TEXT: Published by arrangement with the Delta Green Part-
  nership. The intellectual property known as Delta 
  Green is ™ and © the Delta Green Partnership, who 
  has licensed its use here. The contents of this document 
  are © 2015 by Shane Ivey, excepting those elements 
  that are components of the Delta Green intellectual 
  property. Illustrated by Dennis Detwiller, © 2015. For 
  quick-play rules and more downloads, please visit del-
  ta-green.com. Updated 12 JAN 2015.
  THE AGENTS 
  The Agents are all soldiers, intelligence officers, federal 
  agents, or civilian contractors in Afghanistan. Players 
  may use the pregenerated Agents found in this scenario 
  or create their own. Thanks to Delta Green’s machi-
  nations, all have been in Afghanistan longer than they 
  ever planned. Delta Green has always had fewer agents 
  in Afghanistan than you’d think. They expect to be 
  sent home soon. But now, they have a mission. Again.
   
  The following document is for the Handler’s eyes 
  only.
  THE OPERATION 
  The Agents are on a helicopter bound for U.S. Army 
  Forward Operating Base (FOB) Turner, in the remote 
  mountains of Paktika province. It’s just south of the 
  Hindu Kush mountains near Pakistan.
   
  The Agents received verbal orders from a Delta 
  Green control officer at Hamid Karzai International 
  Airport before they set off. A summary follows. Copy 
  it for the players or allow them to take notes reflecting 
  the Agents’ memorization of the instructions.
  KALI GHATI
  A Scenario for Delta Green: The Role-Playing Game
  Written by Shane Ivey
  
  2
  BACKGROUND 
  Tim Ellis was in Delta Green too long. The stresses 
  of his work with the group slowly burned away his 
  marriage and all his relationships in the real world; and 
  the dangers of Delta Green operations killed or crip-
  pled the fellow Agents who knew him. His Delta Green 
  control officer recommended that the group take him 
  out of rotation as a psychological casualty. They didn’t. 
  Agents were too scarce in Afghanistan. But they put 
  him somewhere quiet.
   
  Delta Green arranged for the CIA to station Ellis at 
  FOB Turner, ostensibly to watch for Taliban activity. 
  Delta Green instructed him to investigate rumors of 
  Kali Ghati, a haunted village; to report what he learned 
  to his control officer; and to take no further action.
   
  Weeks passed. In the relative calm of FOB Turner, 
  Ellis grew obsessed with Kali Ghati. Finally he de-
  stroyed his notes and set out on foot for the village. He 
  came face to face with the old power over which the 
  village was built, and he was lost. 
   
  There are real-world places called Kali Ghati. None 
  are related to the fictional locale in this scenario.
  ORDERS
  • FOB Turner is where TIM ELLIS 
  is stationed. Ellis is a CIA clan-
  destine services officer working 
  under the cover of an Army intel-
  ligence major. Ellis is also Delta 
  Green. In a photo from a few 
  years ago Ellis is a serious-look-
  ing, clean-cut and fit Caucasian 
  man about 40 years old.
  • Three nights ago, Ellis wandered 
  off base and hasn’t been seen 
  since. 
  • The Agents must find Ellis and 
  bring him in without attracting 
  any further attention. They can-
  not let Ellis be captured and in-
  terrogated by the Taliban.
  • The Agents have the cover of a 
  CIA team that’s posing as Army 
  intelligence specialists and ci-
  vilian advisors. Everyone at the 
  base will assume that they’re 
  CIA, not military intelligence. 
  The Agents can’t acknowledge 
  that, let alone their actual mis-
  sion.
  • The FOB’s interim command-
  er, Captain Eliot Byers, has al-
  ready been instructed to provide 
  “all 
  reasonable 
  assistance.” 
  The Agents are not told Ellis’ 
  activities or larger mission.  
   
  • The Agents are not to send que-
  ries or sensitive information over 
  any communications channels, 
  encrypted or otherwise. They 
  can use ordinary Army intelli-
  gence channels to request ex-
  traction from FOB Turner when 
  the mission is complete.
  • Delta Green’s standing orders 
  apply: Deal with the situation. 
  Collect intelligence. Save lives. 
  End the threat—whatever it is.
  FOB TURNER 
  Forward Operating Base Turner stands in the moun-
  tains of the Sar Hawza district of Paktika province, 
  easternmost Afghanistan. It’s a rough, rocky area bro-
  ken up by steep river valleys, once heavily forested but 
  now sparse from years of deforestation. Scrub brush 
  and scraggly trees cling to the dusty ground where 
  muddy creeks flow. It’s summer, hot and thirsty. 
   
  FOB Turner has been in the process of standing 
  down for months. Only about 60 U.S. soldiers remain 
  in huts built for a thousand, organized in two platoons, 
  commanded by Capt. Byers and two lieutenants. 
   
  About 120 Afghan National Army (ANA) soldiers 
  have moved into FOB Turner and are being prepped 
  and trained by the American troops. They live on the 
  other side of the FOB.
   
  There’s been an uneasy ceasefire with the region-
  al Taliban. Things were peaceful for the last few 
  months—until this week. 
  
  3
  Captain Byers
  Byers oversees the one company that remains in FOB 
  Turner, which once housed a thousand men. 
   
  Ellis wandering off has Byers and his two lieutenants 
  (Jacobsen and Castro) rattled. The officers didn’t know 
  Ellis well, but they expect a career-killing media shit-
  storm to begin any day now. The base’s soldiers are in 
  touch with home on phones and laptops every day. If 
  word gets out that an officer has vanished, likely into 
  the hands of the Taliban, it will be trigger a monumen-
  tal search-and-rescue operation. Even moreso than the 
  Agents, Byers wants this resolved quickly and quietly.
   
  But the officers can’t offer much information. They 
  knew next to nothing about Ellis, only that he was sup-
  posedly Army intelligence but was almost certainly CIA 
  instead. He kept to himself, and they didn’t have the 
  time or inclination to keep an eye on him. They were 
  busy with the handover and keeping the men in line, 
  and they had orders to leave him alone. 
   
  Byers put guards on Ellis’ hut after Ellis vanished. 
  No one has been in Ellis’ hut since then.
  WHO SAW WHAT: No one saw Ellis leave the base. 
  The perimeter guards pay attention to the grounds 
  outside, not the chance of people trying to get out. 
  The camp has security cameras, but the whole region 
  is subject to electromagnetic interference—the officers 
  understand it’s from magnetic ore deposits or some-
  thing—that sometimes makes electronics iffy. They 
  were especially iffy the night Ellis left. Byers can show 
  the Agents camera footage that sees Ellis pacing outside 
  his hut at 2258 hours; then there’s interference with the 
  video signal for nearly a minute; then Ellis is gone.
  TALKING TO THE AFGHANS: Byers says any commu-
  nications with the Afghans on base must be conducted 
  in the presence of himself or one of his lieutenants. 
  The Agents need a Persuade roll at a −20% penalty to 
  change his stance. All this spook nonsense be damned; 
  Byers does not want any surprises with his ANA coun-
  terparts. The base employs a civilian interpreter, Yasim 
  Rahimi, who lives on the Afghan side.
  GETTING EQUIPMENT: If the Agents need gear, Byers 
  offers what he can spare. Each member of the team can 
  get three items of Standard expense and one item of 
  Unusual expense. With a Bureaucracy roll the Agents 
  can requisition a Major-expense piece of equipment or 
  an equivalent restricted item. Each attempt after the 
  first is at a −20% penalty.
  TRANSPORTATION: Byers has already put two ve-
  hicles  on standby, armored trucks called MRAPs: 
  “mine-resistant ambush protected.” One has a driver 
  for the Agents, another has a squad of five soldiers to 
  back them up. Byers is adamant about never sending 
  only one MRAP out; the vehicles are tremendous-
  ly expensive and they drive in pairs to protect each 
  other. Talking him into letting the Agents take just one 
  without an escort requires a Military Science (Land) or 
  Persuade roll at −20%. 
  
  4
  WHAT ELLIS 
  LEFT BEHIND
  Ellis’ hut was in the officers’ section of the base. The 
  officers have kept it under guard and the guards have 
  been diligent, knowing people from high up will be 
  coming through and looking to blame someone for 
  whatever Ellis screwed up.
   
  The hut is Spartan. It smells like bleach. Beneath the 
  carefully-made bunk lies a large canvas bag with the 
  U.S. State Department seal and a “Diplomatic Pouch” 
  logo and a warning to not open it without permission. 
   
  The Agents can easily break the lock to open the 
  diplomatic bag. It holds a few castoff gun-cleaning 
  supplies, 18 used 9mm shells, the wreckage of a lap-
  top computer, the somewhat charred remains of a 
  notebook, and a small mountain of empty mouthwash 
  bottles. A sniff with Forensics or Pharmacy 30% says 
  the bottles were filled with contraband alcohol, forbid-
  den to U.S. personnel, and a touch of food coloring for 
  deniability. Ellis used his diplomatic cover to smuggle 
  the booze on base.
   
  Close inspection of the floor finds it was recently 
  scrubbed with bleach. Closer study finds it bore long 
  stains that might have been letters. Examining it with 
  Forensics 40% and the right chemicals or a UV lamp 
  reveals the shapes of the stains, blood that dried thor-
  oughly before the half-hearted cleaning: In Ellis’ fin-
  ger-painted writing, the stains spell out “Kali Ghati” 
  and “Death Awakens the Sleeper.” If the Agents search 
  the base’s trash they can eventually find the bleach bot-
  tle and stained rags that Ellis used to clean up.  
  Ellis’ Laptop and Notebook
  Ellis’ computer is in pieces since he shot it several times 
  with a silenced pistol. Craft (Microelectronics) at 50% 
  or higher can repair its damaged hard drive enough to 
  piece some remnants together, taking four hours. Or 
  the Agents can have Sgt. Sams from the Communica-
  tions Hut do it, which takes 12 hours, if they don’t 
  mind the risk of Sams seeing something Delta Green 
  would rather keep hidden. Once the laptop is repaired 
  the Agents can decipher files with Computer Science or 
  SIGINT.
  Characters at FOB Turner
  NAME
  FUNCTION
  ATTITUDE
  Capt. Eliot Byers
  Commander, FOB Turner
  Angry, resentfully helpful
  1st Lt. Bill Castro
  Second in command
  Angry, frustrated
  2nd Lt. Erik Jacobsen
  Third in command
  Angry, frustrated
  Sgt. Ryan Harding
  Squad leader; assigned to guide 
  and assist the Agents
  Warily helpful
  Sgt. Helen Moore
  Supply specialist
  Deeply loyal to anything that 
  makes her job easier—and to noth-
  ing else
  Sgt. Zucker Sams
  Communications specialist
  Curious, helpful
  Spc. Douglas Booker
  Medic
  Warily helpful
  Spc. Thomas Bryant
  Driver
  Warily helpful
  Pvt. Samantha Boko
  Guard at Ellis’ hut
  Warily helpful
  Pvt. Cole Rosenberg
  Guard at Ellis’ hut
  Angrily impatient; expects this to 
  turn into a dangerous, sprawling 
  catastrophe of a manhunt
  Yasim Rahimi
  Interpreter
  Helpful until Kali Ghati comes up
  
  5
   
  Ellis kept a notebook where he wrote in a simple 
  cipher for privacy. He drunkenly burned the notebook 
  in a steel trash can. Forensics with the right tools can 
  piece some charred remnants together; SIGINT can 
  decrypt passages. 
   
  The greater their skills and the more time they 
  spend, the more the Agents can learn. Each question 
  takes longer to answer than the last; see the CLUES 
  FROM… tables. 
   
