TEXT: Published by Arc Dream Publishing in arrangement with 
  the Delta Green Partnership. The intellectual property 
  known as Delta Green is ™ and © the Delta Green Part-
  nership, which has licensed its use here. The contents of 
  this scenario are © Dennis Detwiller. Editing, layout and 
  additional material by Shane Ivey. Updated 14 OCT 2019.
  The Secret Dream
  Duxbury, Pennsylvania, is shrouded in secrets. Since 
  1971, a Hunt Electronics subsidiary called Hunt Special-
  ty Services (HSS) has come to own the town. Under the 
  leadership of CEO William Lassiter, HSS bought the town 
  piece by piece, turning small purchases into subsidiary 
  businesses. It pays well enough for the locals to be more 
  than happy with the deal. The town was brought into the 
  company fold and is kept safe and warm.
  As far as the public is concerned, HSS employs a 
  large staff to design microelectronics that are manufac-
  tured elsewhere. Between the HSS plant and its countless 
  tiny subsidiaries around town, Hunt Electronics is by far 
  the largest employer in Duxbury. People are happy. The 
  schools are good. The company takes care of things. There 
  is no major crime.
  There is a part of HSS that people don’t much talk 
  about. Not because they fear it but because it is secret, 
  and HSS has earned their loyalty. There are parts of the 
  plant where only certain employees go. Sometimes, people 
  come in from outside town and go to those secret places 
  without ever being seen at HSS again. The word is that 
  they come in for special, high-tech training and depart 
  again, all quietly to protect trade secrets. 
  If enough Duxbury locals compared enough details, 
  they’d realize that many of those outside trainees never 
  came out of the HSS plant at all.
  In detailed records that no one outside Lassiter’s inner 
  circle ever sees, tens of millions of dollars and thousands 
  of man-hours have been invested in the work of that secret 
  part of the plant. But no one outside the plant knows what 
  Future/Perfect, Part 3
  A Scenario for Delta Green: The Role-Playing Game
  Written by Dennis Detwiller
  1
  
  2
  // Future/Perfect, Part 3 //
  // Delta Green //
  Lassiter knows that Arthur Hunt was a serpent crea-
  ture in human guise, and he is absolutely certain that other 
  beings like Arthur Hunt exist in the world. They may even 
  be in control of the government and other major compa-
  nies and organizations. Lassiter plans to take no chances. 
  He is willing to do anything to maintain the integrity of 
  the Duxbury Gate, and has sanctioned blackmail, bribery, 
  and murder to protect the company’s secrets.
  Lassiter has hundreds of hours of video of alien 
  creatures brought out of the past, as well as hundreds of 
  biological samples. Any day now, he is certain, creatures 
  like Hunt will return and use their advanced technology to 
  enslave humanity. The Gate, and the outpost in the past, 
  are humanity’s only hope.
  Coming to Part 3
  The first two scenarios of Future/Perfect can be played in 
  any order. But play those before you play Part 3 and Part 
  4. Part 3 follows the Agents to Hunt Specialty Services, a 
  little-known subsidary of Hunt Electronics, which they 
  discovered in Parts 1 and 2. Part 3 runs directly into Part 
  4, and is in fact the only way to Part 4.  Part 4 leads to 
  the unnatural secrets beneath Hunt Specialty Services and 
  through the veil of time itself. 
  A warning: If you plan to run Part 4, review it before 
  you run Part 3. It includes notes about the machinations 
  of the Great Race of Yith that may affect your presenta-
  tion of Part 3. See the introduction and AN ACTUATOR IN 
  PART 3 in Future/Perfect, Part 4.
  they’re doing at there. The task at hand is clear only to 
  those on the inside, and they’re not talking.
  It’s clear that HSS doesn’t build things. Shipments 
  never come out, they only go in. It’s not a data center or a 
  think-tank; communication to the outside world is restrict-
  ed. It’s not some sort of treatment plant; it’s just a series 
  of plain buildings in one of the most secure company sites 
  on the planet.
  But in the last ten years, accidents have plagued the 
  HSS plant at Duxbury. Twelve people have died. 
  Only William Lassiter seems to know, exactly, what 
  it’s all for.
  Despite all that, HSS reports record profits year after 
  year. It sends designs out to other Hunt Electronics com-
  panies and receives lucrative royalties in return.
  For the last four years, William Lassiter has told 
  employees to expect great things from the Duxbury 
  Project. Behind closed doors, HSS management plan 
  their next steps. 
  In a way, Arthur Hunt’s dream to change the face of 
  the Earth is alive and well with the company elite.
  The Skinny
  For the past 30 years, the Duxbury plant has been home 
  to a hypergeometic gate reconstructed from Arthur Hunt’s 
  alien notes. We refer to it as simply “the Gate.” It is iden-
  tical in function to the Hellbend gate, but it is stable. It is 
  now in common use by an elite cadre of personnel who 
  have established an outpost in the distant past. It is the 
  one “safe” location that they have discovered in decades 
  of experimentation. 
  The Gate has also been the key to his financial success. 
  HSS studies the ancient world and operates an intermittent 
  mining operation to pay the bills. Through the Gate, tons 
  of gold, platinum, and silver have been brought to the 
  present day. HSS’ supposed work designing devices for 
  Hunt Electronics is little more than a shell game.
  William Lassiter is a zealot. He has seen enough to 
  convince him things commonly thought of as ridiculous—
  spirits, aliens, and time travel—are not only real, they are 
  practical and exploitable. Further, Lassiter is obsessed 
  with the Gate and with Arthur Hunt. 
  Duxbury, Pennsylvania 
  Area  
  97.43 square km (37.62 square 
  miles)
  Population  
  9,248 (2010 Census)
  Founded  
  1810
  Industries  
  Engineering, metallurgy, and 
  research
  Temperatures  
  High, 36.6º C (98º F) 
  Low, −23.3º C (−10º F)
  
  // Future/Perfect, Part 3 //
  // Delta Green //
  Found within each device were hidden compartments 
  filled with small gold ingots, totaling nearly 100 kg, with a 
  value of nearly five million dollars. This stunning revela-
  tion opened a veritable landslide of questions. Emery had 
  very few answers.
  Emery was held by federal authorities as a suspected 
  smuggler. He immediately promised total cooperation. He 
  claims (and his story has proven true) that he has made a 
  similar trip twice a year for the last two years.
  Emery is employed at the New York offices of Hunt 
  Electronics. Although he knows about HSS and Duxbury, 
  he has no insight as to what might be going on there. He 
  only know that the equipment he escorted overseas came 
  from Duxbury, and that each time he travelled to Switzer-
  land, he received a cash bonus of $5,000. 
  It all seemed shady, but money is hard to ignore. Em-
  ery did his best to overlook the warning signs. By his third 
  trip, he was fairly certain he was doing something illegal. 
  The main give-away besides the payout were the rules: 
  don’t open the cases for any reason; always check the 
  luggage as “specialty equipment”; never let the luggage 
  out of your sight once on the ground; deliver the luggage 
  by specialty van to Credit Suisse Bank in Berne. Once at 
  Credit Suisse, the luggage was taken away by attendants 
  and white-gloved men with sidearms. Emery often spent 
  extra days in Berne for leisure, and even travelled much of 
  Europe two trips ago.
  Suspicions From Parts 2–3
  At some point after completing Part 1 or Part 2 of Future/
  Perfect, it is likely the Agents will look into the current 
  state of Hunt Electronics. Although H.E. has corporate 
  offices in many locations, it quickly becomes clear that 
  Duxbury, Pennsylvania, is the focus of H.E.’s most import-
  ant and secret project. This project, housed at a microchip 
  research facility, has been the subject of numerous reports 
  and stories for the past 10 years. But no one outside the 
  company has any idea precisely what’s going on in Dux-
  bury. All anyone knows is that it’s expensive and William 
  Lassiter is certain of its success.
  Leads From Delta Green
  If the Agents are left without leads after Part 1 or Part 
  2, Delta Green can easily get them involved. After Hell-
  bend, Delta Green may send word that the machine which 
  leveled the Hunt Electrodynamics plant in 1952 might be 
  currently under construction at Duxbury. 
  Following the Chester investigation, Agents who have 
  poked into the history of Arthur Hunt might see analogs 
  between Hunt and William Lassiter, the current CEO of 
  H.E. and its Duxbury subsidiary HSS. Lassiter’s obsession 
  with the Duxbury plant’s secret project has been third-
  string public news for some time. In that way, Duxbury 
  bears a remarkable resemblance to Hellbend, California, 
  prior to the disastrous explosion of 1952.
  The Bust
  Alternatively, HSS could come to the Agents’ attention 
  with the arrest of Jonathan Emery in New York City.
  On a gray Monday morning, a 22-year-old employee 
  of Hunt Specialty Services, Jonathan Emery, was detained 
  and questioned by TSA officials at LaGuardia Airport in 
  New York. Emery was pulled aside in a random search, 
  and his evasive answers and nervousness quickly drew the 
  suspicion of his interrogators.
  During his questioning, the 340 kg of engineering 
  equipment he was bringing to Switzerland was searched. 
  The equipment was supposedly specialty “testing devices” 
  for a subcontractor in Berne. A quick check on this story 
  proved it false. There was no subcontractor in Berne, and 
  arrangements had been made by Emery for a car to pick 
  him up at the airport.
  3
  
