry, and get
and ex-MJ-12 in their ranks. Any busted mythos paid for it. If the agents feel any of their pawns,
cult that used magic prominently could be picked especially the ritualists, have become too
over for Watercolor Institute recruits. While the distasteful or dangerous to let live, they are killed
Institute looks like an enemy of Delta Green on the off either by the Institute’s own people or sold out to
surface, they are technically unwitting allies in Delta Green. All the assassins, and most of the
secret - for now. other criminals involved, are eventually betrayed by
their superiors and disposed of this way.
The Watercolor Institute operates almost entirely
within the U.S., with only scant resources and
History
membership outside America. They have access to
black markets and dark net contacts, not to mention The true masters of the Watercolor Institute are
a millionaire "patron". Outlaw Delta Green agents, specifically three
Outlaw Agents who make up the J-Cell. They are
Agents JEFFERSON, JACOBS, and JOHNSON.
Structure Shortly after the completion of Operation
The Watercolor Institute is a multi-layered SWORDPLAY on the 12th of April 2004, J-Cell had
deception. Its public face is the umbrella recovered enough of a paper trail to track down
corporation of millionaire industrialist Fred Whitetail several “wizards” - individuals who had learnt
and his attached investment group. Underneath hypergeometric rituals and were using them to
that facade is a criminal enterprise of black hat commit crimes for profit. This had been J-Cell’s 5th
hackers and assassins that pull off murders-for-hire encounter with people using “magic” for illegal
with unnatural methods (hypergeometry rituals, business, and it had convinced them it was a
mostly) - Fred Whitetail is their patron and main serious problem...but also an opportunity. J-Cell
profiteer. In actual fact, Fred Whitetail is a puppet, had been a part of Delta Green’s campaign against
thoroughly compromised and controlled by a few The Fate, and they recognised many of the
semi-renegade DG Outlaws who use him and the survivors of that hideous cult were still out there.
Institute as a cat's paw for destroying threats and Perhaps the best way to lure them in, and others
inconvenient people. Recruiting is usually done like them, was establish a “sting” front that would
through the black market and similarly underworldly promise the same? Perhaps such a front could be
channels. The Outlaws behind the group also use deployed against other cults, madmen and human
their access to law enforcement databases and threats?
41
Of course, J-Cell might have been biased towards are paid to promote the Institute’s “business” and
this idea by their own use of hypergeometry to it's “outreach” to targets and information sources.
advance the mission of Delta Green, which their Laundering the money trail and cleaning digital
handler’s supervision had not picked up on. They evidence is also done by these employees.
have slipped through the cracks, secretly studying
rituals from tomes. 2 years later, after intense J-Cell keeps a private storehouse for its own
planning and preparations, J-Cell finally started collections of unnatural artifacts and tomes of lore,
building up the core of The Watercolor Institute and which they draw their knowledge of hypergeometry
its operation. from. No-one else, in or outside the Institute, knows
of this trove. Only the agents know the location of
J-Cell eventually chose the millionaire and venture the converted and booby-trapped fallout shelter
capitalist Fred Whitetail to use as their central where they leave their dirty secrets - not even a
pawn, who they could then build a “project” around. single piece of paperwork lists the shelter’s
J-Cell easily broke him down with terrifying displays existence.
of what their hypergeometry could do - including
control his mind and kill him instantly at any J-Cell have the following unnatural tomes in their
distance (J-Cell has prepared a malefice with his collection; The 1909 Golden Goblin version of
DNA in case they feel like executing him with a Nameless Cults (Handler’s Guide, page 163), Jake
Withering spell). Fred Whitetail became convinced, Dyson’s Diary (see below), Azathoth and Other
semi-correctly, that he cannot escape J-Cell and Horrors (Handler’s Guide, page 156), and The
that he is now owned body and soul by them. Collected Files of the Gilchrist Research Project
(see below).