  Answers follow. They can be gained in any order; 
  customize them to the course of the Agents’ research. 
  This is an investigative scene so no rolls are required, 
  only asking questions and having the necessary skill.
  WHAT WAS ELLIS DOING? Ellis was pursuing rumors 
  of supernatural activity in the region going back to 
  the British occupation and before. He was particularly 
  studying a rumored, perhaps mythical place called Kali 
  Ghati (“Black Valley”). 
  WHAT IS KALI GHATI? Kali Ghati is supposedly a vil-
  lage in the shadow of Varjita Mountain, which is about 
  40 km east of FOB Turner. That’s a tribal area right on 
  the Pakistan border, well outside the small area where 
  the Americans at FOB Turner are allowed to operate.
  HOW WAS ELLIS’ MOOD? Ellis was increasingly 
  depressed and suicidal. Isolation, the dissolution of his 
  marriage and estrangement from his son, deepening 
  alcoholism, and steeping himself in unnatural lore all 
  wore him down.
  WHO ARE THE PEOPLE OF KALI GHATI? According to 
  the nearby villagers of Quluj Khel, the Kali Ghati peo-
  ple aren’t Muslim, Christian or Hindu. They worship 
  an old dragon-god that has no name. They claim their 
  dragon-god is older and mightier than Allah. When 
  there’s no moon they do terrible, blasphemous things 
  before an ancient golden idol. (For the Agents in FOB 
  Turner, the new moon was 10 days ago.) They’ve lived 
  in the Black Valley longer than anyone knows. The Zu-
  nils, an ancient people whose idol they stole (Zun was 
  a draconic sun god related to Shiva), shunned them a 
  thousand years ago. The Muslims of Afghanistan shun 
  Clues from Ellis’ Laptop
  CLUE
  TIME REQUIRED (EACH)
  SKILL REQUIRED (EACH)
  First answer
  1 hour
  Computer Science or SIGINT 20%
  Second answer
  2 hours
  Computer Science or SIGINT 40%, or both 20%
  Third answer
  3 hours
  Computer Science or SIGINT 60%, or both 40%
  Fourth answer
  4 hours
  Computer Science or SIGINT 80%, or both 60%
  Fifth answer
  5 hours
  Computer Science or SIGINT 90%, or both 80%
  Sixth answer
  6 hours
  Computer Science and SIGINT both 90%
  Clues from Ellis’ Notebook
  CLUE
  TIME REQUIRED (EACH)
  SKILL REQUIRED (EACH)
  First answer
  1 hour
  Forensics and SIGINT add up to 20%
  Second answer
  2 hours
  Forensics and SIGINT add up to 40%
  Third answer
  3 hours
  Forensics and SIGINT add up to 60%
  Fourth answer
  4 hours
  Forensics and SIGINT add up to 80%
  Fifth answer
  5 hours
  Forensics and SIGINT add up to 100%
  Sixth answer
  6 hours
  Forensics and SIGINT add up to 120%
  
  6
  them now. Ellis speculatively identified the Kali Ghati 
  dragon-god with fringe myth-cyles of ancient ascended 
  masters from prehistory.
  WHAT DID ELLIS LEARN FROM OLD BRITISH SOURC-
  ES? There are scans or photocopies from Victorian-era 
  British histories of the region that mention Kali Gha-
  ti in passing. One author scanned extensively, Col. 
  Arthur Blythe-Merriweather, describes a Kali Ghati 
  guru who explored states of consciousness that led to 
  immortality but could be achieved only by near-death 
  experience. The guru reportedly repeated a mantra in 
  the “native language” of Kali Ghati, said to be unrelat-
  ed to Urdu or Pashto. The reproduced pronunciation is 
  gibberish. The author translates it as “Death awakens 
  the sleeper.” The author also said the village vanished 
  altogether when he departed. Occult 40% recogniz-
  es the author as a notorious opium addict who spent 
  years in Broadmoor Criminal Lunatic Asylum; it’s not 
  clear from the text whether he ever went anywhere 
  near Kali Ghati, let alone spoke to the supposed guru.
  WHY DID ELLIS LEAVE THE BASE? Ellis became ob-
  sessed with seeing Kali Ghati for himself. Not wanting 
  to put anyone else at risk, he decided to go alone. 
  THE AMERICANS
  The American soldiers are deeply frustrated and dispir-
  ited. Their army has spent ten years “mowing the 
  grass,” clearing up the Taliban in one area only to have 
  them return as soon as the Americans move on. They 
  are leaving the place barely changed from when they 
  came. They feel like they’ve been fighting and dying 
  just to help some politicians and administrators look 
  good back home. The Taliban are just waiting for them 
  to leave before they take over again.
   
  Off duty, the American soldiers do anything they can 
  to stave off boredom. They watch movies, play video 
  games, work out, play football, talk to family over the 
  Internet, complain about their officers, and count down 
  the days until they cycle home. 
   
  The Americans and the ANA troops have little to 
  do with each other outside of training. There have not 
  been any “Green on Blue” attacks between Americans 
  and their Afghan allies here, but they happen elsewhere 
  from time to time. Every time the Americans meet with 
  the Afghans, an American officer is present and one 
  American soldier is designated as “guardian angel” 
  to keep an eye out for ambush. And the Americans 
  say Afghan military culture is very strange. They say 
  the ANA soldiers smoke hash all the time and many 
  become sexually liberated on their night off; the Ameri-
  cans mock it as “Man-Love Thursday.”  
  ABOUT THE REGION: Patrolling the area around FOB 
  Turner is frustrating. Inexplicable electromagnetic surg-
  es interfere with GPS and comms. Land mines dot the 
  roads. The villages don’t want anything to do with the 
  ANA or the Americans or the Taliban. They placate all 
  three, but expect that soon the Americans will go home 
  and the Taliban will take over again.
  
  7
  ABOUT ELLIS: The American soldiers all instinctively 
  act dumb when asked about Ellis. Privately, they expect 
  that if he wandered off it will mean danger and trouble 
  for them. They don’t feel like they owe him anything, 
  and they don’t want to be associated with anyone 
  who fucked up that profoundly. Adjust their reactions 
  according to the CHARACTERS AT FOB TURNER table 
  on page 4. 
   
  Getting them to loosen up requires one of the fol-
  lowing approaches.
  • A friendly Agent with CHA 13, or 10 for an Agent 
  of the opposite sex.
  • Speaking to soldiers singly, away from officers.
  • Convincing them that they’re speaking anon-
  ymously or that nobody but Ellis will take the 
  blame for this fiasco.
   
  If the Agents manage that, they learn: 
  • The American soldiers all recognized Ellis was 
  CIA. They just didn’t know why he was stuck 
  here where everything was winding down. 
  • Two soldiers, Spc. Bryant and Spc. Booker, talked 
  to Ellis more—probably more than they should 
  have. Bryant drove Ellis around the area some-
  times in one of the base’s old Humvees.
  Bryant and Booker
  Bryant and Booker are buddies. Booker treats Bryant 
  like a kid brother. Both come from Philadelphia. They 
  look out for each other and they are even more para-
  noid than the other soldiers.
   
  Specialist Bryant is a short, skinny driver and me-
  chanic, a grinning kid from the city. Anyone with 
  HUMINT 30% or more gradually realizes Bryant is 
  shockingly smart, amazingly quick on the uptake, but 
  with no money or discipline for college he uses all that 
  intelligence on videogames and cars. 
   
  Specialist Booker is a brawny medic, a high-school 
  linebacker who quit college when his football scholar-
  ship ran out and his young wife left him. He plans to 
  be an EMT back home.
   
  Bryant and Booker readily say what the Agents 
  already know, that Bryant occasionally drove Ellis 
  around to look at the area and speak to villagers. Ellis 
  would drive out and confirm the location of hills and 
  valleys and roads on the maps. Bryant drove Ellis most 
  often to a village called Quluj Khel, about an hour’s 
  drive northeast near the border. 
   
  Getting them to open up more than that needs 
  careful handling and Persuade 60%, or 40% for a 
  female Agent. Bryant and Booker are especially wary 
  of admitting that they drank alcohol with Ellis on base. 
  It’s strictly against Army regulations. Ostentatiously 
  ignoring signs of rulebreaking will go a long way.
  WHY THEY FRATERNIZED WITH ELLIS: Boredom. 
  Sometimes they managed to cheer Ellis up. 
  ABOUT KALI GHATI: In his drunkest moments Ellis 
  talked about finding Kali Ghati, the “Black Valley.” He 
  said some Afghans and old British writers said it was 
  hidden in the mountains to the east, but it’s not on any 
  maps and most experts think it’s a myth. Supposedly it 
  lay under Varjita Mountain, which stands about 40 km 
  north of FOB Turner. But those were just rumors. They 
  don’t think Kali Ghati is really out there. The Taliban 
  would have destroyed it or taken it over by now. 
  ELLIS’ INTEREST IN KALI GHATI: At first, Ellis sounded 
  like he planned to drone-strike Kali Ghati into oblivi-
  on if he ever found it. He would never say why. Later, 
  he said the old stories said people in Kali Ghati lived 
  forever in perfect peace. He just wanted to see the truth 
  of it with his own eyes. 
  ABOUT QULUJ KHEL: Bryant says the Quluj Khel vil-
  lagers were always friendly. He doesn’t know the lan-
  guage so he doesn’t know what they talked about, but 
  he heard “Kali Ghati” from time to time. He got the 
  impression that the villagers claimed they never heard 
  of it, and that they were lying through their teeth.
  
  8
  ELLIS’ STRANGE DREAMS: An interviewer with 
  HUMINT 40% realizes Booker is holding something 
  more back about Ellis that he doesn’t want to say. The 
  Agents can get him to open up by pressing him with 
  a Persuade roll (there’s a +20% bonus for a female 
  Agent, but there’s a −20% penalty if Booker knows the 
  Agents already pushed Bryant too hard), or convincing-
  ly threatening him or Bryant with trouble for fraterniz-
  ing with Ellis. If the Agents succeed, Booker describes 
  Ellis telling him about dreams of unseen droning 
  sounds that weren’t sounds, voices that weren’t voices. 
  Clearly he was cracking up. He talked way too crazy 
  for an Army intel officer, let alone CIA.
  ELLIS ON RELIGION: An interviewer with HUMINT 
  50% realizes Bryant is holding something back that he 
  doesn’t like talking about. If an Agent makes any effort 
  to establish a rapport with Bryant, Bryant relates a 
  conversation he and Ellis had while drinking the last of 
  Ellis’ illegal vodka. Ellis told him that he didn’t believe 
  in God, the one God of Judeo-Christian traditions, 
  because he knew there wasn’t just one. He said we’re 
  surrounded by gods, all the time, but we never know it. 
  He said he just wanted to see them, just once, before he 
  died. Bryant could feel what Ellis meant, the sincerity 
  of it, and it creeped him out.
  THE AFGHANS
  The ANA soldiers were sent from another province so 
  their families wouldn’t be at heightened risk from the 
  Taliban. By American military standards the ANA are 
  mostly amateurs who don’t take their mission seriously. 
  Corruption and drug abuse are rampant. Byers wants 
  one of his lieutenants present any time the Agents 
  speak to them.
   
  Yasim Rahimi, a civilian interpreter who works for 
  the Americans, is from a neighboring province and 
  knows a little more about the area. 
   