  4
  // Future/Perfect, Part 3 //
  // Delta Green //
   
  » DISEASE: People begin getting sick. This mysterious 
  “fever” pops up in town and claims the lives of 10 
  children. The CDC is brought in after a strange, 
  plant-like substance is found in the bloodstream of 
  two of the children. The only common denominator 
  in the case seems to be the Duxbury plant. See THE 
  ROT in Future/Perfect, Part 4, for details.
  Peaking Too Soon
  Agents might be clever enough to rapidly organize a raid 
  on the Duxbury plant. For decades, CEO William Lassit-
  er has been expecting such an occurrence. The plant will 
  not simply roll over to local police or federal authorities. 
  As far as Lassiter and his key employees know, anyone 
  on the outside might be the pawns of the “others,” the ser-
  pent-folk that still haunt the modern world.
  Contingencies are in place to lock down the facility 
  into a veritable fortress. It cannot hold out forever, but 
  can turn what would normally be an affair that might last 
  a day or two into a month-long standoff riding the head-
  lines of CNN. That’s something no DG Agent wants.
  Revelation
  This odd outcome is remotely possible. If the Agents meet 
  with William Lassiter, and lay their cards on the table 
  about Arthur Hunt’s unnatural nature, might gain his trust 
  or even his eager cooperation. In a way, Lassiter is build-
  ing his own Delta Green: an organization to save human-
  ity from supernatural threats while hiding the truth from 
  the world at large.
  If the Agents gain Lassiter’s trust, he asks for an 
  exchange of intelligence “as a show of trust.” Lassiter 
  will be forthcoming with everything but the Gate, his 
  ace in the hole.
  If the Agents manage to recruit Lassiter as a “friendly,” 
  it is a major victory. The focus of the scenario should be 
  switched to damage control: covering up the oddities of 
  the HSS Duxbury plant, including the arrest of Jonathan 
  Emery for 100 kg of gold at LaGuardia Airport.
  It won’t take much for some spinoff of March Tech-
  nologies to begin sticking its nose in. Once it senses the 
  opportunity, it will take everything the Agents have to 
  keep it from consuming the secrets of Duxbury. 
  Emery knows he is in deep trouble, but has no idea 
  what he was moving. Emery is simply the messenger, the 
  man with the key to Hunt Electronics’ greatest secret: the 
  HSS plant at Duxbury, Pennsylvania.
  Running Part 3
  Future/Perfect, Part 3 is a very open scenario. Instead of 
  detailing particular occurrences, it details the characters, 
  locations, and activities of those involved in the Dux-
  bury conspiracy, and tries to address the Agents’ likely 
  points of entry.
  Here are some common problems possible in such an 
  open-ended scenario, along with several suggestions on 
  how to handle them.
  Slowdown
  Sometimes a scenario seems to slow down to a crawl, with 
  no leads, action, or engaging threads for the Agents to 
  pursue. Here are ideas that can kickstart things:
   
  » DEATH: An accident claims the life of a Duxbury 
  employee, opening a new avenue of investigation. 
  There is unusual legal wrangling about surrender 
  of the man’s body until it is finally handed over to 
  the coroner. Every bone in the worker’s body is 
  pulverized, and his skin has been split by massive 
  pressure. The cause of death is listed as a “water 
  pressure die cutter” accident, but sea water is found 
  in the man’s lungs.
   
  » HIT: An Agent is targeted for execution by an anon-
  ymous “mechanic” hired by Jim Avary through 
  untraceable means. The killers is skilled and coordi-
  nated. Only the quick or the lucky survive.
  Dead End
  Sometimes, too-efficient Agents exhaust every obvious 
  lead far too quickly. Unleashing one of the following on 
  them should renew the mystery.
   
  » QUAKE: The Duxbury area is rocked by an anom-
  alous 3.2 earthquake. Scientists are baffled, but 
  dogged research reveals the epicenter of the quake 
  to be 50 meters below the Duxbury plant.
  
  5
  // Future/Perfect, Part 3 //
  // Delta Green //
  Meeting Lassiter
  Setting up a meeting with Lassiter without some govern-
  ment pretense is an absolute impossibility. His social cal-
  endar is packed, his business calendar, doubly so. Without 
  a warrant, or some legal angle such as an investigation of 
  H.E., Lassiter is beyond approach. 
  If the Agents present evidence of wrongdoing on the 
  part of a Hunt employee, or a warrant, or some other 
  “legal” angle, Lassiter is forthcoming and polite. Agents 
  are allowed into lavish offices in a Duxbury office park, 
  separate from the plant. They are extended every courtesy 
  and kindness and then escorted into a vast boardroom to 
  meet Lassiter.
  William Lassiter is a small, quiet man whose intelli-
  gence is stamped upon his wide, wise face. He is disarming 
  and kind, working his way into the good will of even the 
  most grave Agents. He has not maintained his position for 
  30 years through lack of social acumen.
  If the Agents at any time threaten Lassiter, they will 
  see the other reason he has maintained such power. Las-
  siter makes plain that any move to implicate any Hunt 
  company in legal wrongdoing will be met by a team of 
  lawyers suing each Agent individually for slander, libel 
  and harrassment, as well as suing every state and federal 
  department involved in such an investigation. Lassiter 
  does not make this point hyberbolically. He states it in the 
  manner of a man stating that the Earth moves around the 
  Sun: It is a fact. 
  William Lassiter
  Clever and beguiling, William Lassiter is a quiet leg-
  end. He is not well known to the public but has been 
  the subject of many stories, exposés, and speculative 
  documentaries.
  Born over 70 years ago in Ann Arbor Michigan, he 
  was an excellent student who excelled at all things mathe-
  matical. He never married. Lassiter began in business as a 
  hand-picked protégé of Thompson MacAfee, the man who 
  succeeded Arthur Hunt as leader of Hunt Electrodyma-
  mics after Hunt’s untimely death in 1952. After a chance 
  meeting following a speech, MacAfee brought Lassiter 
  into the company straight from the University of Pennsyl-
  vania at the tender age of 20.
  It was clear to all that Lassiter was the heir apparent 
  from his earliest days at the company, when he was put in 
  charge of “Special Projects.”
  Lassiter made some prescient predictions about the 
  direction of consumer electronics, and was given more 
  and more control of Hunt Electronics’ most import-
  ant divisions.
  By the time he was 30, Lassiter ran the company for 
  MacAfee, who had long since moved to a desk job in New 
  York. This transfer of power was made official on October 
  28, 1977; when Lassiter became CEO for Hunt Electron-
  ics and Thompson MacAfee retired.
  Lassiter immediately took the company in new direc-
  tions. Huge amounts of Hunt Electronics resources were 
  diverted from defense contracts to component production 
  in the burgeoning home computer business, which at the 
  time was in its infancy.
  Over the next decades, Lassiter maneuvered his com-
  pany completely unscathed through the volatile electron-
  ics sector. H.E. earned record profits, secured new and 
  lucrative contracts, and did business the same way as ever: 
  behind closed doors.
  Lassiter is known to be strange and distant individual, 
  eccentric but never stupid. He is both feared and admired 
  in the business world. He makes his home  at Duxbury, 
  in a large estate on a hill overlooking the Hunt Special Ser-
  vices plant. He has stayed in that home less and less as the 
  years have gone on.
  
