With The Fall of Delta Green having psychedelically burst onto the shelves of finer game stores everywhere and indeed of this very site, this column keeps on bursting the covers of that already overfull tome. This time, rather than throw more weird story meat out there for the Handler, it’s time to give the players some love. And what better form can love take than a steady government paycheck? No better form, in the 1960s or now, surely. So here are a few more Departments where Agents can hang their hats while they’re out hatlessly hunting the unnatural. All these appear in the same format as those in the core book; and as always, yes, some of these Departments are actually just agencies, offices, bureaus, commands, and so forth.
Ability ratings with asterisks add to the rating already in the template, if you pick that ability for your Agent.
Army Security Agency
Technically under the wing of the NSA, but commanded by a U.S. Army general, the ASA protects electronic transmissions by the U.S. Army and attempts to intercept enemy and hostile communications both in the field and from listening stations, satellites, and other technical means. The ASA also has responsibility for electronic countermeasures and electronic warfighting if needed.
In Vietnam, the ASA operates as the 3rd Radio Research Unit (509th Radio Research Group after 1965) out of Tan Son Nhut in Saigon, accompanying Special Forces and MACV-SOG units and providing ELINT to regular U.S. forces in country. ASA pilots fly Special Electronic Mission Aircraft (SEMA) over the jungles, locating and targeting Viet Cong and NVA transmissions … and perhaps other phenomena.
Prerequisite: Begin by building your Agent using the Soldier template (FoDG, p. 028). You may be Active Duty.
Points: 9 Investigative, 12 General
Foreign Language 1, HUMINT 1, Military Science 1, SIGINT 2, Traffic Analysis 1
Bureaucracy 2, Mechanics 2
Pick Three Investigative: Anthropology 1, Cryptography 1, Data Retrieval 1, Foreign Language 1*, Interrogation 1, Photography 1
Pick Two General: Athletics 4, Mechanics 4*, Pilot 4, Sense Trouble 4, Stealth 4
Bureau of Customs
The U.S. Bureau of Customs doesn’t just collect tariffs and man airport checkpoints (or the other 300 points of entry into the United States) looking for undeclared bottles of wine. Its Office of Investigations combats art and antiquities smuggling, human and narcotics trafficking, and illegal weapons sales both at home and overseas; in 1969 it gets an Air Interdiction Unit. The Customs Bureau also maintains and secures bonded warehouses in ports and airports where almost anything might be stashed away by someone.
Points: 11 Investigative, 23 General
Accounting 1, Law 2, Cop Talk 1, Notice 1, Streetwise 1
Bureaucracy 2, Conceal 2, Drive 3
Pick Five Investigative: Accounting 1*, Archaeology 1, Art 1, Cop Talk 1*, Criminology 1, Foreign Language 1, HUMINT 1, Interrogation 1, Law 1*, Notice 1*, Streetwise 1*
Pick Four General: Athletics 4, Conceal 4*, Health 4, Pilot 4, Preparedness 4, Sense Trouble 4, Stability 4, Stealth 4
Central Intelligence Agency
Division D Intercept Specialist
Within the CIA’s Directorate of Plans, Division D handles the collection of electronic and signals intelligence, sometimes in partnership with the Office of Research and Development. The Division’s work happens overseas, in embassies and foreign listening stations such as Kagnew in Ethiopia and Teufelsberg in West Berlin. “The Shop” (FoDG, p. 033) most likely operates under Division D, which does not scruple to access foreign transmitters as well as passively intercept foreign signals. In 1978, Division D folds into the Special Collection Service (SCS), a joint NSA-CIA program.
Points: 14 Investigative, 25 General
Agency 2, Architecture 1, Cryptography 1, Data Retrieval 1, Foreign Language 1, HUMINT 1, Notice 1, SIGINT 2, Tradecraft 1
Bureaucracy 3, Firearms 1, Mechanics 5, Stealth 3, Unarmed Combat 1
Pick Three Investigative: Architecture 1*, Cryptography 1*, Foreign Language 1*, Photography 1, Reassurance 1, SIGINT 1*, Streetwise 1, Tradecraft 1*, Traffic Analysis 1
Pick Three General: Conceal 4, Disguise 4, Filch 4, Mechanics 4*, Preparedness 4, Stealth 4*
Office of Scientific Intelligence Analyst
Tasked with collecting information about scientific developments that could affect national security, the OSI remains something of an odd man out within the CIA. It supports U-2 flights and (until 1965) analyzes Soviet rocket launches, it monitors nuclear tests and provides grants to cooperative universities. In 1963 it moves from the Directorate of Intelligence to the DDS&T; in the confusion and bureaucratic infighting that follow, DELTA GREEN uses OSI as a seine for any hint of hypergeometric research overseas or inside MAJESTIC.
Points: 13 Investigative, 20 General
Data Retrieval 1, Fringe Science 1, Military Science 1, Notice 1, Physics 1
Add One Scientific Specialty: Astronomy 2, Biology 2, Chemistry 2, Physics 2*
Bureaucracy 3, Firearms 1, Mechanics 4, Sense Trouble 1, Unarmed Combat 1
Pick Three Investigative: Agency 2, Data Retrieval 2*, Foreign Language 2, Fringe Science 2*, SIGINT 2, Traffic Analysis 2
Pick Two General: Bureaucracy 5*, Network 5, Preparedness 5, Sanity 5, Stability 5
National Underwater Reconnaissance Office
Established in 1968 to take advantage of the sinking of the Soviet submarine K-129, NURO remains entirely classified for thirty years. Staffed by CIA and ONI personnel, NURO uses mini-subs and “special project submarines” like USS Halibut and USS Seawolf to carry out undersea operations against signal targets such as undersea cables and to penetrate both enemy and neutral waters for intelligence gathering. Prior to 1968 the ONI has a handful of officers tasked with undersea intelligence, but no dedicated program as such; the Navy has the “Oceanographic Systems” Commands (COMOCEANSYS) that operate the SOSUS deep-water sonar array.
The amount of intelligence product on Deep Ones alone that floods into DELTA GREEN with the establishment of NURO nearly drowns the program. Much of the planning of the abortive Operation POMPEY (FoDG, p. 185) comes from NURO sources. Meanwhile, program investigators backtrack the opposition to NURO to pressure from Exalted Circle-connected admirals and bureaucrats; another promising lead the dismantling of DELTA GREEN shuts off.
For COMOCEANSYS operators and officers, the Sailor template (FoDG, p. 027) is a prerequisite for your Military Service. Both COMOCEANSYS and NURO personnel may be Active Duty.
Points: 11 Investigative, 13 General
Cryptography 1, Military Science 2, Notice 1, SIGINT 1
Add 3 to any two of these: Bureaucracy 2, Drive 1, Heavy Weapons 1, Mechanics 2, Pilot 1
Pick Three Investigative: Agency 2, Cryptography 2*, Data Retrieval 2, Foreign Language 2, Physics 2, SIGINT 2*, Traffic Analysis 2
If your game uses Special Training skills, NURO frogmen should take SCUBA.
Prerequisite: Sailor template (FoDG, p. 027) for your Military Service. You are on Active Duty.
Points: 8 Investigative, 22 General
Add 1 to any two of these: Astronomy 1, Foreign Language 1, Inspiration 1, Interrogation 1, Notice 1, SIGINT 1
Athletics 4, Demolitions 3, Mechanics 2, Preparedness 3, Stealth 4
Pick Two General: Demolitions 3*, Firearms 3, First Aid 3, Heavy Weapons 3, Mechanics 3, Pilot 3, Stealth 3, Unarmed Combat 3