  • Most of the Afghans have heard vague rumors 
  of Kali Ghati. It’s a bogeyman kind of place, the 
  Black Valley where evil spirits live. It’s certainly 
  not Taliban, and it’s not ANA. It’s not on any 
  maps. It probably doesn’t really exist.
  • Rahimi tries to play dumb and avoid talking Kali 
  Ghati. If the Agents press him, they find he wants 
  absolutely no part of looking for it. He says with-
  out evidence but with deep conviction that every-
  one knows Kali Ghati is cursed and blasphemous. 
  To seek out a place like that is to tempt the wrath 
  of God. HUMINT 50% notices that such a strong 
  assertion is strange, because Rahimi doesn’t oth-
  erwise seem especially religious. But the rumors 
  of Kali Ghati chilled him. He’ll go along with the 
  Agents to investigate it only if the officers at FOB 
  Turner order him. Once outside the FOB, he stays 
  with the Americans at all times. The only thing 
  he likes less than going to Kali Ghati is being left 
  outside the FOB alone.
  A Drone to Varjita
  If the Agents request a surveillance drone to exam-
  ine Varjita Mountain, it’s denied. Ellis already sent 
  one over Varjita. An electromagnetic surge shorted 
  out the drone a mile from base, and it was never 
  seen again. There’s no hope of finding the wreck-
  age in the tumbled terrain. The Army won’t send 
  another. The Agents are welcome to look at the foot-
  age. It’s profoundly uninformative.
   If one of the Agents has the Pilot (Drone) skill 
  they might have brought one their own, maybe one 
  of the little Pumas popular among special forces. 
  If in doubt, allow them a Military Science (Land 
  or Air) or Bureaucracy roll to see if they procured 
  one before setting out. If they send it out looking for 
  Kali Ghati, the operator must make a 50% Luck roll 
  once an hour. On the first failure to signal cuts out 
  for good and the drone is lost. Until then, the opera-
  tor can roll Pilot (Drone) once an hour to find what 
  looks like a village beneath Varjita Mountain; then 
  an Agent can roll Navigate to plot the course on a 
  map. 
  
  9
  QULUJ KHEL 
  The nearest village to FOB Turner is Quluj Khel, home 
  to the Quluj clan, an offshoot of a larger network of 
  clans mostly found in northern provinces. From FOB 
  Turner it’s about an hour’s drive northeast through 
  rough hills that are unusually sparsely populated. Like 
  Varjita Mountain nearby, it’s on the Pakistan border in 
  tribal areas that are off-limits to the Americans.
   
  Quluj Khel is a hillside sprawl of poor stone houses 
  and ramshackle huts. The village elder, Zahir Quluj, 
  welcomes the Agents and sets out tea and snacks. He 
  and the other villagers take all the time they need to 
  answer questions. They can also offer clues that the 
  Agents may have overlooked back at the base.
  ABOUT AMERICANS: The villagers have had good 
  relations with the Americans until now, and even with 
  the ANA soldiers moving into the American base from 
  far away. They spoke with Ellis several times, some-
  times accompanied by Bryant as driver. Other soldiers 
  have come to Quluj from time to time bringing Rahimi 
  as translator.
  ABOUT THE TALIBAN: The villagers have never had 
  ties to the Taliban. They’re so isolated that they have 
  little notion of belonging to a broader nation at all.
  ABOUT THE DISAPPEARANCE: At first the villagers 
  convincingly claim complete ignorance about Ellis’ dis-
  appearance. They say Ellis seemed like a friendly man, 
  and he always brought gifts. They’ll be sure to keep an 
  eye out for him if he’s lost. 
  ABOUT KALI GHATI: The villagers staunchly claim 
  never to have heard the words “Kali Ghati.” Bryant, 
  if he’s with the Agents, says that’s bullshit. He heard 
  them talk to Ellis about Kali Ghati plenty of times. The 
  villagers say he must be mistaken and encourage him to 
  have more tea.
   
  An Agent with HUMINT at 60% (or 40% if the 
  Agent also knows Foreign Language (Pashtun) at 
  20% or more) can tell that the villagers are lying. 
   
  HUMINT 70% (or 50% with Pashtun) can tell some-
  thing of their mood while lying. They’re not hostile or 
  resentful. They’re afraid. 
  PRESSING THEM ON KALI GHATI: Pressing them fur-
  ther requires an Anthropology or Persuade roll. If it 
  fails, they stubbornly deflect the questions, pretending 
  not to understand. If it succeeds, they admit fearfully 
  that a few of their men from time to time have joined a 
  band of fighters who stand against Kali Ghati. 
   
  The fighters don’t attack Kali Ghati directly, because 
  only a fool would do such a thing. For one thing, the 
  village is hard to find. A man can wander around the 
  mountain until he starves and see nothing. Other times, 
  the path to the evil place is plain. So the fighters keep 
  watch. They make sure the haunted village and its 
  people don’t spread their evil, and they keep strangers 
  away from it. 
   
  The fighters live in hidden camps. Sometimes they 
  come to a village to demand food and ammunition, or 
  to recruit a new young man. Nobody in Quluj Khel has 
  seen them in more than a year.
   
  The villagers absolutely deny that these fighters 
  could have abducted Ellis. 
   
  If the Agents take this news back to FOB Turner, 
  Captain Byers begins working with the ANA com-
  mander to plan another visit to the village, this time to 
  question the villagers harshly in order to hunt down 
  the fighters. The Agents will be long gone by then.
  
  10
  THE ROAD TO KALI 
  GHATI 
  If the Agents set out for Kali Ghati, Capt. Byers sends 
  them in a 20-ton Cougar 6×6 MRAP with eight seats. 
  It sports an M2 heavy machine gun through a hatch 
  on top. He sends Spc. Bryant as driver and mechanic 
  to look after the Cougar, Spc. Booker as medic, and 
  Yasim Rahimi as interpreter if the Agents request him. 
  The Agents can designate a team leader as commander 
  to sit in the front passenger seat.
   
  Byers sends a 4×4 MRAP as escort with Sgt. Ryan 
  Harding commanding, a specialist driving, and four 
  soldiers in the back. Byers wants all the men back. He 
  needs the MRAPs back. He can’t replace them. The 
  Agents can try to tell Byers to not send the backup 
  MRAP, but he’s stubborn. It’ll require a Persuade or 
  Military Science (Land) roll at a −20% penalty.
  Communications
  Every member of the team has an encrypted radio so 
  they can talk to each other without eavesdroppers 
  understanding. The team is designated by the call-
  sign BEACON. The commander is BEACON ONE, 
  the deputy commander is BEACON TWO, the rest 
  are BEACON THREE, BEACON FOUR, and so on. 
  Encourage the players to write their callsigns on their 
  character sheets.
   
  The FOB soldiers have combat air support on call. 
  The team leader has the codes. But this is a Delta 
  Green operation. That means keep everything secret. 
  Minimize exposure.
   
  Every time a someone tries to use a radio, he or she 
  must make a Luck roll, a 50% chance. If it fails, the 
  electronics go nuts from some bizarre electromagnetic 
  surge. The radio is permanently fried. The first time it 
  happens, there’s a howl of feedback that warbles oddly 
  like a voice screaming gibberish. The third time a radio 
  dies, and each time after that, calls for a 0/1 SAN loss 
  (Unnatural), with maximum of 1 SAN lost per Agent. 
  THE AMBUSH 
  The Afghanistan mountain road blazes in the summer 
  sun. They two armored vehicles are driving through a 
  ravine that rises sharply on either side and opens into a 
  wider hillside about one kilometer ahead. The road is 
  isolated, stark, barren, and blazing. The vehicle smells 
  of dust, diesel fumes, and stale sweat.
   
  Let the Agents decide whether their vehicle is leading 
  or following. Let them decide whether they have the 
  hatch open and someone manning the M2 machine 
  gun. Tell them that if they have someone up there on 
  the gun, they may have better situational awareness but 
  the gunner is at a little more risk.
   
  About three hours into the four-hour drive, Kali 
  Ghati is 5 to 10 km east. The FOB is 30 km west. 
   
  See who has the best Alertness: the driver, the com-
  mander in the front passenger seat, or the gunner up 
  top with the M2 (if there is one). Whoever has the best 
  Alertness can make a test at −20%. If it succeeds, he 
  or she spots a glint of metal in the dirt road far enough 
  ahead to sound a warning. The driver stops the vehicle 
  and backs away. Everyone turns off radios (radios are 
  used to trigger bombs) and scans for ambushers and 
  other bombs. The team is being attacked; proceed as in 
  TURN BY TURN (page 12), but adapt it to both vehicles 
  being intact.
   
  If the Alertness test fails, there’s a massive blast 
  from a buried improvised explosive device (IED). The 
  Agents’ MRAP lurches and rolls onto its side and onto 
  its top, tumbling the Agents inside. (Search YouTube 
  for “IED explosion flips MRAP in Afghanistan.”)
   
  If someone was in the hatch manning the machine 
  gun, he or she must make a Dodge roll to duck safely 
  inside as the MRAP rolls. Otherwise the gunner suf-
  fers a 30% Kill Damage hit from being crushed. The 
  machine gun is destroyed.
   
  The Cougar is an armored personnel carrier built 
  to protect the passengers from even very heavy mines. 
  It works. As the Agents shout at each other in the 
  darkness it sounds like nobody inside is hurt. But the 
  upended Cougar has problems. Beneath the ringing of 
  their ears the team can hear its engine grinding un-
  healthily. They can smell fuel and smoke. 
  
  11
  Spc. Thomas Bryant
  Army driver, age 20
  STR 8 CON 12 DEX 14 INT 16 POW 11 CHA 14
  HP 10 WP 11 SAN 55 Breaking Point 44
  SKILLS Alertness 70%, Athletics 40%, Craft (Mechanic) 
  60%, Craft (Electrician) 20%, Drive Auto 60%, Drive 
  Heavy Machine 60%, Firearms 40%, First Aid 30%, 
  Heavy Weapons 40%, Military Science (Infantry) 30%, 
  Navigate 60%, Persuade 30%, Search 40%, Stealth 
  30%, Unarmed Combat 50%.
  SPECIAL TRAINING Hand Grenades (Athletics).
  ATTACKS M4 carbine 40% (Damage 1D12 or Kill Dam-
  age 10%).
   
  M9 pistol 40% (Damage 1D10).
   
  M67 hand grenade 40% (Kill Damage 15%).
   
  M9 bayonet 30% (Damage 1D6−1).
   
  Unarmed 50% (Damage 1D4−2).
  NOTES Bryant is a scrawny, acerbic kid from downtown 
  Philadelphia, surprisingly smart but deeply, deeply lazy. 
  He is not at all happy to be here. He’s looking forward 
  to going home as soon as they finish handing over the 
  FOB to the Afghan National Army. He has no interest 
  in adventuring down IED Alley. As soon as the ambush 
  winds down, he is all for turning around and hiking back 
  to the FOB. Bryant is very sharp and follows orders pretty 
  well but is primarily interested in survival. If he comes un-
  der fire he takes cover and keeps his head down unless 
  motivated by an Agent with a persuasive argument and 
  a CHA test.
  EQUIPMENT M4 carbine, M9 bayonet, Beretta M9 pis-
  tol, six M67 hand grenades, six spare M4 magazines, 
  and two spare pistol magazines; tactical body armor 
  and helmet worth 6 points of protection.
  Spc. Douglas Booker
  Army medic, age 24
  STR 16 CON 14 DEX 15 INT 14 POW 13 CHA 13
  HP 15 WP 13 SAN 65 Breaking Point 52
  SKILLS Alertness 50%, Athletics 60%, Dodge 40%, Drive 
  Auto 40%, Firearms 40%, First Aid 50%, Foreign Lan-
  guage (Pashto) 20%, Heavy Weapons 40%, Medicine 
  40%, Military Science (Infantry) 30%, Navigate 40%, 
  Persuade 30%, Pharmacy 40%, Psychotherapy 30%, 
  Science (Biology) 20%, Search 60%, Unarmed Combat 
  60%.
  SPECIAL TRAINING Hand Grenades (Athletics).
  ATTACKS M4 carbine 40% (Damage 1D12 or Kill Dam-
  age 10%).
   
  M9 pistol 40% (Damage 1D10).
   
  M67 hand grenade 60% (Kill Damage 15%).
   
  M9 bayonet 30% (Damage 1D6+1).
   
  Unarmed 60% (Damage 1D4).
  NOTES Booker’s no happier about the situation than Bry-
  ant. But he does his best to keep people alive. Booker 
  was a football star in college, but quit when the scholar-
  ship ran out and his wife left him. He’s good-looking and 
  friendly, dependable, and he looks out for people. But he 
  has a surprising mean streak when he gets angry.
  EQUIPMENT M4 carbine, M9 bayonet, Beretta M9 pis-
  tol, six M67 hand grenades, six spare M4 magazines, 
  and two spare pistol magazines; tactical body armor 
  and helmet worth 6 points of protection; medic’s bag. 
  