  6
  // Future/Perfect, Part 3 //
  // Delta Green //
   
  » THE NECRONOMICON: Lassiter’s Latin translation 
  of the infamous tome (which influenced De Vermis 
  Mysteriis) has extensive margin notes that focus 
  on “the worms of the Earth.” These beings are 
  supposedly hidden among mankind, and represent 
  a much older species, often mistaken for demons, 
  witches and angels. See page 156 of the Handler’s 
  Guide for details.
   
  » THE QUETZACOATL CODEX: An original Aztec co-
  dex in long, folded sheets of deerskin, from about 
  1525 A.D. It describes the rites to Quetzacoatl, the 
  feathered serpent, the god of mathematics. This is 
  in original Aztec pictographs and is damaged by fire. 
  In Nahuatl. Study time: weeks. Occult +1%. Rec-
  ommended rituals: None.
   
  » THE TURNER PAPERS: A series of papers from 1789 
  A.D. examining the impact of one Adolphe Friest, 
  of Swiss extraction, who terrorized a small Con-
  necticut town with “sorcerous acts” and was finally 
  burned as a witch. In English. Study time: weeks. 
  Occult +2%, Unnatural +1%, SAN loss 1. Recom-
  mended rituals: None.
   
  » DE VERMIS MYSTERIIS: The “Mysteries of the Worm,” 
  detailing “the worm that walks,” which some read-
  ers interpret to mean a serpent or snake. The book 
  describes, in detail, the ability of some “worms” to 
  pass as human, as well as ways to recognize them 
  by seeing their strange shadows and reflections. See 
  page 163 of the Handler’s Guide for details.
  On the Radar
  Lassiter is aggressive and effective in dealing with threats 
  both real and perceived. Agents who pester Lassiter 
  find the hammer falling on them from several direc-
  tions at once.
  Lassiter attempts legal recourse first, pulling strings. 
  Agents who are officially on the job (those who have 
  somehow had themselves legally assigned to the case at 
  hand) find themselves leaned upon by higher-ups, who 
  urge them to “redirect the investigation.” There is never 
  any talk of why, and likewise no talk of closing the investi-
  gation, only redirecting it to members of H.E. or HSS who 
  are operating outside corporate authority.
  However, Agents hoping to pin crimes on a Hunt 
  employee operating outside the auspices of compa-
  ny directions find Lassiter once again cooperative and 
  kind. Lassiter produces all manner of perfect evidence to 
  indicate that such an employee was being investigated by 
  H.E. itself, and that Duxbury police also had a file on him. 
  (For example, Lassiter could produce photos of Jonathan 
  Emery illegally moving components from the Duxbury 
  facility—components containing large amounts of gold.)
  Lassiter’s Hobbies
  Quiet research into Lassiter’s hobbies reveals some oddi-
  ties. Beginning in the late 1970s, Lassiter started purchas-
  ing antiques, including antique books and artifacts from 
  all over the world.
  His most significant purchases have topped the mil-
  lion-dollar mark. Unlike most magnates of his type, Lassit-
  er does not lend these items to public institutions, instead 
  keeping them for himself at an undisclosed location.
  Lassiter does not answer to this hobby if directly 
  confronted with it. He instead says, “I have many hobbies. 
  I’m a collector at heart.” He then changes the subject.
  His purchases include:
   
  » THE AVES REFLECTOR: An odd object recovered in 
  Belize in 1660 A.D. It is a burnished bowl of an odd 
  highly reflective metal. Local legend indicates it can 
  reveal those hiding in superhuman disguise. Wheth-
  er it can or not is up to the Handler.
   
  » LES GENS DU REPTILE: A French text (“The People 
  of the Reptile”) from 1651 A.D. It outlines an odd 
  offshoot of Christianity which revered serpents. 
  Their leader was a man called “Adolphe F.” who 
  disappeared before the cult was shattered by church 
  authorities. In French. Study time: weeks. Occult 
  +1%, Unnatural +1%, SAN loss 1. Recommended 
  rituals: None.
   
  » THE LITKE PAPERS: Russian notes from the first white 
  men to land on Ponape in the South Pacific, in 1828 
  A.D. It covers the islanders’ religion, including their 
  belief that reptiles can eat and become people. In 
  Russian. Study time: weeks. Occult +1%, Unnatural 
  +1%, SAN loss 1. Recommended rituals: None.
  
  7
  // Future/Perfect, Part 3 //
  // Delta Green //
  Lassiter’s personal security as well as security for the 
  Duxbury plant.
  Avary knows all about the Duxbury Gate. He is a 
  zealot for Lassiter’s cause and will give his life to protect it. 
  To protect Lassiter and HSS, Avary will not hesitate to use 
  deadly force and simply accept the consequences. He is 
  confident that Hunt’s world-class lawyers will protect him.
  Avary rose to prominence at HSS following his intro-
  duction to the Gate, then unfinished, and his rooting out 
  of the threat of Lewis Ahmed. Ahmed, a scientist who 
  had access to nearly all the company’s research on the 
  science of the Gate, turned out to be…not human. Avary 
  determined that the real Lewis Ahmed had somehow been 
  replaced by an inhuman impostor during a visit to New 
  York. He caught the threat in the nick of time, with the 
  Gate’s first activation only a few weeks away.
  “Ahmed,” one of the serpent-folk, remains in custody 
  in the depths of the Duxbury plant. It has become Lassit-
  er’s linchpin in recruiting new members to his cause. The 
  creature is kept under 24-hour armed guard in a specially 
  constructed vault.
  After the Ahmed discovery, Avary purchased large 
  numbers of heavy weapons on the black market, and 
  hired a hand-picked team of “brownshirts” with combat 
  experience. These mercenaries, like Avary, were exposed 
  to the “secret threat” that hung over the modern world as 
  their final initiation. They, too, are zealots, certain that the 
  threat to the world is both very real and growing.
  Avary is never far from Lassiter. Outside the plant, 
  he is Lassiter’s constant shadow, usually flanked by six 
  or more “Brownshirts.” See THE BROWNSHIRTS, on page 
  10, for details.
  Agents approaching Lassiter in the outside world find 
  themselves face to face with Avary. He intercepts and 
  deflects their attempts at uninvited contact, regardless of 
  their credentials.
  Avary does respect authority when it is properly 
  applied. Agents attempting to contact him through his 
  personal secretary find him cooperative, even friendly, and 
  he gladly arranges a tour of the public areas of the Dux-
  bury facility.
  Agents who still continue find themselves served with 
  subpoenas to legal proceedings indicating slander. These 
  suits are private, not against the federal government but 
  that Agent as a private citizen. Lassiter’s lawyers are a 
  vast cadre of company men who do everything they can to 
  extend, confuse, and blur the reality of the situation. They 
  seek millions of dollars in damages. Such a case, though it 
  holds no merit, could easily bankrupt an average Agent.
  If Lassiter’s men discover that the Agents are not of-
  ficially sanctioned (which can happen quite readily in any 
  DG investigation), they may employ more dire means to 
  quiet the Agents.
  Lassiter’s private investigators tail the Agents, who 
  must roll Alertness to detect them. Agents will be isolated 
  and either made to disappear or turn up as a mysterious 
  suicide. Usually, this only needs to happen to one Agent 
  for the others should get the hint. Lassiter’s investigators 
  are are experienced, anonymous, and deadly. They have 
  no direct connection to Lassiter, and will die before reveal-
  ing their involvement in a conspiracy.
  Jim Avary, Security Chief
  Agents attempting to meet Lassiter soon notice his shad-
  ow: Jim Avary, the Duxbury plant’s head of security. Avary 
  is a veteran in his 60s, having served with the Army Rang-
  ers. He is resilient and should not be underestimated. 
  Avary has worked for Lassiter for 22 years, follow-
  ing a stint as a security contractor for defense companies 
  around the world. Since beginning at HSS, Avary has 
  risen to become Lassiter’s right-hand man. He oversees 
  