The good name and handsome bank account of
Fred Whitetail was more than enough to launch a Jake Dyson’s Diary
criminal enterprise promising murder-for-hire, a “Big
Store” scam aimed at recruiting those In English. Study time: days. Criminology +3%,
knowledgeable in unnatural rituals. The dark web Occult +2%, Unnatural +1%. SAN loss 1D4.
contacts and shady information brokers needed to 734 pages of a custom-printed paper journal,
act as stalking horses were easily paid off by the covering a period of 5 years and many hours of
cowed millionaire. research into “magic spells”, that belonged to Jake
Dyson of New York City. Dyson was a junior agent
Today, The Watercolor Institute has gone through a of The Fate for just over 7 years and had learned
few cycles of recruiting assassins and then just enough horrid and powerful secrets to survive
eliminating them once more dangerous targets the collapse of the cult. He managed to evade
were put down. Any individual who uses Delta Green for only 16 months before J-Cell
hypergeometry for his own purposes and is hunted him down - during that time, he had put his
detected by an investigation could become a target collected knowledge of hypergeometry to work on
of J-Cell’s pet project. robbing banks and killing anyone who earned his
Resources ire. To this day, Dyson is officially a missing person
The Watercolor Institute runs on the combination of cold case, J-Cell has made sure his body will never
Fred Whitetail’s personal wealth and J-Cell’s be found. Jake Dyson’s diary, retrieved by J-Cell
unnatural assets. from his remote hideout in the worst neighborhood
of NYC, records selected rituals he had mastered
Established criminal underground networks across while working for The Fate. In the diary’s most
the U.S. have some vague idea of murder-for-hire fearful entries, Dyson hints at knowing other
services that the Institute uses as protective hypergeometry that he feels is too difficult to write
camouflage. A rotating team of crackers and fixers down.
42
Recommended Rituals: “Body Swap” (Exchange associates know the Watercolor Institute by its
Personalities), “Judgment” (Withering), Obscure actual real name - and only half the people on the
Memory, Infallible Suggestion, “Symbol of Safety” inside do.
(The Elder Sign), Pentagram of Power, Speaking
Dream.
Important Individuals: The
The Collected Files of the Gilchrist Trust Watercolor Institute
Research Project
In French. Study time: weeks. Archaeology +5%,
Ned Green
Anthropology +4%, History +1%, Medicine +1%, Witch-Hunting Commando, age 46.
Occult +5%, Science (Biology) +1%, Unnatural Ned Greene grew up a military brat who got moved
+4%. SAN loss 2D6. from aunt to uncle to his birth parents constantly.
The Gilchrist Trust was the pet project of a He never really knew any other life outside the
terminally ill old-money aristocrat back in the early armed forces. He was a seasoned Army Ranger by
2000’s. Its stated purpose was to research the the time he first encountered the unnatural. Delta
science and myth of human death, with an eye Green’s offer was a no-brainer - the last of his
towards either discovering immortality or extended family had died four months back and he
discovering what came after death. Despite its never married. He had nothing to lose.
ridiculous aspirations, it had inadvertently made
huge progress in uncovering unnatural truths Over the course of his work with the Group, he
before Delta Green managed to shut it all down and began to develop a special hatred for people who
steal all the project’s findings. Its benefactor was were in cahoots with the monsters. The reason he
eliminated shortly thereafter. J-Cell pulled off the never joined the Program was that he saw too
mission flawlessly and kept most of the project’s much of “the collaborators” in them. He is the only
research for themselves. All of the Trust are member of J-Cell who is aware of the Delta Green
believed to be dead. schism.
Recommended Rituals: “Escape the Grasp of the
Reaper” (Ageless Banquet), “Benevolence from Since he was discharged from the Rangers
Hera” (Healing Balm), “Alchemical Rebirth” (Raise honorably, Greene has been throwing himself full
from Essential Saltes), “Speak with the Other Side” force into Delta Green and managing his “baby” the
(Whispers of the Dead (Unknown)). Watercolor Institute. Underneath the veneer of
military discipline and dutiful grace, Greene is a
bitter and hateful man, consumed by the desire to
Significant Locations rip and tear anything he considers a threat.