  12
   
  Each Agent suffers a 0/1 SAN loss from Violence.
   
  There are three firing ports on each side of the pas-
  senger compartment. The ports are at crazy angles, half 
  in the dirt and half looking into the sky. Above the pas-
  senger compartment is the machine-gun hatch, blocked 
  with the MRAP on its top. Thanks to the impact and 
  the roll, the double doors in back are jammed shut too. 
   
  The only way out is through the crew doors in front. 
  The team needs to take turns and it’s a grindingly slow 
  process. Equipment has spilled everywhere. 
   
  The team’s escort rolls to a stop 80 meters away.
  Turn by Turn
  Here we assume the Agents were in the second MRAP 
  and it got flipped by the bomb. Adjust the details as 
  necessary. 
   
  The first few turns pass with the other MRAP slow-
  ing to a stop and looking for targets. The team in the 
  overturned MRAP gets their bearings and begins to 
  fear the combined smells of gasoline fumes and smoke.
   
  The MRAP’s hull provides 20 points of armor, but 
  that should comfort no one. Tell the players explicitly 
  that SOP is clear: Get the fuck out of the vehicle before 
  rockets start pouring in.
   
  The driver and team leader can awkwardly shove 
  the heavy front doors open and crawl out. They’ll be 
  leaving their rucksacks behind unless they feel like they 
  have the luxury to start handing them out from inside.
   
  During the action, players with noncombatant 
  Agents can play American soldiers if they like.
  TURNS 1–4: In each combat turn there’s time for two 
  Agents to crawl out of the wreck. Instead of leaving, 
  one can attempt a STR or DEX test to hand out a ruck-
  sack full of equipment (including water!) or to find and 
  hand out a first aid kid. If the test fails, the Agent is 
  hung up or stumbles. Nobody can get through the door 
  until he or she moves.
   
  Once out of the wreck, an Agent can look around 
  from behind the cover of the MRAP, ready a weapon, 
  or run over to rocks beside the road about 10 meters 
  away on either side. The rocks give 10 points of armor. 
   
  If an Agent pauses to look around, a Military Sci-
  ence (Land) roll predicts the most likely locations of 
  ambushers. The players must choose who makes the 
  roll—which one they’re going to listen to. If other 
  Agents with Military Science are also scanning, that 
  gives a +20% bonus. If the Military Science test suc-
  ceeds, the spotter can point out suspected rocks and 
  gaps. If it fails, the Agents and NPCs are looking in the 
  wrong places.
   
  If it succeeds, in the next turn every Agent who 
  paused to watch those spots can attempt an Alertness 
  test. The first success spots the black turban of a fighter 
  hiding in rocks at the top of the ravine, about 150 
  Yasim Rahimi
  Army interpreter, age 45
  STR 14 CON 11 DEX 6 INT 15 POW 11 CHA 16
  HP 13 WP 11 SAN 55 Breaking Point 44
  SKILLS Anthropology 20%, Art (Journalism) 50%, Bu-
  reaucracy 50%, Criminology 50%, Dodge 60%, Foreign 
  Language (English) 40%, Foreign Language (Urdu) 40%, 
  Foreign Language (Arabic) 40%, Foreign Language (Rus-
  sian) 40%, History 40%, HUMINT 60%, Persuade 50%, 
  Stealth 50%.
  ATTACKS Unarmed 40% (Damage 1D4).
  NOTES Rahimi’s native language is Pashtun. As long as 
  things are calm, Rahimi is helpful and friendly. He uses 
  American slang badly and talks about moving to New 
  York City like his cousin. He studied to be a journalist 
  and hopes to write about Afghanistan for the American 
  press. But he is even more reluctant to be here than any 
  of the soldiers. Everyone from this region has told him 
  that Kali Ghati is blasphemous and cursed. Rahimi was 
  never devout, but the local tribes’ deep certainty infected 
  him. He takes every opportunity to recommend forgetting 
  Kali Ghati and going back to the base.
  EQUIPMENT Tactical body armor and helmet worth 6 
  points of protection; hand-held radio to listen in on Tali-
  ban communications.
  
  13
  meters away. A second success spots yet another turban 
  about 50 meters from the first. The third success spots 
  another in rocks at the side of the road, 100 meters be-
  hind the Cougar. Three groups of foes are attacking. If 
  a group goes unnoticed, each Agent who is outside and 
  on watch, rather than attacking or otherwise focusing 
  on something difficult, can roll Alertness again to spot 
  its movement.
   
  The fighters in each group usually stay five to ten 
  meters apart. A hit with a Kill Radius of 5 meters 
  typically affects one or two of them. A 10-meter Kill 
  Radius affects two or three. 
   
  The ambushers on the road leapfrog from rock to 
  rock. Watchful Agents can see them getting closer, 
  wild-eyed and screaming. As a broad average the group 
  moves about 10 meters per turn. As a rule of thumb, 
  three fighters on the road shoot in a given turn. But 
  their goal is not really to close in and kill the Amer-
  icans on the ground, just to distract them while the 
  RPGs take aim from the ridge.
   
  Three soldiers disembark from the other MRAP. Its 
  driver pulls it behind low rocks for partial cover. Its 
  commander tries to use the radio with no luck. 
  TURN 5: The ambushers open fire to distract or sup-
  press the Americans. From the ridge comes the rattle 
  of two AK-47s firing and the more rapid bursts of a 
  PK machine gun, concentrating on the lead MRAP. In 
  a given turn, one or two ambushers on each ridge are 
  attacking and the others are taking cover or reloading. 
   
  The fighters in the ravine by the roadside close in, 
  leapfrogging from rock to rock for cover. 
   
  Starting this turn, at the end of every turn one of 
  the Agents must make a Luck roll, a 50% chance. If it 
  fumbles, the fire in the overturned MRAP reaches its 
  fuel tanks and explodes. That kills anyone inside it and 
  does 20% Kill Damage in a 10-meter radius.
  TURN 6: The M2 atop the other MRAP thumps heavi-
  ly, returning fire. Don’t bother rolling for it or the fight-
  ers attacking it. Just describe their action as you like. 
  Roll dice only for the Agents and their own attackers. 
  The fighters in the ravine continue to close in. In any 
  given turn, three fire to suppress the Americans while 
  the other three move up. 
   
  On the ridge, the fighters who bear rocket-propelled 
  grenade launchers take aim at the other MRAP. An 
  Agent who is specifically watching and taking stock 
  rather than attacking, or who is attacking targets on 
  the ridge, or who succeeded at Military Science earlier, 
  can spot the RPGs with an Alertness test before acting 
  and point them out to others. The fighters aiming 
  RPGs don’t have the benefit of cover.
  
  14
  TURN 7: Unless the Agents dealt with the fighters 
  who have RPGs, there’s the whoof of rocket-propelled 
  grenades firing from the ridge at the other MRAP. Roll 
  for these. They spent last turn aiming (+20%) and their 
  target is large (+20%) but it has partial cover requiring 
  a called shot (−20%), so each has a 50% chance to hit. 
   
  The first hit damages the MRAP with an ugly crump 
  sound. The M2 gunner suffers 30% Kill Damage from 
  the blast. A second hit disables the MRAP and does 
  blast damage to the gunner again, and to the driver 
  and commander inside. A third hit destroys the MRAP 
  in an explosion of black smoke and igniting fuel and 
  kills everyone inside. Seeing comrades suffer like that 
  triggers a 0/1 SAN loss from Helplessness, or 0/1D2 if 
  two rockets hit, or 0/1D3 for three. NPC soldiers who 
  see it scream in shock.
  TURN 8+: The fighters’ goal is to leave the Americans 
  stranded on foot. If they succeed, they all attempt to 
  break contact and retreat. They expect the stranded 
  Americans will retreat back to the base rather than 
  continuing on to Kali Ghati.
  The Fighters
  There are twelve ambushers, all men from villages 
  around the region. They act in three teams: one team 
  on the left ridge, one team on the right ridge, a larger 
  team on the road, closing in from behind for the kill.
   
  These fighters are desperate to keep the Americans 
  out of the forbidden village. They are all Adapted to 
  Violence. They ignore suppression about half the time. 
  Ambush Team 1 (RPG Team, North)
  NAME
  HP
  WEAPONS
  Farah Nagi (leader)
  10
  RPG-7, spare rocket, AK-47, 3 grenades
  Alim Sattari
  10
  RPG-7, spare rocket, AK-47, 3 grenades
  Rafiq Nuristani
  10
  RPG-7, spare rocket, AK-47, 3 grenades
  Ambush Team 2 (RPG Team, South)
  NAME
  HP
  WEAPONS
  Abdul Abdullah (leader)
  10
  AK-47, 3 grenades, RPG rocket
  Mu’taskim Sherkhanzai
  10
  PK machine gun, 3 grenades
  Asad Yasin
  10
  RPG-7, spare rocket, AK-47, 3 grenades
  Ambush Team 3 (Assault Team, Road)
  NAME
  HP
  WEAPONS
  Anass Wahidi (leader)
  10
  AK-47, 3 grenades
  Imran Kohistani
  10
  AK-47, 3 grenades
  Zia Khan
  10
  AK-47, 3 grenades
  Asa Sajadi
  10
  AK-47, 3 grenades
  Fariad Gulzar
  10
  AK-47, RPG rocket, 3 grenades
  Jawid Durani
  10
  RPG-7, spare rocket, AK-47, 3 grenades
  AFGHAN FIGHTERS’ SKILLS Drive Auto 30%, Firearms 30%, Heavy Weapons 30%, Persuade 30%, Ride 
  30%, Stealth 40%, Survival 50%, Unarmed Combat 40%.
  
  15
  Any Agent with HUMINT at 30% or higher recognizes 
  their surprising fanaticism.
   
  But they’re only human. If a team is reduced by 
  more than half, they hunker down in fear and then 
  retreat the next turn.
  NOW WHAT?
  One of the MRAPs may be fucked, or maybe both. 
  The FOB will need to come out with other MRAPs to 
  tow the wreck home. Barring that, SOP says to remove 
  all communications gear and sensitive electronics and 
  destroy the interiors with thermite charges. 
   
  Either way, Byers is not likely to loan another one. 
  (If the Agents take that route, it takes a Persuade test 
  at −20% to convince Byers that risking yet another 
  MRAP is “reasonable assistance”.)
   
  But those are all problems for later. Radio, satphone 
  and GPS signals are a mess. The electronics are prone 
  to frying for no reason. The team reported in for the 
  patrol log not long ago, but it’ll be hours before a new 
  patrol comes looking. 
   
  They can either go on to their objective and com-
  plete the mission or go back to the FOB. Kali Ghati is 5 
  to 10 km east. The FOB is 30 km west. 
   
  On foot they can average about 3 km per hour on 
  the road, or 2 km per hour with wounded. Or they 
  could leave the road and go the hills to reduce the 
  chance of another encounter, but that will at least dou-
  ble the travel time.
   
  If the second MRAP is still functional, they can 
  probably reach Kali Ghati in another hour or so, 
  assuming there’s a clear path when they get close. (If it 
  took only one RPG hit, the Agents or soldiers can get it 
  working with a Craft (Mechanic) roll.)
   
  Every Agent knows what Delta Green would say: 
  Finish the mission before things get any worse.
   
  As they decide, they can deal with casualties, talk to 
  their escorts, and interrogate captives. 
   