  // Future/Perfect, Part 3 //
  // Delta Green //
  flashes. Avary and Lassiter have learned that serpent-folk 
  in disguise cast their own, inhuman shadows.
  Once through the flashing process, each employee 
  is issued a one-day badge with a 256-bit unique security 
  code. Such badges open only “permitted” doors in the fa-
  cility, and all such activity is logged. Signs everywhere read 
  “ONE BEEP, ONE PERSON.” That means that when pass-
  ing through doors, each person must wait their turn and 
  swipe their security card individually. Avary and Lassiter 
  hold the only cards which permit more than one person 
  to travel room-to-room in the plant. Anyone attempting 
  to sneak another person through a door triggers a silent 
  alarm and alerts security.
  (Agents who steal a badge can duplicate it by rolling 
  both Art (Forgery) and Computer Use. It will only work 
  that day. Cracking the code of a future date is not possible 
  without access to a particular computer in the security 
  office, which is always manned.)
  Buildings A and B
  The two main buildings, Building A and Building B, are 
  large, industrial structures of corrugated steel, concrete, 
  frosted gray windows, and steel scaffolding and piping.
  At first glance, the buildings look nearly identical. The 
  only difference is that Building B has what appears to be 
  a large industrial incinerator jutting from the west side. 
  The chimney from this incinerator often spews a thick, 
  black smoke at night. It is through this incinerator—actu-
  ally a series of incinerators leading up from an area near 
  the Gate—that HSS disposes of biological samples from 
  the far past.
  The HSS Plant
  The HSS plant in Duxbury is located on one hectare (2.5 
  acres) of land outside the town proper. It is surrounded by 
  two runs of security fences, six meters (20 feet) high and 
  topped with razor wire. Every fifth fence-pole is topped by 
  a swiveling security camera, which is monitored 24 hours 
  a day by Avary’s brownshirts.
  The HSS compound looks like any other corporate 
  site in the world, except perhaps a bit cleaner than usual. 
  Smooth, asphalt roads meander all over, connecting all 
  buildings. Signage at each intersection clearly points the 
  way to each building. It includes two huge, main build-
  ings, a parking shed for golf carts, a storage bunker for 
  industrial supplies, and a restricted array of electrical 
  transformers.
  Entry
  The main entrance is “airlocked,” separated into its own 
  section by a series of fences. It is overlooked by a cement 
  security building with bulletproof glass, which looks sur-
  prisingly like a bunker. Only delivery trucks enter this way. 
  Employees and visitors park outside the facility, in a 
  parking lot which is walked by security every 25 minutes. 
  There, employees exit their vehicles and walk into the 
  security office.
  Security Office
  A squat, two story concrete building with two entrances 
  sits next to the entrance like a sentry: the security office. 
  The brownshirts have all manner of men and equipment  
  stashed in this structure, and Jim Avary’s office is here. 
  Anyone foolish enough to get into an armed conflict in this 
  building is in for the fight of their life. If a breach occurs, 
  dozens of brownshirts rush from this building, armed 
  to the teeth.
  In the security office, employees and visitors are 
  subjected to something called “flashing.” One by one, they 
  enter a small room and are subjected to bright ultraviolet 
  light. Staff say that is for “destroying microbes which 
  might damage sensitive materials in the plant.” In actu-
  ality, this is a room designed specifically to stop creatures 
  like “Ahmed” from ever entering the plant again. In the 
  security office, guards watch the shadows cast by the 
  8
  
  9
  // Future/Perfect, Part 3 //
  // Delta Green //
  HSS requires a huge amount of power to run the hy-
  pergeometrical gate control apparatus. If the relay station 
  is destroyed, the Gate is neutralized.
  HSS Personnel
  The 550 full-time HSS personnel are all true believers 
  in William Lassiter’s mission. Every one has personally 
  witnessed the creature they call Ahmed, and with evidence 
  like that, it’s difficult to deny Lassiter is on to something. 
  The employees are very similar in countenance, behav-
  ior, and personality. They are carefully chosen and even 
  more carefully screened for discretion and loyalty. None 
  have any close family. Nearly all are single, or else married 
  to or in relationships with other HSS employees. Every 
  one left a high-paying job to come to HSS.
  They are experts in fields from quantum mechanics to 
  microbiology. Many were hired through the recommenda-
  tion of friends already employed at the plant.
  The list of employees and their disciplines might seem 
  odd—the staff includes mechanical engineers, geologists, 
  and even two paleontologists and a linguist—but compa-
  ny HR documents explain these away. For  example, the 
  paleontologists are being used in robotics research, work-
  ing on new artificial legs; and the linguist is pursuing voice 
  recognition technology. 
  The personnel are divided into Blue Team, Red Team 
  and Green Team. Blue Team is in charge of the phys-
  ical plant, maintenance, and security, and includes all 
  brownshirts. Red Team is in charge of physical sciences 
  and research.
  Green Team is the most coveted position. They 
  work “Offsite,” on the far side of the Duxbury gate. The 
  term “Offsite” is bandied about often, but details are 
  never given. 
  All Duxbury personnel live in the town or the sur-
  rounding area. Green Team employees work Offsite in 
  monthly rotations. Except for Green Team, all employees 
  work 72-hour shifts where they spend 8 hours on duty 
  and 10 hours off. These shifts require them to remain at 
  the plant. When not on duty, they are in the commissary, 
  the barracks, or the amenities room. Almost all have hous-
  es in Duxbury for their four “off” days each week.
  If the Agents maintain surveillance on the site for 
  two days, they see that almost all activity seems to take 
  place in Building B, not Building A. But if they finagle a 
  tour of the facility, they are escorted only to Building A. 
  Building B remains off limits due to “the risk of revealing 
  trade secrets.”
  For details, see INSIDE BUILDING A on page 11 and 
  INSIDE BUILDING B on page 21.
  Golf Carts
  Two small overhangs house a half-dozen electric golf carts 
  each, as well as charging station. Personnel use these vehi-
  cles to cover ground in and around the plant.
  “Storage”
  A small but heavy building sits on the road near the main 
  buildings, labelled “Storage.” It has no windows and is 
  built like a bunker, with a steel door sunk into its face. 
  The door is incredibly resilient and pressurized. Breaching 
  it is no easy task and is almost certain to draw attention. 
  The storage bunker contains disused heavy construc-
  tion equipment, but that is a cover. Inside, an unmarked 
  padlocked door opens to stairs leading down. They 
  descend to a complex network of stairs, refuge areas, and 
  further levels, all hermetically sealed. These wind down all 
  the way to the Gate level, 50 meters below Building B.
  This is an emergency exit, and is one of the few over-
  sights of HSS. Lassiter and Avary discount the likelihood 
  of people entering through this passageway. If the Agents 
  manage to break in, they find it remains unguarded and 
  unwatched most of the time.
  Transformers
  A fenced and padlocked area just beyond the main 
  buildings houses a large array of electrical transformers, 
  stacked in rows. Anyone with Craft (Electrician) or an 
  equivalent skill at 20% or higher can tell the transformers 
  are built to carry a heavier load than is usual in a facili-
  ty like this. 
  This is in fact HSS’ very own electrical relay station. 
  After complaints from the town about random brown-outs 
  and black-outs, HSS paid for a special connection to four 
  electrical grids in the area. The load is now spread across 
  four counties instead of the Duxbury substation.
  