The Watercolor Institute operates entirely within the
United States, and only a few of its membership, Ned Greene, codenamed Agent JEFFERSON, is a
typically the hackers on staff, live outside America. tall and wide (1.87 meters tall and 106 kilograms)
The closest thing to a HQ the group has, is Fred half-Arabic half-slavic man with completely shaved
Whitetail’s investment group offices. brown hair and hazel eyes. He tries to dress as
plain as possible, in well-cleaned white shirts and
The most important facilities of the Watercolor rugged blue jeans, but his constant frowning ruins
Institutes are spread out across the dark web black the illusion of nonchalance he desires.
markets, the safehouses where their assassins
hideout in, the private residence of Fred Whitetail,
and J-Cell’s repurposed fallout shelter in the Ohio
wilderness. None of their underworld business
43
STR 14 CON 14 DEX 14 INT 14 POW 14 CHA 6 Recruited into the Outlaws and J-Cell after a
HP 14 WP 14 SAN 39 BREAKING POINT 28 disastrous encounter with a patient who did not
Bonds: Agent JOHNSON, 6 [DELTA GREEN]. stay dead (or human), Agent JACOBS found
Agent JACOBS, 6 [DELTA GREEN]. himself enjoying the danger and secrecy of the
Motivations and Disorders: mission, despite the terrifying unnatural monsters
Destroy traitors to humanity. he has had to run from. Hypergeometry, in
Staying sane in the face of the horrible. particular, interests him - the terrifying power of real
Ligyrophobia. goddamn magic is something he licks up like sugar.
PTSD.
Amnesia. Jason Van Kampen is a handsome, blonde, white
Adapted to Violence. man with bright green eyes. He is 1.77 meters tall
Skills: Alertness 70%, Athletics 60%, Criminology and weighs 73 kilograms. He wears dashing outfits
25%, Demolitions 50%, Firearms 75%, Heavy more suited to professional dancers, jet pilots and
Weapons 50%, Melee Weapons 55%, Military race car drivers in his spare time, trying to look
Science (Land) 60%, Navigate 50%, Occult 30%, every inch the daredevil he believes himself to be.
Stealth 80%, Survival 80%, Swim 50%, Unarmed
Combat 60%, Unnatural 23%. STR 9 CON 12 DEX 11 INT 16 POW 16 CHA 16
Special Training: Hand grenades (Athletics). HP 11 WP 16 SAN 54 BREAKING POINT 48
Lockpicks (DEX). Bonds: Agent JOHNSON, 12 [DELTA GREEN].
Armor: 3 (concealable kevlar vest) Agent JEFFERSON, 10 [DELTA GREEN].
Attacks: Colt M4 carbine with suppressor 75%, Best friend (Joey), 10.
1D12 damage. Sister (Clara), 10.
12-gauge shotgun 75%, 2D10/2D6/1D6 damage. Mother (Agnes), 7.
Glock 23 pistol 75%, 1D10 damage. Co-workers, 6.
Unarmed 60%, 1D4 damage. Motivations and Disorders:
LHR combat knife 55%, 1D6+1 damage. Kicking ass and taking names.
Rituals: “Judgment” (Withering), Obscure Memory, Being the best at what he does.
Infallible Suggestion, “Symbol of Safety” (The Elder Keeping the unnatural a secret.
Sign), “Benevolence from Hera” (Healing Balm). Crushing the traitors to humanity.
Unnatural Documents: The 1909 Golden Goblin Addiction (stimulants).
version of Nameless Cults (Handler’s Guide, page Adapted to violence.
163), Jake Dyson’s Diary, Azathoth and Other Skills: Alertness 48%, Art (Dancing) 55%,
Horrors (Handler’s Guide, page 156), and The Bureaucracy 49%, Drive 77%, First Aid 78%,
Collected Files of the Gilchrist Research Project. Forensics 49%, HUMINT 60%, Medicine 51%,
Navigate 72%, Occult 27%, Persuade 66%,
Jason Van Kampen Pharmacy 74%, Science (Biology) 45%, Search
56%, Unnatural 18%.
Cleaner, Medic and Torturer, age 33. Attacks: Unarmed 40%, 1D4-1 damage.