  Sundown is at 1900. Keep track of the hours. The 
  Weapon Stats
  WEAPON
  BASE 
  RANGE
  AMMO
  DAMAGE
  ARMOR 
  PIERCING
  KILL 
  DAMAGE
  KILL RADIUS
  M2 HMG
  400 m.
  200 (belt)
  n/a
  5
  20%
  3 m.
  M4 carbine
  100 m.*
  30
  1D12 if not 
  on full auto
  3
  10% if on full 
  auto
  1, 2, or 3 m. 
  if on full auto
  * The M4 carbine is equipped with an advanced combat optical gunsight. This allows a +20% bonus to hit 
  if the shooter has taken no damage since his or her last action, and doubles an attack’s base range if the 
  shooter spent the previous turn taking the Aim action.
  M9 bayonet
  n/a
  n/a
  1D6
  (1D8 if fixed)
  3
  n/a
  n/a
  M249 SAW
  200 m.
  200 (belt)
  n/a
  3
  10%
  3 m.
  M203 GL
  150 m.
  1
  n/a
  0
  15%
  10 m.
  Hand grenade
  20 m.
  n/a
  n/a
  0
  15%
  10 m.
  M9 pistol
  15 m.
  15
  1D10
  0
  n/a
  n/a
  PK machine gun
  300 m.
  200 (belt)
  n/a
  3
  15%
  3 m.
  AK-47 assault rifle
  100 m.
  30
  1D12
  3
  10% if on full 
  auto
  1, 2 or 3 m. if 
  on full auto
  RPG-7
  200 m.
  1
  n/a
  20*
  30%
  10 m.
  * The RPG-7’s Armor Piercing value applies to a direct hit only, not to targets in its Kill Radius.
  
  16
  drive from the FOB to Varjita Mountain was expected 
  to take four hours. The ambush struck three hours in. 
  Interviewing captives takes an hour. During that hour, 
  Booker or an Agent can make First Aid tests to treat 
  the wounded.
   
  In the heat and carrying armor and gear, each Agent 
  must roll Survival. Exhaustion sets in after half CON 
  in hours if the Agent’s Survival test succeeds, or a 
  quarter CON in hours if it fails. Round up at 0.5.
  The Troops
  Bryant and Booker yell at the Agents for making them 
  and all their dead friends leave the FOB and get am-
  bushed again so close to the end of their tour. The 
  soldiers are angry, afraid, and grieving. Deep down, 
  though, Booker still wants to bring Ellis home. Bryant 
  is far more interested in remaining in one piece: “Ellis 
  went that way, right up IED Alley. I’m done with him.” 
  But he stays with his buddy.
  Captives
  If the Agents interrogate a captive Afghan fighter—per-
  haps between dying gasps from a horrible abdominal 
  wound—he warns them away from Kali Ghati. That’s 
  why his people attacked the earlier patrol. These fighter 
  are not Taliban; they’re men from villages in the region 
  who know that Kali Ghati is cursed. And it’s a curse 
  like poison—it spreads. It will spread to the Americans 
  if they go there. 
   
  The captives admit woefully that they spent their 
  entire local force on the ambush. There won’t be more 
  insurgents coming unless the nearest Taliban heard of 
  the trouble and come to investigate.
   
  The captives urge the Americans to shun Kali Ghati. 
  If their foolish soldier went there, let him suffer what-
  ever awful things those pagans do to strangers.
   
  Interrogating the captives for intelligence on the 
  Taliban or other insurgents takes hours because the 
  captives don’t want to share that information. Whatev-
  er information they provide may interest Captain Byers 
  back at the FOB, but doesn’t pertain to this mission.
  
  17
  VARJITA MOUNTAIN
  Do they approach the Black Valley on tracks through 
  the hills or along the road? The road is faster but more 
  dangerous. Where there’s one IED, there’s usually 
  another. 
   
  If the Agents insist on waiting for help from the FOB 
  or from air support despite comms being down, it turns 
  out the captives were wrong. The Agents spot a swarm 
  of machine-gun-mounted pickup trucks approaching 
  on the goat tracks: Taliban fighters came to the area 
  after hearing about the earlier attack and are investi-
  gating smoke from the ambush. Time to move.
   
  The Agents’ GPS and even their compasses sporadi-
  cally give them trouble. The compass needle sometimes 
  claims that “east” is on the wrong side of the morning 
  sun. Electronics warble and surge and spark.
   
  If they follow the road on foot, they find a path up 
  Varjita Mountain in 1D3+1 hours, or 2D3 if they’re 
  carrying casualties. (Or do they leave the casualties 
  with the wrecks to be picked up by a later patrol or the 
  Taliban?) If they plotted the village’s location on a map 
  using a drone in the section A DRONE OVER VARJITA, 
  halve the times.
   
  In an MRAP it takes only an hour to reach the path 
  up Varjita. But the vehicle’s commander must make 
  a Luck roll, a 50% chance. If it fails, the vehicle hits 
  another damned mine. Everyone inside suffers 1D10 
  damage; their body armor protects them. The vehicle is 
  demolished. This time, there’s no follow-up ambush. 
   
  If on foot, they might leave the road and go into the 
  hills following goat trails to avoid another ambush. 
  The team leader must roll a Navigate test every 1D3+3 
  hours to stay on track, or every 3D3 hours if carrying 
  casualties. There’s a +20% bonus if another Agent with 
  Navigate at 40% or better double-checks the leader’s 
  work. If it succeeds, the navigator realizes that his or 
  her sense of direction is being screwy. The sun is right 
  over there; it’s morning; that should give you some idea 
  of east. But it’s hard to stay going the right direction. 
  Each Navigate test that fails consumes those hours 
  without progress and brings them that much closer 
  to exhaustion. Resolve this wandering quickly at the 
  table; use it play up the Agents’ increasing desperation, 
  thirst, and fatigue as the long hours pass and they come 
  nearer to Kali Ghati.
  IN THE BLACK VALLEY
  From the hills or the road, the path up and beyond the 
  mountain is a steep climb up huge rocks among weeds 
  and scrubby grass. It doesn’t call for a roll unless some-
  one is badly encumbered—for example, by carrying a 
  casualty. In that case, it requires an Athletics test. Fail-
  ure means a tumble for 1D6 damage. Armor doesn’t 
  reduce that damage.
   
  Over this spur of the mountain, the path leads into a 
  valley. A small village squats at the far end, two kilo-
  meters away, in the shadow of limestone cliffs: Kali 
  Ghati.
   
  Not long after the team enters the valley, Agents 
  notice changes in the plant life. The grasses and bushes 
  are ugly and diseased-looking. An Agent with Science 
  (Biology) at 40% or better recognizes that they’re suf-
  fering from some subtle fungal ailment. The team can 
  take samples, but needs a lab to discern details. (The 
  fungus, it turns out, is utterly unrecognizable, built 
  on a structure other than DNA, and quite impossible. 
  What If The Agents Quit?
  That’s always a risk when Delta Green operations 
  go bad. Who could blame the Agents for wanting 
  to leave Ellis to his own devices?
   Delta Green, that’s who. If the Agents quit the 
  mission, they each individually have a long and un-
  pleasant debriefing with their control officer. Delta 
  Green has a mission that’s life or death for humani-
  ty; it needs Agents who are willing to put everything 
  on the line for that mission, even when they don’t 
  understand or don’t like their orders. And so on. 
  Most likely, this results in the Agents being dumped 
  from the program with dire reminders to never say 
  a word about it to anyone. Whether Delta Green 
  comes back to the former Agents later is up to you.
   Getting kicked out of the official Delta Green pro-
  gram may earn an Agent a recruitment pass from 
  someone in the outlaw conspiracy.
  
  18
  Studying it and learning that, perhaps as a pursuit 
  between missions, costs the researcher 1 SAN from 
  the Unnatural. It’s a fantastic scientific discovery if the 
  Agent cares to publicize it. Surely Delta Green won’t 
  mind, right?)
   
  It’s unsettlingly quiet in the valley, silent most of 
  the time. But occasionally, a wail that’s either ecstatic 
  or despairing comes crying from the direction of the 
  village and slowly dwindles.
   
  If the Agents or their scouts settle in somewhere 
  hidden to watch and observe, time passes quietly. The 
  village at the far end of the valley is ancient and decay-
  ing. Wooden buildings with mud mortar slowly rot in 
  the shadows of the cliffs. Sickly goats wander in and 
  out of rickety pens. No trouble awaits the intruders in 
  the valley or the village. At least, not yet.
  THE VILLAGE
  Approaching the village the Agents smell an odor of 
  mold and rot and lye. 
   
  Letters are carved around every crumbling door-
  frame. Anyone with 20% or more in Foreign Lan-
  guage (Hindi) or (Urdu) recognizes it as an old, de-
  based form of Hindi. Anyone with 40% or more can 
  read the letters. They describe an ancient priest who 
  has lived under the ground forever and knows the ways 
  of the stars and all the worlds and the future. 
   
  Again they hear the long wail. Pursuing it they find a 
  withered villager in the grip of ecstatic delirium, sup-
  posedly communing with unseen spirits.
   
  But most of the villagers welcome the newcomers 
  openly and with smiles. They speak an ancient dialect 
  of Urdu, heavy with Hindi phrases. As far as they’re 
  concerned this is a friendly visit—grounds for a “shu-
  ra,” a tribal meeting. It’s a tradition common in the 
  region. 
   
  The Agents see no children. There are fewer than a 
  dozen, all kept behind locked doors. The people of Kali 
  Ghati have living, healthy children very rarely.
   
  In the middle of the village is a little temple. Inside, 
  worn with countless years, an ancient golden statue 
  of a dragon with ruby eyes sits on a pedestal. Anyone 
  with a History skill of 60% or more—or anyone who 
  has both History and Urdu at 40%—recognizes the 
  forgotten god Zun.
   
  The village leader is an ancient woman named Badaa 
  Bahan. Anyone who speaks Urdu or Hindi at 20% or 
  higher recognizes the name as meaning “Elder Sister.” 
  It might be an honorific, but she says she has no other 
  name. She offers green tea outside her house, in sight of 
  the temple, and answers questions willingly.
  
  19
  ABOUT ELLIS: The villagers recognize Ellis from a 
  photo or description. They say he came to Kali Ghati a 
  couple of days ago. He was dehydrated and sick, and 
  seemed lost, but said he came seeking wisdom. They 
  took him up the hillside into the temple to recover. 
  ABOUT THE TALIBAN: The villagers’ word for the 
  Taliban, other Afghan outsiders, and Americans alike 
  is “Navaganatuk,” meaning “newcomer.” They say 
  the big Navaganatuk (the Americans) sometimes fight 
  the hairy Navaganatuk (the Taliban or other Afghans). 
  They don’t know why.
  ABOUT THE CARVINGS: The villagers say they revere 
  a sleeping god who is also a servant of higher masters. 
  He lives in the temple on the cliff. He has no name, so 
  they call him Baabaajaan, “revered old man.” His mas-
  ters are themselves but priests of forgotten gods greater 
  still. When all the great priests fully awake, they can 
  teach their lowly human followers the names and ways 
  of the true gods of the universe.
  ABOUT THE IDOL: If the Agents ask whether the 
  golden dragon represents Zun, that strikes the villagers 
  as immensely funny. “That young god!” Badaa Bahan 
  calls Zun, whose worship died a thousand years ago. 
  The idol may have been made to look like Zun, but 
  they have kept it as a sign of their own god-priest, mas-
  ter of the air and the earth. Their god-priest lives in the 
  temple on the cliff. That’s where they took the other 
  Americans for healing and for wisdom. 
  THREATENING THE VILLAGERS: If the Agents threaten 
  the villagers or interrogate them more forcefully, they 
  don’t get more coherent. The strongest emotions, fear 
  and pain and joy and rage, are all one to them and 
  send them into singing reveries. 
  ARE THESE PEOPLE CRAZY? An Agent who looks for 
  signs of insanity and makes a Psychotherapy roll finds 
  it in spades. 
  Closer Questioning
  Taking the time to question the villagers more closely 
  yields interesting results. 
  IS ELLIS STILL ALIVE? “Yes. He is with Baabaajaan. 
  So are we. So are you. We all will live forever with 
  Baabaajaan.”
  IS THERE REALLY A GOD-PRIEST IN THE TEMPLE? OF 
  COURSE. “Baabaajaan has been there since the world 
  was young. He will be there to help us see the light of 
  reality when all the gods wake up.”
  WHAT SPECIFICALLY IS THE ‘GOD-PRIEST’? “Baabaa-
  jaan is light and darkness. Earth and water. Wind and 
  fire. Time and timelessness. Life and death. The great 
  dragon of truth.” (Any of the villagers can go on like 
  this for hours.)
  WHAT WILL HAPPEN IF WE GO INTO THE TEMPLE? 
  “Perhaps you will share the glory and wisdom of 
  Baabaajaan. Or perhaps you will find only the healing 
  of silent contemplation.”
  WHAT WILL HAPPEN IF WE KILL ALL YOU EVIL CULT-
  ISTS HERE AND NOW? “We will live forever in the 
  bosom of Baabaajaan.” (The villagers seem enthusiastic 
  about that.)
  WHAT IS THE MEANING OF “DEATH AWAKENS THE 
  SLEEPER”? “Most of us are asleep even when awake! 
  Baabaajaan teaches that only the most important, 
  sometimes frightening events wake us up and make 
  us truly alive.” (HUMINT 60% can tell that’s not the 
  whole story, but nothing can get more of it out of 
  them.)
  