  10
  // Future/Perfect, Part 3 //
  // Delta Green //
  restaurants and stores in Duxbury afloat. To outsiders, 
  they seem like robots, strange and unfathomable.
  The brownshirts are very close, and Avary likes it 
  that way. He has gone out of his way to develop an esprit 
  de corps. He gives generous bonuses, promotions, and 
  other perks to those who work hard and support the 
  team. Many brownshirts are roommates. In town, they 
  stick together.
  This tight-knitted-ness works both ways, Avary is first 
  to know when a brownshirt begins a new relationship 
  with an “outsider,” and when any “anti-company” traits 
  arise. Such urges are easily quashed through cash, perks, 
  or a reminder of just what’s at stake.
  All the brownshirts have been promised a place on 
  the far side of the Gate in case of catastrophe, a raid, or 
  invasion. They have had extensive training in defense of 
  the facility. Avary has trained them to expect the worst. 
  Contingencies are in place for a folding defense of the 
  plant, where heavily armed personnel hold the line against 
  an outside incursion while vital people and equipment are 
  moved through the Gate.
  Brownshirts On Duty
  On duty, the brownshirts wear sunglasses outdoors and 
  Secret Service-like attitudes always. They carry pistols 
  and always have shotguns and AR-15 carbines nearby, all 
  scrupulously legal. Like Lassiter, they are confident in the 
  protection of the company’s lawyers. (If the end comes, 
  they know where to find less legal but more lethal weap-
  onry at HSS.) They operate in teams of two or three, and 
  are in constant contact with security HQ.
  If an alert is sounded, they act in quiet concert, with 
  multiple teams folding in on any target, rapidly clos-
  ing off escape routes. They have a way of taking com-
  mand of a crisis.
  Brownshirts are briefed daily on relevant news, such 
  as the Agents coming for a tour. When outsiders are 
  allowed in the plant, the brownshirts adopt a “smiling 
  silence” attitude. They stay out of the way and speak 
  only when spoken to. If asked odd questions, they refer 
  the questioning party to the public relations officer and 
  politely smile.
  Agents who encounter them in this state might 
  mistake their intentions later. The brownshirts are 
  The Brownshirts
  The “brownshirts” (so-called because of their uniform, 
  black suit and khaki shirt) are ex-military, ex-bodyguard 
  personnel picked by Jim Avary to defend the Duxbury 
  plant from infiltration. They are officially called the “Secu-
  rity Detail” and their official purpose is to prevent indus-
  trial espionage and theft. Anyone interacting with more 
  than one brownshirt off-duty can make a HUMINT roll 
  to discern their shared military background.
  For such a small facility, the number of full-time 
  security personnel is vast. Of a total workforce of about 
  550, 55 are full-time brownshirts and 20 are part-
  time brownshirts.
  Avary is particular about his men. He only picks 
  combat veterans. They have no families, no criminal re-
  cords, and no strong religious or other ties to the outside 
  world. There are no female brownshirts. Every security 
  officer goes through a months-long probationary period, 
  during which Avary decides whether the newcomer can 
  really be trusted. Along the way, Avary accumulates and 
  documents infractions. If Avary decides not to keep the 
  recruit, he fires him. Otherwise, the recruit sees both the 
  Gate and Ahmed. Avary’s instincts have not yet failed 
  him. All brownshirts are true believers in Lassiter’s cause. 
  Brownshirts who make the cut receive ongoing training in 
  defensive driving, self-defense, small arms, and tactics to 
  protect the plant.
  The brownshirts’ motto is “Think and Act in Equal 
  Measure.” Folk in town speak highly of them. They are 
  clean and quiet, and spend money that keeps the bars, 
  
  11
  // Future/Perfect, Part 3 //
  // Delta Green //
  their noses behind the curtains. Avary hopes the ruse can 
  quiet the Agents’ concerns.
  If the Agents gain access to Building A without the 
  plant’s foreknowledge, it is like a ghost town. It is devoid 
  of personnel even in the middle of a normal workday. 
  Only four full-time staff, including Lassiter’s secretary, 
  occupy the building when it is not acting as a diversion. 
  Little attention is paid to it, as long as the brownshirts 
  have no idea anything is going on there. It could become a 
  safe haven for Agents infiltrating the compound.
  Infiltrating HSS
  Anyone with a background in security, law enforcement, 
  or crime can examine the plant from a distance with an 
  INT×5% roll. Those who succeed come to the conclusion 
  that the plant is just too well guarded to attempt ordinary 
  breaking and entering. Those who fail such a roll believe 
  they have found a loophole in the system, such as a weak 
  link in the fence or a “hole” in the number of guards 
  during a shift. Unfortunately, such a belief is simple folly. 
  The plant is well guarded, 24 hours a day.
  Disguise
  Gaining access to the plant as a worker there is difficult, 
  and it will only work for one Agent. Anyone trying to 
  bluff their way in with a bunch of people in tow, even if 
  they have the proper ID, automatically fails.
  The first step is to capture and replace a Duxbury 
  Plant worker before they go to work. Unfortunately, 
  level-headed and, when necessary, cold-blooded, vacil-
  lating between distant courtesy and vicious combat at 
  the drop of a hat. It’s one thing to have a security guard 
  shooting at you. It’s another thing when it happens just 
  hours after he told you to have a nice day.
  Inside Building A
  Agents can get a public tour of the HSS plant just by 
  asking Jim Avary or William Lassiter. That gets them into 
  Building A. Under no circumstances are they allowed into 
  Building B unless they force or sneak their way in.
  Building A is a red herring. It is an incredibly detailed 
  replica of a microchip production facility. This is the 
  building toured when the press visits. William Lassiter 
  maintains an office in this building that he uses only when 
  visitors come, and a secretary who is there full time. When 
  Building A is being visited, the area is overrun with per-
  sonnel, looking purposeful and well directed. It is a wholly 
  convincing illusion if one does not look any deeper.
  When visitors are here, every part of Building A is 
  watched by brownshirts, all linked to a central command 
  by a secure communications net.
  Large parts of Building A are hermetically closed 
  off. Signs say any who enter must wear anti-static suits. 
  Behind these doors, a convincing ruse of chip production 
  runs for the benefit of visitors. Inside, technicians in white 
  smocks make a show of working on sensitive-looking elec-
  tronics. An Agent with Craft (Microelectronics) at 30% or 
  higher, or who makes a roll, recognizes the devices as mi-
  crochip stamping devices in the 65 nanometer range. But if 
  the Agent takes time to examine the process in detail, the 
  chips turn out to be junk. The production cycle is nothing 
  more than a cleverly constructed loop.
  Security personnel make only mild attempts to keep 
  the Agents from looking into these off-limits areas. After 
  an Agent gets a cursory glance, brownshirts come to whisk 
  them away disapprovingly. They do everything they can to 
  prevent more than a cursory glance. HSS security officers 
  and lawyers then subject the Agents to legal wrangling 
  that culminates in the requirement to sign a non-disclosure 
  agreement as the alternative to trespassing charges.
  The Agents may recognize this as a ruse. Security is 
  extremely tight except for the moment they try to poke 
  