Jason Van Kampen, the youngest and most Rituals: Exaltation of the Flesh, “Body Swap”
recently recruited agent of J-Cell, is a smug and (Exchange Personalities), “Judgment” (Withering),
manipulative EMT and ambulance driver who has Obscure Memory, Infallible Suggestion, “Symbol of
picked up plenty of dirty tricks for interrogating and Safety” (The Elder Sign), Pentagram of Power,
torturing people. He also provides the cell with Speaking Dream, Finding, Fascination, Song of
evidence destruction and medical services. When Power.
J-Cell needed to break Fred Whitetail down, Jason
Van Kampen was first at the plate, and he didn’t
need any help from the others.
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Unnatural Artifacts: he shouldn’t have, but her main point of contact
Brass Bowl of the Dark Man: This artifact is a was J-Cell. She has no idea of the schism.
fairly large 19th century masterpiece bowl
decorated with carvings depicting some strange What no-one but her knows, is that exposure to an
creature of shadows and maws. If filled with some unnatural entity a few missions back has infected
blood and other bodily fluids from a person, the Freeman with a deadly disease not native to this
bowl can allow anyone paying 10 WP and 1D6 dimension. The pathogen will slowly but surely shut
SAN to psychically dominate that person and give down her biological systems within a decade. With
them long-standing orders for as long as the bowl is her secret sickness not curable by modern science,
stained with the viscera. J-Cell uses this artifact, Agent JOHNSON has covertly turned to the
along with other rituals, to make Fred Whitetail fund unnatural to help her. Mary Freeman is very
the Watercolor Institute and send them information. smart...but she is about to do something very
Heartseeking Blade of the Dark Man: This artifact stupid.
is a 14 inch long and extremely sharp iron knife that
was used by a sinister witch-cult of Puritan New Agent JOHNSON is a frail and short
England. If used to ritually murder a human being african-american woman with faded black hair and
on the night of a full moon while drinking a small bloodshot green eyes. She dresses in classic black,
amount of poison (with appropriate SAN loss for baggy, hooded clothes and very little makeup or
murdering someone), the wielder gains 1 POW jewelry. She is 1.65 meters tall and weighs 60
permanently, up to a max of 18. kilograms. Her skin is noticeably paler than is
Unnatural Documents: The 1909 Golden Goblin healthy, with visible veins on her face. She is very
version of Nameless Cults (Handler’s Guide, page socially adept, however, capable of flawless lying
163), Jake Dyson’s Diary, Azathoth and Other and turning on the charm of an insightful and warm
Horrors (Handler’s Guide, page 156), and The humanist. It’s what kept her out of trouble during
Collected Files of the Gilchrist Research Project. her time working with Delta Green.
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around him with total contempt unless he thinks As an assassin for the Watercolor Institute, he
there’s a paycheck at the other end of behaving. He knows very little of importance, and is given the
enjoys danger and cruelty of any kind. He always most unpleasant tasks. He changes his
carries a gun. His hygiene is still pretty good and appearance very often.
his diet is strictly healthy, thanks to his well-honed
self-discipline. STR 12 CON 12 DEX 12 INT 11 POW 16 CHA 7
HP 12 WP 16 SAN 17 BREAKING POINT 0
STR 10 CON 16 DEX 10 INT 15 POW 11 CHA 5 Bonds: None.
HP 13 WP 11 SAN 48 BREAKING POINT 44 Motivations and Disorders:
Bonds: None. Stay alive no matter the cost.
Motivations and Disorders: Addiction (Hypergeometry).
Being a bully and getting away with it. Paranoia.
Revenge on anyone who wrongs him. Sleep Disorder.
Making money. PTSD.
Overcoming new challenges. Adapted to helplessness and violence.
Investigating secrets. Skills: Alertness 67%, Athletics 59%, Criminology
Adapted to violence. 71%, Disguise 65%, Drive 54%, Dodge 59%,
Skills: Accounting 50%, Computer Science 80%, Firearms 74%, First Aid 39%, Forensics 60%, Law
Craft (Electrician) 60%, Craft (Locksmithing) 65%, 20%, Melee Weapons 50%, Occult 40%, Persuade
Craft (Mechanic) 60%, Craft (Microelectronics) 50%, Stealth 83%, Unarmed Combat 67%,
75%, Criminology 55%, Firearms 45%, Foreign Unnatural 26%.