  20
  What to Do Next
  If the Agents need any prodding, any remaining troops 
  from the FOB insist on bringing Ellis out of the cliff-
  top temple. If any Agents refuse to go in, let the players 
  take the roles of the poor NPCs going underground in 
  their stead. Or see page 17 for WHAT IF THE AGENTS 
  QUIT?
   
  If the Agents or their allies are hurt or exhausted, the 
  villagers happily give them a house to rest and plenty 
  of foul-tasting food and tea for refreshment. 
   
  If the Agents ask to go to the temple, the villagers 
  agree willingly. They send a sturdy man for each Agent 
  to help with the difficult climb.
  ON THE CLIFFS
  The entrance to the temple sits on a height of limestone 
  cliffs overlooking the valley. Reaching the top takes 
  two hours on a treacherous path. 
   
  It doesn’t require a roll unless the Agents are wear-
  ing body armor and carrying weapons while climbing 
  and refused to let the villagers send two men each to 
  help them climb. In that case, each Agent must make 
  an Athletics test. Failure leaves the Agent exhausted. 
  Fumbling a test means slipping. The Agent can attempt 
  a DEX test to catch the rocks. Failing that means a fall 
  of 1D10×3 meters onto rocks. 
   
  At the top of the climb, a peak overlooks the village 
  on one side and the sprawling mountainside on the 
  other. It’s airy and starkly beautiful, a dizzying empti-
  ness of sky all around contrasting with the dark hidden 
  valley of the village below.
   
  The “temple” entrance is an uneven crack in the 
  limestone about two meters across and six high. A Sci-
  ence (Geology) skill of 30% or better recognizes that 
  it formed naturally in a tectonic movement long ago. 
  Ancient Hindu statues stand broken and defaced. The 
  villagers say they have always been that way.
  Close Air Support
  The Agents may want to just call in an air strike 
  as soon as they lay eyes on Kali Ghati. But even if 
  their comms are not all be fried due to interference, 
  their Delta Green control officer won’t hear of it. 
  The Agents are there to bring Ellis back or confirm 
  his death. Delta Green will not bomb a village just 
  because the Agents are spooked.
  
  21
   
  Beyond the threshold, human-scale steps have been 
  carved roughly by hand over countless years. They de-
  scend between sheer walls of uncarved stone, unevenly, 
  farther and farther. Light from above is soon lost. 
   
  After descending for a while, one of the Agents 
  realizes that the quality of the stone on either side has 
  changed. The stone is no longer limestone sheared 
  apart in some unknown convulsion of the earth. It’s a 
  strange, unknown, green-black substance. A Science 
  (Geology) skill of 50% or better reveals, disturbingly, 
  it’s a substance not known to geology. The limestone 
  had been the ocean floor in the Mesozoic or Paleozo-
  ic eras. This black stone is not bedrock. It’s cold and 
  damp to the touch and seems to leave naked fingers dry 
  as if it sucked the oil from the surface of skin. All of 
  that costs 1D3 SAN (Unnatural) from the geologist and 
  0/1D3 from anyone he or she tells. Losing zero SAN 
  probably means denial; surely the “expert” is wrong.
   
  The first seam the Agents spot in the black stone 
  might be construed as a crack. The next, and then a 
  joining of two, clearly mean they were constructed. But 
  how? The blocks are vast; they must weigh a hundred 
  tons each, impossibly deep beneath the cliffs. That’s an-
  other 0/1D3 SAN loss (Unnatural). In some forgotten 
  epoch they must have shifted in the convulsions of the 
  earth and revealed the gap that became this stairway.
  The Guides
  At the top of the stairs, the guides from the village pre-
  pare a camp and say they will wait for the visitors to 
  return. If a player specifically says an Agent is watching 
  the villagers closely, the player can make a HUMINT 
  roll to sense that the villagers are up to something. 
  There’s a barely subdued, excited sense of expectation 
  or anticipation about them. 
   
  If the Agents leave guards with them, the villagers do 
  not object.
  
  22
   
  After a long while, about when the Agents who went 
  below are at the bottom of the stairs, their guides from 
  the village set out down the stairs after them. If the 
  Agents left guards, the guides try to ambush them, pin 
  them down, and cut their throats.
   
  If the Agents refused to allow guides to come with 
  them and left guards behind, a gang of villagers at-
  tempts to sneak up on them. Make an opposed test of 
  the guards’ best Alertness against the villagers’ Stealth 
  to avoid surprise.
  THE SHUNNED TEMPLE
  When the stairs end at last, the Agents find themselves 
  in a vast chamber, one of many. The walls and floor 
  are shaped more intricately than the long stairs, in vast 
  curving, spiking designs that seem to fold into each 
  other in bizarre ways that hurt the eye and mind. Any-
  one who succeeds at any Art skill test while pondering 
  these designs loses 1/1D3 SAN (Unnatural).
   
  Anyone using night-vision goggles notices baffling 
  patterns and designs in the green-black rock that are 
  invisible to flashlights and the naked eye; the stone 
  reflects differently in infrared. A History or visual Art 
  skill of 50% or better discerns symbology: stars flaring 
  to supernova, and living things of uncertain form and 
  size flying between them; the passage of vast epochs of 
  time; then the Earth itself, its continents merged into 
  one. An Unnatural skill of 15% or better recognizes 
  elements of the absurd myth-cycles of forgotten Xoth, 
  a far-off star said to be home to alien beings who came 
  to Earth when life as we know it was primitive.
   
  If an Agent narrates all these discoveries, com-
  panions notice his or her voice growing breathless, 
  captivated by a sense of not just awe, but excitement 
  and hunger. The historian unwittingly glories in the 
  conquests of the mythic winged things from the stars. 
  Bringing this to the breathless Agent’s attention costs 
  that Agent 0/1D3 SAN  from Helplessness.
   
  Openings 30 meters tall lead from one chamber 
  to the next. Huge stone protrusions and shapes defy 
  meaning. Proportions are wrong, as are the angles of 
  the floor and walls. Approaching a great gaping door-
  way, an Agent instead finds himself touching a wall 
  that should have been far to the right. SAN loss (Un-
  natural): 0/1.
   
  The air is thick with smells of acid, mold and rot. 
  ELLIS SINGS
  As they explore, the Agents hear the voice of Ellis, the 
  missing man, farther onward, screaming. If they come 
  closer they realize his voice is singing, but it’s terribly 
  cracked from strain or misuse. 
   
  They find him in a chamber more huge than the rest. 
  Ellis kneels in darkness—he is nude and has no light 
  with which to see—before an angular black stone slab 
  high as a barn. Atop the slab lies a Shape. Each Agent 
  must roll Alertness. Failure means the Agent’s eyes stay 
  on Ellis and avoid focusing upward, at least for now. 
  Success sees what’s there.
   
  It’s vast as a hill. Bulging scaly flesh seems alternately 
  grey-black-green streaked with white veins or the other 
  way around in a polypus riot of pulsing slime. Anyone 
  viewing it in infrared sees hints of its bulk that seem to 
  overlap with what can be seen with the naked eye and 
  that fade into nothingness along impossible curves and 
  angles. The SAN loss (Unnatural) is 1/1D10.
   
  Lost in madness, Ellis tries to awaken the thing 
  which lies before him. 
   
  If the Agents take the time to talk, Ellis stops sing-
  ing and turns. He says that when the villagers brought 
  him here the Sleeper awakened for a moment, only a 
  Typical Village Guide
  Likely names: Abdul, Azhar, Bilal, Ghulam, Javed, and 
  Shahid
  STR 12 CON 14 DEX 13 INT 9 POW 9 CHA 9
  HP 13 WP 9 SAN 0 Breaking Point n/a
  SKILLS Alertness 50%, Athletics 60%, Dodge 40%, Me-
  lee Weapon 50%, Navigate 60%, Stealth 60%, Survival 
  60%, Unarmed Combat 50%. 
  ATTACKS Hatchet 50% (Damage 1D6+1). 
   
  Long knife 50% (Damage 1D6, AP 3).
   
  Unarmed 50% (Damage 1D4−1).
  
  23
  moment, enough to touch Ellis’ mind. He exulted help-
  lessly, fascinated, horrified, rejoicing. The shape soon 
  stilled and slumbered again. The villagers left him here, 
  recognizing him as one of their own. He’s been trying 
  to awaken the Sleeper ever since.
   
  It doesn’t require any skill to see the insanity in his 
  eyes. He holds an ancient village knife. His body is cov-
  ered in bloody cuts from it.
   
  “Blood will awaken Him,” he croaks, dizzy with 
  relief. He staggers toward the Agents, meaning to sacri-
  fice the nearest for another touch of his god’s mind.
   
  In the second combat turn, the villagers who stalked 
  them make their appearance unless the Agents left 
  guards who stopped them. The villagers shout and 
  revel in murderous joy. If anyone dies they are ecstatic, 
  but they want to make sure the strangers die first.
  • When one human being dies here, the Shape stirs. 
  A flap unfolds like a claw or a wing. Everyone 
  notices this in a moment of unwilling silent awe.
  • When a second human being dies here, thirteen 
  glistening green eyes open. Then, to those with 
  ears to hear, it speaks.
  Tim Ellis
  Lost to the darkness
  STR 12 CON 15 DEX 11 INT 15 POW 9 CHA 12
  HP 14 WP 9 SAN 0 Breaking Point n/a
  SKILLS Alertness 60%, Athletics 50%, Firearms 40%, Me-
  lee Weapon 50%, Stealth 60%, Unarmed Combat 60%. 
  ATTACKS Long knife 50% (Damage 1D6, AP 3).
   
  Unarmed 60% (Damage 1D4–1).
  
  24
  THE GOD-PRIEST 
  SPEAKS
  The god-priest was already catatonic, the stars not be-
  ing right, when its city and temple and tomb collapsed 
  in an upheaval of the earth long before dinosaurs or 
  trees evolved. It has only occasionally stirred in the 
  aeons since. 
   
  The presence of the god-priest exerts a strange force 
  on the region around it. Human worshippers built Kali 
  Ghati to be near it, to feel the touch of its impossible 
  thoughts. Over thousands of years they and the village 
  became as entangled with its impossible thoughts as 
  with the Earth that bore them. Often they live in other 
  dimensions, other versions of reality. When the stars 
  come right, the god-priest becomes more real to our 
  own world, its thoughts more alert, and Kali Ghati can 
  be found. In recent weeks it has begun to stir. Tim Ellis 
  sensed its thoughts, sought Kali Ghati, and found it 
  ready for him. 
   
  When the god-priest speaks, each Agent must make 
  a SAN test. Overly sensitive Agents are worst off. 
  There’s a −20% penalty for having an INT of 17 or 
  better or having Art, Occult or Psychotherapy at 60% 
  or better. 
   