  12
  // Future/Perfect, Part 3 //
  // Delta Green //
  Agents must make a Stealth roll at −20% to get 
  through the wire and make it to the nearest building for 
  cover. Failure trips a motion sensor or motion-activated 
  light and attracts a brownshirt team.
  Brownshirt Tactics
  At the entrance, or when on regular duty, the Brownshirts 
  look much like any other security detail, but when there’s 
  trouble (particularly at night) they come running with less 
  than conventional gear.
  At night, brownshirts shoot first and ask questions 
  later. They have spent years training for an incursion by 
  deadly enemies disguised as humans. They are confident 
  that evidence can be discarded on the other side of the 
  Gate, and that the company’s aggressive lawyers can han-
  dle anything else.
  AT THE ENTRANCE: A team of nine brownshirts man 
  the two buildings at the main entrance of the plant. Two 
  on duty carry Mossberg shotguns.
  ON PATROL: Teams of two or three brownshirts patrol 
  the grounds of the facility day and night. The only patrol 
  with a single individual is the brownshirt sent out to the 
  parking lot to catalog cars.
  SCOUT TEAM: Any disturbance in the wire at night 
  calls in a scout team. This consists of three to five brown-
  shirts kitted with night vision gear and AR-15s. Scout 
  teams confirm and identify possible targets, just in case it’s 
  only some kids from town having fun. Once targets are 
  located and identified—usually without the targets even 
  knowing they’ve been spotted—their position is reported 
  to the security HQ. If the incursion is something mundane, 
  the scout team intercepts or scares them off.
  HK TEAM: Hunt-and-kill teams have never been used, 
  but their existence is testament to the conflagration that 
  all in the plant believe is coming. An HK team is a detail 
  of up to 10 brownshirts wearing night-vision gear and 
  carrying fully automatic and silenced MP5 submachine 
  guns, which they store in the secret sub-levels of Building 
  B. An HK team may be dispatched only on the command 
  of Jim Avary or William Lassiter. Training for HK teams 
  is extensive and occurs once every week at night. Agents 
  watching the plant 24/7 can make a Luck roll to detect 
  these field exercises.
  everyone at the plant knows everyone else. The only 
  possibility is to hit a lucky patch, make a successful 
  Disguise roll, and get a recently hired Brownshirt at the 
  entrance. Even then, the Agent must make a Persuade roll 
  to make it inside.
  (If an Agent is discovered at the entrance, it’s highly 
  likely some sort of armed conflict will escalate. From there, 
  it’s a single step towards a raid. See page 13.)
  Next, the Agent must pass through one of the “flash-
  ing” rooms, where their weaponry and surveillance equip-
  ment will be discovered. This automatically activates the 
  lockdown mechanism, trapping the Agent in a bulletproof 
  cell to be dealt with at the guards’ leisure.
  Inside the fences, and with each group of employees 
  the Agent runs into, the chance of discovery rises; anoth-
  er Persuade roll must be made. An Agent on the inside 
  should have a distinct feeling of running out of time.
  An Agent whose ruse is discovered will either be de-
  tained by brownshirts or killed in a shootout.
  Distraction
  Nothing short of a huge explosion or a fire will gain the 
  Agents a few minutes of confused reaction at the HSS 
  plant’s entrance. It draws much of the Gate staff away 
  from their posts, and brings in local firemen to pro-
  vide a bit of unintended cover for Agents on the prowl. 
  During a distraction event, all brownshirt detection 
  rolls are at −20%.
  The brownshirts dispatched to investigate such a 
  ruckus are clever. Every few minutes, one of them can 
  attempt an INT×5% roll to figure out that it’s a ruse and 
  report it. At that point, everyone in the facility goes on 
  alert, and Agents soon have no choice but to shoot their 
  way in (or out).
  Breaking and Entering
  Simply breaking into the facility is a sure way to lead to 
  conflict. It is one of the most well-guarded corporate sites 
  on the planet. Agents who show up after dark with a 
  bolt-cutter, some firearms, and a map rapidly find them-
  selves detected, stalked, and quite possibly killed by a 
  brownshirt detail. 
  
  13
  // Future/Perfect, Part 3 //
  // Delta Green //
  their way in, the guards muscle back. If an Agent reaches 
  for a gun, so does every guard in sight. Brownshirts will 
  not fire first, but they return fire immediately, confident 
  that the numerous cameras will back up their side of the 
  story. Even if they are convinced the Agents have a legit-
  imate search warrant, they will do anything necessary to 
  keep Agents out of the factory until Avary or Lassiter tells 
  them to cooperate.
  Once the guards call Avary, he contacts legal firms and 
  friendly politicians, trying to get to the bottom of the raid. 
  False pretenses will quickly be discovered. If this occurs, 
  have the group make a Luck roll. If they fail, they are 
  invited in, after a guard gets instructions over his earpiece. 
  Once inside, the Agents are escorted to Building A, where 
  a contingent of 20+ well-placed shooters wait in ambush 
  and demand the Agents’ surrender. They mean to place the 
  trespassing Agents under citizens’ arrest until police and 
  lawyers arrive. If shot at, they return overwhelming fire.
  Locals
  Suckering local law enforcement into a raid on HSS is 
  possible, though difficult. The money that the company 
  has brought to Duxbury has literally kept the town on 
  the map. The Agents have to provide extensive evidence 
  that something terribly dangerous is going on before local 
  authorities agree to intervene. Looking into the deaths 
  of plant workers may not be enough. Nothing short of evi-
  dence of murder, terrorism, or some looming catastrophe 
  rouses local officials into getting a warrant and enter-
  ing the plant.
  This type of disinformation campaign requires signif-
  icant work on the part of the Agents. And it is likely to 
  backfire. Agents leading such a raid will find themselves 
  hopelessly outgunned. When the brownshirts start gun-
  ning cops down, it quickly escalates to national news. So 
  many other agencies get involved that it proceeds just like 
  an official raid by the feds.
  Feds Far and Wide 
  Agents who work for nearly any federal agency can pull 
  strings to organize a raid, given enough lead time. The 
  IRS would be interested in the gold being smuggled by the 
  company. The EPA would be interested in reports (real or 
  falsified) of toxic waste and/or biological dangers. If any 
  Raiding HSS
  An FBI raid on the facility seems to be a no-brainer, but it 
  risks terrible violence and exposure of Delta Green. 
  Agents watching the facility for more than a full day 
  realize the security is run like clockwork. An Agent with 
  Military Science at 40% or higher, or who makes a roll, 
  notices the signs of a carefully constructed folding de-
  fense for the plant. Guards are set up in careful patterns 
  designed to hold off attack while others retreat to more 
  hardened, strengthened defenses. An open assault is likely 
  to be a bloodbath.
  The only chance a raid might have of getting to the 
  main buildings without resistance is a carefully coordinat-
  ed sniper strike, taking out all the outside guards at one 
  time and moving in swiftly. Even then, the assault on the 
  buildings themselves will take a terrible toll.
  And there’s nothing like a raid to spread information 
  through the various agencies in the government. The last 
  thing Delta Green wants is to alert more federal agents—
  let alone politicians, the press, and the public—to the 
  mysteries of the unnatural. 
  A Fake Raid
  Agents could exploit the isolation of the plant by whipping 
  up some fake warrants and showing up at the entrance. 
  Needless to say, HSS didn’t survive this long by being 
  stupid. When the Agents arrive, they are detained at the 
  entrance while Jim Avary is alerted. 
  The guards are polite but insistent: the Agents must 
  wait until Avary comes down. If the Agents try to muscle 
  
  14
  // Future/Perfect, Part 3 //
  // Delta Green //
  NEGOTIATION: Once it becomes evident to HSS that 
  the authorities mean to enter the plant, the gloves come 
  off. As long as is possible, guards attempt to keep the 
  authorities uncertain and at a distance while Gate per-
  sonnel evacuate to the past. No real negotiation will go 
  on without an exceptional idea on the part of the Agents, 
  only dissembling and delay.
  ASSAULT: Local police hesitate to attack when the 
  company refuses to open the doors, and must be goaded 
  into executing a search warrant by force. Feds have no 
  such qualms. The officials who take charge are arrogant 
  and feel a stand-off at a local electronics plant on CNN 
  makes them look ridiculous. This arrogance will cost 
  them in blood.
  Abductions and Hostages
  Delta Green has been known, in its time, to resort to 
  blackmail, murder and even kidnapping. It is surprisingly 
  easy to kidnap nearly anyone, given some research, the 
  proper timing, and enough hands to make it happen. 
  However, the two main targets of an abduction in this 
  investigation—the people with the most knowledge and 
  influence—are HSS CEO William Lassiter and Jim Avary, 
  HSS head of security. They are no ordinary people.
  The one thing that keeps HSS focused in one fanatical 
  direction is William Lassiter, the CEO. Everyone in the 
  facility knows him on a first-name basis. He is the “found-
  er of the feast,” so to speak. Almost all employees consider 
  him nothing short of the savior of mankind. Most would 
  trouble befalls a federal government agent at the plant, the 
  FBI takes the lead.
  When the hammer of the federal government drops, 
  HSS does not fold. Instead, a firefight of epic proportions 
  erupts, causing deaths on both sides. While this firestorm 
  burns, it may be possiblefor Agents to run-and-gun their 
  way in. What they find is a gun behind every door, and 
  employees out for blood in order to save humanity. 
  Only the most careful, fast, and accomplished Agents 
  will survive such a raid. Those who wait for the situation 
  to stabilize find only a charred and smoking ruin. HSS per-
  sonnel that make it to the Gate room escape into the past 
  before wired thermite charges erase the Gate, the facility, 
  and any who remain in it from the face of the Earth.
  The company has spent years preparing for this 
  eventuality. As far as their odd world-view goes, many 
  government agents must already have been replaced by 
  serpent-folk like Hunt and Ahmed. It is only a matter of 
  time before the serpents asserted their superior technology 
  and conquered the globe once more.
  The Realities of a Raid
  Agents with little or no experience in a raid may find 
  themselves woefully out of their depth. If the raid is local, 
  the Agents can be directly involved, depending on their 
  backgrounds. If the raid is federal, Agents have to jockey 
  for position on the “go team” tasked with organizing and 
  executing the raid. Otherwise, they will be pushed to the 
  periphery, where information is hard to come by. At the 
  Handler’s discretion, that may require a Bureaucracy roll.
  PREPARATION: A raid is a huge undertaking. For a lo-
  cal raid, the police muster up more than 20 officers, armed 
  with rifles and pistols. Their HQ will be an old box van 
  with a radio. The build-up takes more than 24 hours. If 
  the Agents fail a Luck roll, news gets to the plant and it is 
  on alert when the authorities arrive. 
  A federal raid is an epic display of the terrible power 
  of bureaucracy. Dozens of trucks, hundreds of personnel, 
  a half-dozen helicopters, and enough weapons for an army 
  arrive suddenly, unfolding around the plant in less than 
  two hours. Following them come the news crews, who 
  set up an impromptu camp like fleas on a dog, wait-
  ing for blood.
  