Language (Russian) 40%, Foreign Language Special Training: Insider knowledge of assassins
(Spanish) 45%, HUMINT 45%, Law 40%, Persuade (Criminology).
55%, Science (Mathematics) 60%, SIGINT 55%, Amour: 3 (concealable kevlar vest).
Stealth 45%. Attacks: Unarmed 67%, 1D4-1 damage.
Special Training: Electronic security systems Garrote 67%, works only from surprise, target is
(INT). Insider knowledge of dark web hacker pinned and silent, 1D6 damage per round until
underground (Criminology). Deep knowledge of the target escapes or dies.
hacker subculture (INT). Combat knife 50%, 1D6 damage, AP 3.
Attacks: Unarmed 40%, 1D4-1 damage. S&W Model 13 revolver 74%, 1D12 damage.
.357 Magnum revolver 45%, 1D12 damage. IMI Uzi SMG 74%, 1D10 damage or 10% Lethality
burst.
Adam Fox-Ivey Remington Model 700 semi-automatic heavy rifle
74%, 1D12+2 damage, AP 5.
Hitman on the Brink and About to Break, age 35 Withering 82%, costs 3 HP, 1D8 SAN and 12 WP,
inflicts 1D20 damage.
Adam Fox-Ivey grew up poor, abused, and always Rituals: “Summon The Tutor” (Immortal
desperate. Otherworldly tempters zeroed in on him Messenger), Exaltation of the Flesh, Infallible
when he was in his early teens and quickly got him Suggestion, Obscure Memory, Withering.
dependent on hypergeometry to survive and thrive.
He was already under immense stress and hunted
like a dog when The Watercolor Institute recruited
him. His assignments did not change that, no
matter how much he got paid. He is doomed, and
he knows it. It’s what he deserves, for having
murdered so many people.
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Player Characters and Generic
NPCs
This group is NOT intended to be played by players
as a default assumption. Most of its generic NPC
members (Handler’s Guide page 354) are some
criminal flavour of Computer Expert, Gangster, or
Terrorist. The assassins have appropriate rituals
(Withering at least), and some more of their own if
they prefer.
Adventure Seeds
A violent stand-off between the Program and the
Outlaws has started. J-Cell is one of the teams that
the Outlaws have tasked with pushing back at the
Program. J-Cell does not have the whole story, or
any in-depth knowledge of who their quarries really
are. Naturally, they deploy their pawns in The
Watercolor Institute to harass them, escalating the
situation.
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The Back Matters
Historical Notes
This was originally compiled into a Dropbox sometime around 2020, following the previous volume’s
compilation in 2019. In March of 2022 on the Night At The Opera Discord, Agent Fintcher and Staggered
Amusement Machine came up with the idea of a fanzine, unaware that 333 already published two issues.
After some discussion (and help from Travern), 333 gave Agent Fintcher and Staggered Amusement Machine
permission to publish those original two.
All of the content was written by 333, with layout and editing done by Agent Fintcher and Staggered
Amusement Machine.
Contact
For questions, please email [email protected].
Credits
“Whispers of the Dead - Issue 2 Cover” was sourced from “Flowstone (Onyx Cave, west of Cave City,
Kentucky, USA) 5,” “Royal Marines on Exercise in the USA,” and “Lagoon Nebula.”
"Flowstone (Onyx Cave, west of Cave City, Kentucky, USA) 5" by James St. John is marked with CC BY 2.0.
"Royal Marines on Exercise in the USA" by Defence Images is marked with CC BY-NC 2.0.
“Lagoon Nebula” by NASA, ESA, and STScl.
Identity
Whispers of the Dead Team is composed of Michael Kennan (333 or threethreethree), Agent Fintcher, and
Staggered Amusement Machine.
Legal
Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is
a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents
of this document are © Whispers of the Dead Team, excepting those elements that are components of the
Delta Green intellectual property.
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