  If the SAN roll succeeds, the Agent feels only a 
  creeping subliminal dread subsumed in the abject hor-
  ror that confronts the other senses. SAN loss (Unnatu-
  ral) is 1D6, +1D3 for viewing it in infrared. 
   
  If the SAN roll fails, the character is overwhelmed 
  by a psychic “shout” emanating from the Shape. It can 
  only be approximated as a voice shouting or babbling 
  what should be nonsense if it were a voice—yet it is 
  clearly filled with utterly alien meaning. SAN loss (Un-
  natural) is 1D10.
   
  Insanity strikes the Agents in different ways. At least 
  one is overcome in an epileptic fit as electrical signals 
  in the brain surge spasmodically. Another attacks his or 
  her nearest comrade with bare hands, desperate to hold 
  down and devour this person.
   
  During all this, the electronics in night vision devices 
  and even the wiring in flashlights spark and snap in 
  something like an electromagnetic pulse. Each Agent 
  must make a Luck roll. If it fails, the Agent’s light 
  source is ruined.
   
  What the Agents see as a creature is only the as-
  pects of it perceptible to our dimensions. They have 
  no weapons that can truly harm it. An attack with 
  Kill Damage of at least 40% and a Kill Radius of at 
  least 10 meters causes part of it to explode into mist 
  and slimy fragments which nevertheless cohere, slowly 
  regathering together. The rest of the god-priest sham-
  bles away, distracted. Within an hour it will be back to 
  normal.
   
  Those who don’t collapse can attempt to flee. Reach-
  ing the surface requires three INT tests to find the way 
  out. Roll the INT tests in a series of turns. Each turn, 
  the half-awakened Shape pursues, stumbling and sla-
  vering. At the end of each turn, each Agent who passed 
  the initial SAN test loses 1/1D3 SAN (Unnatural); each 
  who failed is more acutely attuned and loses 1/1D6.
  • FIRST INT SUCCESS: Making progress, stumbling 
  through the blackness.
  • SECOND INT SUCCESS: What is this shape of 
  stone? Is it familiar?
  • THIRD INT SUCCESS: The stairs! Climb to the 
  light!
   
  In each turn, each Agent who failed the INT test 
  must also make an Athletics test. Failure means stum-
  bling in fatigue or in vertigo as the floor seems to 
  suddenly be a wall or ceiling. Whoever fumbles or fails 
  with the highest roll smells and hears the thing come 
  up and tastes its acidic fume in the air. The victim gets 
  one Dodge test to scramble away and survive another 
  turn. If that fails, the victim dies, overwhelmed by mas-
  sive claws and a mouth too horrible to contemplate.
   
  The Shape won’t depart its temple. Fugitives who 
  reach the stairs are safe—from the monster, that is. 
  They can hear the shrieks of chaos from the village. If 
  they climb down there, see the rules in ON THE CLIFFS. 
  Chaos and blood await them.
  
  25
  BLACK MOUNTAIN SIDE
  If the Agents on the heights try to climb down the 
  other side of the mountain to avoid going back into 
  the Black Valley, each must attempt an Athletics test. 
  Failure means taking 1D6 damage in a tumble or a fall 
  in the uneven, crumbling rocks. A fumble means 2D6 
  damage. It takes 1D6 hours to reach safe ground where 
  they can start looking for the road home.
  RAVENING FOR 
  DELIGHT
  Did any Agents stay in the village while others climbed 
  the cliffs and went underground? 
   
  When and if the God-Priest awakens, each Agent 
  and non-villager NPC above ground must make a SAN 
  test or psychically “hear” the awakening god-priest’s 
  awful shout. The same penalties apply for INT 17 and 
  for Art, Occult, or Psychotherapy 60%, but there’s a 
  +40% bonus because the signal is blocked by the solid 
  earth and only “echoes” out of the temple’s doorway. 
  If the test fails, the character senses the Shape’s ravings 
  and loses 1D10 SAN.
   
  And in that moment, the village suddenly rises 
  against them with shocking savagery, consumed by the 
  spirit of their stirring god-priest and ravening for the 
  delight of slaughter.
   
  The villagers ignore any Agents who were overcome 
  with insanity by the alien thoughts of the god-priest. 
  After all, those might join them in serving it. The vil-
  lagers attack the rest. To get around body armor, they 
  try to grapple and pin their victims so others can hack 
  or strangle them.
   
  Don’t track individual villagers’ wounds. As a rule 
  of thumb, any insane villager drops when hit for 5 or 
  more points of damage. Otherwise, the attack hurts a 
  villager but another takes his or her place. With their 
  god-priest awake, the villagers are immune to fear and 
  cannot be suppressed by Kill Damage, only killed or 
  crippled by it. Remember the SAN costs of combat. 
   
  First, the Agents are attacked by the 3D6 nearest vil-
  lagers. The nearest villagers may have been giving them 
  food and water or otherwise helping, but suddenly a 
  mad fury seizes them. The rest of the village screams 
  and howls incoherently outside. Then the villagers 
  remember the Agents and come for them. There are 
  about a hundred villagers, all suddenly murderous. 
  Flight
  Agents in the village must move about 50 meters be-
  tween the hovels to reach the fields outside.
   
  One of the Agents can roll Military Science (Land) 
  at the beginning of each turn to predict where the 
  mad villagers are likeliest to come from and guide the 
  Agents away. The roll doesn’t count as the Agent’s 
  action. If it succeeds, the Agents can move safely that 
  turn. Otherwise 1D4 villagers spot the Agents from 
  3D6 meters away and attack. 
   
  Once out of the village, the Agents can stop in the 
  open ground if they want and set up a firing position. 
  Every turn after this point, another 1D6 villagers rush 
  at them. They bunch together carelessly and are easy 
  fodder for Kill Damage weapons. 
  Siege
  If the Agents fortify a house and defend it, that lim-
  its access by the villagers, but also limits the Agents’ 
  fields of fire. Each turn, 1D4 villagers break, climb, or 
  crawl through. If the Agents fortified the house with an 
  appropriate Craft skill, they can roll Craft each turn; 
  if it succeeds, that section holds and no villagers break 
  through.
  Typical Villager
  Nameless and insane
  STR 9 CON 10 DEX 10 INT 10 POW 11 CHA 10
  HP 10  WP 11  SAN 0  Breaking Point n/a
  SKILLS Alertness 30%, Athletics 40%, Melee Weapon 
  30%, Stealth 30%, Unarmed Combat 40%. 
  ATTACKS Hatchet 30% (Damage 1D6+1).
   
  Long knife 30% (Damage 1D6, AP 3).
   
  Unarmed 40% (Damage 1D4–1).
  
  26
   
  With ingenuity and a second successful Craft test, 
  the Agents might knock down beams and build stout 
  enough barricades to block access altogether. 
   
  In an hour, the Shape in the mountain returns to its 
  slumber and its thoughts fade from the minds of its 
  surviving worshippers, leaving them to collapse in utter 
  exhaustion. Then, the trail out is safe.
  AFTERMATH
  Assuming any agents escape Kali Ghati, what do they 
  do about it? 
  Blight
  Any Agent or NPC who lingered in the village for more 
  than two hours is at risk of catching a nameless disease 
  related to the fungal blight they might have seen in the 
  valley. It has a Speed of 2D6 hours, a Penalty of 0, and 
  does 1D6 Damage. Each failed CON test also costs 
  1D6 WP as the infection saps health and willpower. 
  Air Strike
  The Agents may push their Delta Green control officer 
  to arrange an airstrike on Kali Ghati. That requires a 
  Persuade or Military Science (Land) test to convince 
  the right people it’s a terrorist camp. If that succeeds, 
  the Agents can come observe the video feed.
   