  15
  // Future/Perfect, Part 3 //
  // Delta Green //
  What Matters Most
  Avary lives in Duxbury in a modest, two-bedroom house, 
  but he often stays over at the plant. He takes all his 
  meals at the plant. His house has no relevant informa-
  tion about HSS.
  However, there are hints of Avary’s military past and 
  a family life. A small cigar box in a bedside table contains 
  a dozen or so photographs, his Ranger patches, and, in 
  a small plastic bag, a Silver Star with an oak leaf cluster, 
  indicating two extraordinary Army decorations for valor.
  Two photographs show a young Avary training at Fort 
  Benning in the 1980s. Several show Avary with a blonde 
  woman. Four photos show Avary on the ground in South 
  America, the first Gulf War, Mogadishu, and Kosovo. The 
  remaining two photographs show a child, one at less than 
  a year old and later at the age of 2. The back of each of 
  these photos is marked “Imogen Rachel Avary.”
  This is Jim Avary’s only weakness: his daughter Imo-
  gen Grant, now 36 years of age. She is the one lever with 
  which the mystery of HSS might be laid wide.
  Imogen Grant
  Agents who do their due diligence can locate Imogen 
  Grant née Avary in a matter of minutes. She is a divorced 
  mother of two living in San Diego, California. She talks to 
  her father perhaps once a year, but he sends her monthly 
  checks like clockwork. This money (which is substantial) 
  has allowed Imogen to live in the rather upscale neighbor-
  hood of Bonita. She lives 20 minutes southeast of down-
  town in a large, finely appointed house. She has a regular 
  schedule, moving her two young children—three-year-old 
  Heather and five-year-old Michael—between daycare, 
  school, and home. Imogen works Mondays, Tuesdays, and 
  Wednesdays at a physical therapist’s office in San Diego as 
  a receptionist.
  Her house is on the edge of large Sweetwater Summit 
  Regional Park, making it an ideal location to hold some-
  one indefinitely. If the Agents are smart, they will grab the 
  family at the beginning of the four days of the week Imo-
  gen does not work. Excuses can be made for the children’s 
  school and daycare (an illness or a family death). The 
  Agents could have up to five or six days without a single 
  soul worrying about Imogen or her children.
  willingly give their lives for his safety or at least put them-
  selves in harm’s way to prevent his capture.
  Jim Avary, too, is a central figure in the lives of the iso-
  lated workers in the Duxbury plant. Most will go above 
  and beyond for him, as well.
  Further, these two men are very difficult to separate 
  from their heavily armed entourages. But if the Agents 
  somehow manage to get their hands on one or the other, 
  they have a good chance of getting inside.
  Abducting Avary
  With his high Alertness skill, Jim Avary is not easily tailed 
  without his noticing something is amiss.
  Avary has been around the block more than once, and 
  has something going for him that most criminals do not: 
  an absolute belief in what he is doing. His crimes are not 
  motivated by greed but by conviction, and conviction is 
  a very dangerous thing. Avary is certain Lassiter is the 
  last and best hope for humanity. He will do anything to 
  protect Duxbury’s secret. He is a former U.S. Army Rang-
  er, trained and experienced in extreme measures. He has 
  sanctioned murder before to keep the conspiracy alive.
  Avary is selfless in all the best ways. He is capable of 
  extraordinary feats of bravery in the face of certain death, 
  and experienced in difficult situations from the battlefield 
  to the boardroom. He would be an ideal Delta Green 
  Agent. He is exceedingly dangerous.
  Avary drives a recently new Toyota. Nothing about 
  him is flashy. He doesn’t even dress in suits, opting instead 
  for slacks, a button-down white shirt, and a beige wind-
  breaker with an obvious gun-bulge. 
  His house and car are not protected by security 
  systems. Avary travels light. He carries a wallet fat with 
  business cards, receipts, and other chaff, but little cash. 
  In it, however are two photographs. One is a young girl 
  in the 1980s (his daughter, Imogen), and another of the 
  same girl, now grown, with two children of her own (his 
  grandchildren).
  Avary is curt but polite, and generally happy. He 
  is seen in town from time to time, and most consider 
  him friendly.
  
  16
  // Future/Perfect, Part 3 //
  // Delta Green //
  a well-defended portion of the plant, or even scramble a 
  team of brownshirts to San Diego to spring the family.
  If Avary attempts such a gambit and it fails he folds to 
  the will of the Agents and makes no further trouble. Espe-
  cially if Agents in San Diego make it seem like something 
  happened to one of his grandchildren.
  Abducting Lassiter
  William Lassiter, CEO of Hunt Electronics, is a man con-
  vinced his cause is right. He is the leader of Hunt Electron-
  ics, and particularly of HSS in Duxbury. He is also selfless, 
  to a point. If he feels he can stall an inevitable discovery of 
  the Gate by government forces, he does so, even putting 
  his life on the line.
  Lassiter lives in the largest house in Duxbury, situated 
  on a hill overlooking the HSS plant. (People in town call 
  it simply “the House.”) The mansion was built in 1998 at 
  his specifications, and finished in 2001, but Lassiter has 
  spent little time there.
  Once or twice a week, Lassiter and his entourage of 
  guards and cars travel from the plant to the mansion. Las-
  siter spends a day of downtime there before returning to 
  the plant. During these periods, Lassiter reads correspon-
  dence, collects notes on his beliefs through research, and 
  reads. Sometimes, however, he doesn’t return home for 
  weeks. (If the Agents wait more than four weeks for such 
  a journey, he makes one if they make a Luck roll.) 
  These jaunts are the only time he is off the plant 
  property. He has long since set up a proxy-voting system 
  for himself at Hunt Electronics board meetings, and he 
  teleconferences to many of them.
  In the mansion or on the road is the only place Lassit-
  er is completely exposed. Even then, he is heavily guarded.
  Lassiter’s Entourage
  About half the time, Jim Avary runs Lassiter home himself 
  with two brownshirts in a Lincoln Town Car, with three 
  more brownshirts following in a Chevy Suburban SUV. 
  The two vehicles run single-file at high speed through the 
  town, most of the time either very early in the morning or 
  late at night.
  They are never harassed by locals. Their being stopped 
  by police for speeding is unheard of. Everyone knows 
  whom the cars belong to.
  Imogen is an easy target, but abducting her costs 
  0/1 SAN from violence, even if she is unhurt. Abduct-
  ing her children costs 0/1D4 SAN from violence even if 
  they are unhurt. Harming any of these innocents costs 
  the usual SAN.
  A single phone call to Jim Avary from his daughter un-
  der threat is enough to turn his convictions upside down 
  and have him working for the Agents within minutes. 
  He is a strong man, but he can’t stand the concept of his 
  daughter or grandchildren suffering. He will do anything 
  to prevent any harm coming to them. 
  This chain of events allows a straight shot into the 
  plant. Avary can gain access to any portion of the plant, 
  including the Gate and Ahmed, and can bring outsid-
  ers with him. He is absolutely trusted by the staff and 
  his word is law.
  Still, Avary is a risk-taker. If he sees any method of 
  duplicity that might free his family, he will take it. He 
  watches for opportunities to send the Agents through 
  the Gate into some distant time, instigate a shootout in 
  