  Their sense of direction was skewed approaching the 
  valley—not least because the village only occasionally 
  exists in our reality—but they can attempt to plot it 
  on a map. The Agents must roll Navigate and either 
  Artillery or Military Science (Land). Then one of them 
  can make a Luck roll to see what happens. 
  • ALL THREE ROLLS SUCCEED: The bomber closes 
  in on Varjita Mountain, but Kali Ghati is gone. 
  • TWO ROLLS SUCCEED: The bomber hits a village. 
  The observing Agents are sure it’s some other vil-
  lage in a similar valley and lose 0/1D4 SAN from 
  Violence. The people responsible for the airstrike 
  emphatically deny such an error.
  • ONE ROLL SUCCEEDS: The plane’s electronics 
  surge and die as it approaches the village. The 
  pilot ejects. If the Luck roll is odd, the pilot is 
  rescued safely. If it’s even, the pilot dies fighting 
  off the Taliban. 
  • NO ROLL SUCCEEDS: As with one success, but 
  the pilot is never heard from again. You decide 
  how much the Agents must do to cover it up.
  Going Home
  Within a couple of weeks, the American troops are 
  pulled out of the FOB, two months ahead of schedule. 
  At that point, even Delta Green seems to lose interest 
  in Kali Ghati. Agents pressing to revisit it are told to 
  drop it. They get to go home. Forget that village.
  Finishing the Job
  Heroic Agents might take it on themselves to return to 
  Varjita Mountain with enough high explosives to col-
  lapse the limestone cliffs and bury the ancient inhuman 
  temple from all human eyes. That’s worth a reward 
  of 1D6 SAN. The Shape there slumbers on, oblivious, 
  waiting. When they arrive, there’s no sign of Kali Gha-
  ti. The village will return when the stars are right and 
  its god-priest stirs once more.
  Thanks to Jonathan Turner for help with background 
  material, Gus Diaz for maps in playtesting, and 
  Lisa Padol for copy editing. Additional readers and 
  playtesters: Eric Anderson with Erin Anderson, Eric 
  DeSnyder, Matthew Haley, and Alex Olinger; Craig 
  Kellner; Richard Matson with Bez Bezson, Simon 
  Canham, Richard Franey, John Harris, Adrian Stothard, 
  and Matt Weston, and with Mina, Rory Cullen and 
  KateKarnage; Pete Nixon with Charlie Cosens, Rob 
  Ford, Hamish Maclean, and Ruaridh Wylie; Damon 
  Wilson with Mitch Brenner, Ray Cross, Bryan Fox, 
  Brian Gracey, Matt Hunt, Andrew Kettmann, Dave 
  Koerner, Kelly Morris, Paul Smith, and Scott Vigil; 
  and Sean Worcester with Omnia Incendunt, Matt 
  Martinson, Anna Pennington, Zack Ponnequin, Sarah 
  Ponnequin, Steve Peters, and Campbell Purnell.
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Robles
  CIA clandestine officer
  U.S.
  36
  Bachelor's degree in linguistics
  9
  45%
  12
  60%
  11
  55%
  13
  65%
  12
  60%
  11
  55%
  11
  12
  99
  55
  48
  Daughter
  8
  (Choose one teammate)
  8
  (Choose another teammate)
  8
  Motivation: Beautiful photography.
  Motivation: Protecting the U.S.
  Motivation: Uncovering terrorists.
  Motivation: Protecting sources of intelligence.
  Motivation: Understanding what makes people tick.
  80%
  Photography
  40%
  40%
  20%
  50%
  40%
  40%
  40%
  60%
  20%
  60%
  40%
  50%
  80%
  60%
  Arabic
  20%
  French
  20%
  Pashto
  50%
  Russian
  20%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
  BASE
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING 
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs, biometric camera.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations.
  Medium pistol (Colt M9, 9mm) with four extra magazines.
  Unarmed
  60%
  1D4–1
  15
  M9 pistol
  40%
  15 m.
  1D10
  After college you tried a career as a photojournalist,
  but a close call with a terrorist attack left you angry
  and wanting a piece of the fight. You applied to the
  CIA they eventually took you in. As a clandestine
  officer you've spent much more of your career helping
  special forces teams develop targets than you have
  cultivating sources for old-fashioned intelligence
  work. That's given you an extensive and troubling
  exposure to violence. In fact, an incident of extreme
  violence brought you to the secret program Delta
  Green, when you unwittingly helped a Delta Green
  agent (perhaps one of your current team) destroy a
  threat that turned out to be supernatural and
  maddening. Since then you've worked with a handful
  of Delta Green agents on harrowing operations in
  Afghanistan. You've become close to some of your
  fellow agents. Perhaps closer than would be wise in
  such a dangerous calling.
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Zinczenko
  Special Agent, FBI
  U.S.
  45
  MBA; FBI training
  10
  50%
  14
  70%
  In great shape
  10
  50%
  14
  70%
  Clever and perceptive
  9
  45%
  12
  60%
  12
  9
  99
  55
  48
  Spouse
  10
  Teen son
  10
  Parents
  10
  (Choose one teammate)
  6
  (Choose another teammate)
  6
  Motivation: Close the deal.
  Motivation: Stop terrorist threats.
  Motivation: Understand conspiracies.
  Motivation: Doing what's right.
  Motivation: Protecting family.
  60%
  50%
  40%
  50%
  40%
  50%
  50%
  80%
  30%
  20%
  70%
  50%
  60%
  Arabic
  20%
  Pashto
  40%
  Urdu
  40%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING  
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs, biometric camera.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations, small forensics kit.
  Medium pistol (Colt M9, 9mm) with four extra magazines.
  Unarmed
  60%
  1D4−1
  M9 pistol
  50%
  15 m.
  1D10
  15
  You came to the FBI with an MBA after your first
  career as a first-rate salesman. By the time you got the
  degree in 2001 you were feeling dissatisfied with the rat
  race. After the 9/11 attacks you put in an application
  with the FBI. Since then you've worked in violent
  crimes and for the past several years in counterterrorism,
  attached to teams in Iraq and Afghanistan. You came to
  Delta Green in the darkest time in your life, when you
  were abducted and help captive for months by a
  particularly terrible terrorist splinter group. You thought
  the unnatural things that you saw there were delusions
  caused by drugs or a mental break. The agents who
  rescued you (perhaps some of your current team) told
  you otherwise. When they needed help a few months
  later, they signed you onto the secret program called
  Delta Green. Most of the time you perform your regular
  duties for the FBI, but from time to time Delta Green
  arranges for you to go on a secret mission to stop
  unnatural threats and save others from being exposed.
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Murray, Ph.D.
  Historian and CIA consultant
  39
  Doctorates in anthropology and Near Eastern history
  8
  40%
  Out of shape
  10
  50%
  10
  50%
  18
  90%
  Ingenius
  14
  70%
  Stubborn
  12
  60%
  9
  14
  89
  56
  42
  Spouse and kids
  12
  Grad student you're mentoring
  12
  Best friend
  12
  Church or support group
  12
  Disorder: Fugue States (see other side).
  Motivation: Going home.
  Motivation: Protecting culture from zealots.
  Motivation: Painting.
  Motivation: Understanding the sweep of history.
  70%
  40%
  Painting
  20%
  40%
  80%
  50%
  60%
  60%
  50%
  10%
  Arabic
  20%
  Hindi
  30%
  Pashto
  20%
  Persian
  50%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING  
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations.
  Medium pistol (Colt M9, 9mm) with four extra magazines.
  Unarmed
  40%
  1D4−2
  M9 pistol
  20%
  15 m.
  1D10
  15
  After several years at a prominent university ended without
  you getting tenure, you took a more lucrative contract with
  the CIA as a way to build up your family's nest egg. That
  was supposed to be for one year, but the pay was good and
  you took a second contract. That's where things went bad.
  While researching the history of a particularly notorious tribe
  you uncovered bizarre things, horrifying things, ancient texts
  that revealed unnatural truths and warped your mind.
  Realizing what you'd seen, the team you were with signed
  you into Delta Green, a secret program dedicated to
  thwarting unnatural threats and saving others from exposure.
  They've only sought your help a couple of times since
  then. Most of your time is spent with CIA teams, as before.
  But since then the Agency has found loopholes and clauses
  in your contract that have kept you overseas year after year,
  and you have to wonder why.
  FUGUE STATES: When your SAN drops by 1 or more, you
  must make a follow-up Sanity test or your mind shuts down;
  you go catatonic or wander off in a disconnected daze.
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Spiker, M.D., Ph.D.
  Microbiologist and counterterrorism consultant
  47
  Medical school; Ph.D. in microbiology
  9
  45%
  12
  60%
  8
  40%
  Clumsy
  17
  85%
  Brilliant
  17
  85%
  Indomitable will
  9
  45%
  11
  17
  99
  80
  68
  Ailing mother
  9
  Colleagues back home
  7
  Ex-spouse
  7
  (choose one teammate)
  5
  (choose one teammate)
  5
  Motivation: Understanding new facets of biology.
  Motivation: Saving lives.
  Motivation: The accolades of your peers.
  Motivation: Studying things beyond human science.
  Motivation: Getting the next marriage right.
  30%
  40%
  40%
  50%
  40%
  20%
  40%
  Biology
  80%
  Arabic
  40%
  Greek
  40%
  Latin
  40%
  Science (Botany)
  40%
  Science (Geology)
  40%
  Science (Microbiology)
  70%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING  
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations, kit for sample collection and field analysis.
  Medium pistol (Colt M9, 9mm) with four extra magazines.
  Unarmed
  40%
  1D4−1
  M9 pistol
  40%
  1D10
  15
  You signed on with the secret program called Delta
  Green many years ago. A friend of a friend came to
  you for help understanding a tissue sample found at a
  crime scene and it turned out to be...unnatural. At first
  you thought you'd get a major journal article out of it,
  but then the sample mutated and grew overnight.
  Exposure to it left two of your colleagues transformed
  hideously. That friend of a friend kept it from
  claiming you next. The rest of that investigation you'd
  rather forget, but it left you certain that some things
  are so toxic that even attempting to study them is
  inevitably destructive. You helped Delta Green a few
  times, not frequently. And then the group asked you
  to come overseas. It was supposedly on a contract to
  study biohazard threats, but you've been stuck in
  Afghanistan for years going from one crisis to the
  next. Maybe your skills can at least save a few lives in
  the meantime.
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Staff Sgt.
  Stafford, U.S. Army
  Soldier
  U.S.
  25
  High school diploma; U.S. Army Information Assurance certification
  10
  50%
  14
  70%
  Marathon runner
  12
  60%
  14
  70%
  Smart
  13
  65%
  Cool-headed
  9
  45%
  12
  13
  99
  60
  52
  Mom
  9
  Off-and-on significant other
  9
  Best friend back home
  9
  Motivation: Digging up secrets.
  Motivation: Finding a family.
  Motivation: Protecting loved ones.
  Motivation: Doing a good job.
  Motivation: Proving you can stand up to pressure.
  50%
  70%
  30%
  70%
  Microelectronics
  60%
  40%
  40%
  40%
  40%
  20%
  Land
  40%
  40%
  30%
  30%
  60%
  50%
  Pashto
  20%
  Russian
  20%
  Urdu
  20%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING  
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations, computer with satellite modem.
  M4A1 carbine, selective fire, with eight extra magazines and advanced combat optical gunsight (+20% to hit if you've taken do damage since your
  last action; double base range when you take the Aim action). Medium pistol (M9) with four extra magazines. Six M67 hand grenades. M9 bayonet.
  Unarmed
  50%
  1D4−1
  M4A1 carbine
  40%
  100 m.
  1D12
  3
  30
  —on full automatic
  40%
  100 m.
  3
  10%
  1, 2, or 3 m.
  30
  M9 pistol (9mm)
  40%
  15 m.
  1D10
  15
  M67 hand grenade
  70%
  20 m.
  15%
  10 m.
  M9 bayonet
  30%
  1D6
  3
  You joined the Army a little over a year after high school.
  You had already started hacking websites and corporate
  databases for fun but didn't have the contacts to turn that into
  a job. And you figured it would be a lark to see what military
  secrets you could discover. You got into cyber school, got
  assigned to intelligence in a battalion in Afghanistan, and
  started having a good time. Then you found a hard drive that
  some Special Forces types had tried and failed to destroy.
  You put it back together, decrypted it, and shared it with
  your platoon. It looked like footage from a raid but turned
  out to be—something else. Something supernatural. Word
  must have gotten out. Your platoon got reassigned to one of
  the worst parts of the country, got put on regular army jobs,
  and got chewed to pieces. They learned to hate you.
  Eventually someone new talked to you about it all, someone
  from a secret program called Delta Green. Delta Green
  recruited you, gave you a clearance, and started bringing you
  in on missions to dig up unnatural threats and put them
  down. Missions that you wouldn't want your worst enemy to
  learn about. Missions that matter. It's not a lark anymore.
  Hand grenades
  Athletics
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
  Maj. John Jordan, U.S. Army Special Forces
  Special Forces officer
  M
  38
  History degree; Ranger school; Special Forces training
  14
  70%
  Muscular
  13
  65%
  Healthy
  11
  55%
  10
  50%
  12
  60%
  9
  45%
  14
  12
  99
  55
  48
  (Choose one teammate)
  5
  (Choose another teammate)
  5
  Motivation: Protecting humanity.
  Motivation: Finishing the mission.
  Motivation: Converting enemies to allies.
  Motivation: Helping victims fight for themselves.
  Motivation: Doing the job right.
  50%
  80%
  30%
  40%
  50%
  60%
  30%
  50%
  30%
  30%
  70%
  Land
  60%
  50%
  20%
  50%
  50%
  50%
  60%
  Pashto
  30%
  Persian
  20%
  Urdu
  20%
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS AND NOTES
  delta-green.com
  NOTES FOR THE NEXT ‘HOME’ SCENE
  Bonds damaged, injuries suffered, disorders gained and 
  their sources, legal or professional trouble, etc.
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  SPECIAL TRAINING  
  SKILL OR STAT USED
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  _________________________ ________________________
  scan for more
  Tactical body armor and helmet (Armor 6) with red-filtered flashlight attached. Encrypted radio, binoculars, compass, plastic handcuffs.
  Day-sack with GPS, smoke grenades, mini-flares, Gerber multitool, night vision goggles, eye protection, earplugs.
  Rucksack with sleeping bag, poncho, first aid kit with morphine, 6 liters water, 2 days rations.
  M4A1 carbine, selective fire, with eight extra magazines and advanced combat optical gunsight (+20% to hit if you've taken do damage since your last
  action; double base range when you take the Aim action). Medium pistol (Colt M9, 9mm) with four extra magazines. Six M67 hand grenades. M9 bayonet.
  Unarmed
  60%
  1D4
  M4A1 carbine
  60%
  100 m.
  1D12
  3
  30
  —on full automatic
  60%
  100 m.
  3
  10%
  1, 2, or 3 m.
  30
  M9 pistol (9mm)
  60%
  15 m.
  1D10
  15
  M67 hand grenade
  80%
  20 m.
  15%
  10 m.
  M9 bayonet
  70%
  1D6+1
  You got your history degree and signed up as an Army
  officer just in time for the War on Terror. You joined the
  Rangers and then the Special Forces. You've spent your
  career on foreign soil training allied fighters, fighting
  insurgents and dedicated foes, and sometimes fighting
  the very allies you trained. It's been a long and
  dispiriting war with no real changes to show for it. But
  things are different with Delta Green. You joined that
  secret program years ago. You were on the periphery of
  a Delta Green operation and they needed your skills.
  After seeing the bizarre, unnatural things they were up
  against you signed on to help them some more. Once or
  twice a year the program has you temporarily reassigned
  to some ad-hoc task force or other in order to confront
  some supernatural threat and save others from being
  exposed. It doesn't feel like you're making any more of a
  change in humanity now than before; but now you're
  saving humanity from things worse than itself.
  Hand grenades
  Parachuting
  SCUBA gear
  Athletics
  DEX
  Swim
  
SOURCE: textdata/thevault/Delta Green [multi]/adventures/DG - Adv - Kali Ghati.pdf