  17
  // Future/Perfect, Part 3 //
  // Delta Green //
  If Avary is with the group and the authorities attempt 
  to pull the cars over (perhaps as a ruse by the Agents), the 
  Suburban containing the brownshirts pulls over to deal 
  with the law. The Town Car continues to the mansion 
  unless it is forced off the road. 
  Every one of Lassiter’s guards is ready for a fight to 
  the death with disguised serpent-folk trying to kill their 
  boss. If the cars are attacked, gunfire rapidly erupts. 
  Brownshirts produce pistols and AR-15 rifles and fire at 
  any attackers. If the group is on the way to the mansion 
  when such an attack occurs, they do their best to loop 
  around and head back to the plant. Such an attack puts 
  the entire HSS facility on alert from that point onwards.
  If the cars are ambushed in the parking lot of the HSS 
  plant, make an Alertness roll for the other guards once at 
  the end of each turn. When it succeeds, 1D8 brownshirts 
  armed with rifles join the fight. More brownshirts keep 
  coming, eventually flanking and killing the Agents.
  The House Surrounded
  When Lassiter is at the mansion, six brownshirts walk 
  the grounds. They do not enter the house unless there 
  is a problem. One guards the front door and the garage. 
  Another guards the back door. Four patrol the one-acre lot 
  of land around the house.
  This group is keyed in on a specific radio frequency, 
  different than the one they use at the plant, and keep their 
  weapons concealed unless needed. They have rifles in pad-
  locked lockers near the house’s front and back doors. They 
  check in with one another at 25-minute intervals.
  Inside the house, Lassiter is occasionally visible, put-
  tering around the house in a robe and slippers, sipping a 
  heavily iced drink, and reading books or paperwork.
  Lassiter often spends time in his basement, where he 
  has a specially built climate controlled walk-in safe that 
  contains his collection of rare books and artifacts. This 
  safe is large enough to hold 10 people for some time. In 
  this area is Lassiter’s journal: an in-depth explanation of 
  what he believes Arthur Hunt was, what Hunt was work-
  ing on, the truth behind the HSS facility and its purpose, 
  and tantalizing hints at the “Offsite” location at the HSS 
  plant. All in all, reading this document takes two days, 
  costs 1 SAN, adding +1% to the Unnatural skill.
  Getting into the house requires the removal of a 
  brownshirt at an entrance and avoiding the patrols. Doing 
  this silently might prove difficult. The most certain meth-
  od is a heavily silenced distance weapon. If a radio check-
  in passes without a guard reporting, the group converges 
  on the house.
  Once a sentry is removed at an entrance, the next step 
  is getting inside. The back door is the easiest, with small 
  glass windows allowing a quick breaking and entering. 
  Otherwise, a lock needs to be picked with Craft (Lock-
  smithing) or special training with lockpicks. This usually 
  takes 10 minutes or more, depending on skill level.
  Once inside, the Agents must immobilize Lassiter  as 
  quickly as possible. If Lassiter is given a moment to react, 
  he either comes out shooting with his small-caliber pistol, 
  drawing the guards, or rushes downstairs and locks him-
  self in the walk-in safe.
  Once Lassiter is secured, Agents need to get out of the 
  area. That is relatively easy, as long as the brownshirts 
  don’t know anything is going on. Stealing the Suburban 
  and simply driving out at high speed is the best option. 
  The brownshirts do not fire on the Agents as long as 
  they are in possession of Lassiter.
  Interrogating Lassiter
  Lassiter is brave but not foolish. Once captured, he offers 
  little resistance. He answers monosyllabically in response 
  to nearly any question, offering details only if threatened 
  with violence.
  Lassiter reveals the existence of the Gate only if sub-
  jected to serious damage (3 points or more), and fills his 
  
  18
  // Future/Perfect, Part 3 //
  // Delta Green //
  Duxbury in a small cottage with an adjoining farm- house, 
  where he restores vintage cars.
  No clues or valuable possessions at this house point 
  to the workings of HSS. All that work stays inside his lab 
  at Building B.
  Weeks works on chemical samples brought through 
  the Gate from Offsite, searching for traces of valuable sub-
  stances like gold, silver, and platinum. He is well aware 
  of what goes on at the plant, and has seen Ahmed twice. 
  Weeks believes in the cause and is willing to do nearly 
  anything for it, as long as it doesn’t involve violence—es-
  pecially towards him.
  Weeks folds like a wet noodle when exposed to any 
  threat, hollow or not. He spills all information he has:
   
  » HSS has constructed a Gate to the past using alien 
  technology. Weeks doesn’t know what periods 
  HSS has visited.
   
  » This has been going on for over 20 years. HSS has 
  built a permanent base at some point in the past, 
  and has spent millions of dollars and sent dozens of 
  personnel to populate it.
  statements with misdirections and lies. Harming Lassiter 
  costs 0/1 SAN from violence. Even when he tells the truth, 
  it is difficult to discern what he is actually saying.
  Lassiter’s disappearance will no doubt be discov-
  ered very quickly by HSS personnel, but no police report 
  will be filed. Instead, Avary waits for ransom demands 
  at the plant.
  When he hears what the Agents want (namely, access 
  to the HSS plant), he is uncertain, and spends time stalling, 
  negotiating, and running in circles. 
  Any direct threat on Lassiter’s life makes Avary fold 
  immediately, offering the Agents anything they like. In this 
  situation, Avary is truthful. He lacks the leadership abil-
  ities to run the conspiracy, and the Offsite location is not 
  ready to become self-sufficient yet. He will do anything 
  to get Lassiter back, including attempting to induct the 
  Agents into the HSS conspiracy by revealing the truth.
  Attempting to enter the plant with Lassiter in tow is 
  disastrously foolish. The Agents rapidly find themselves 
  under the guns of 20 trained shooters. Four set up as 
  snipers in concealment while the others keep the Agents 
  distracted. If they have a chance to kill without warning 
  all Agents who have guns pointed at Lassiter, the other 
  shooters take down the rest.
  The smart move is re-entering the plant with Lassiter 
  guarded in a secret location. Avary is cooperative and even 
  pleading. His goal is to show the Agents the level of threat 
  the world is facing. 
  Meanwhile, Avary uses information he has on the 
  Agents to track their cell-phone activity and investigate 
  them. If Agents are sloppy, this may lead a strike team 
  of brownshirts turning up at the location where Lassiter 
  is being held.
  If Avary learns the identity of an Agent, he sends 
  brownshirts to kidnap one of the Agent’s Bonds. If Agents 
  move slowly, this might end up with a hostage trade: an 
  Agent’s loved one for Lassiter.
  Abducting an Employee
  If the Agents aim to kidnap some nameless HSS employee, 
  that should be easy enough given some preparation. A 
  good example is Walter Weeks. Weeks is a nondescript 
  white male and a professional chemist who has spent 
  the last 10 years at HSS. Weeks lives on the outskirts of 
  
  19
  // Future/Perfect, Part 3 //
  // Delta Green //
  Avary’s knowledge of the horrors that haunt the Earth 
  is limited only to the serpent-folk and their alien science. 
  Only bringing up something directly dealing with the ser-
  pent-folk elicits a response. Even then, he plays it cool. He 
  leads the Agents on in order to probe their knowledge of 
  the subject. As far as he’s concerned, the Agents could be 
  working for the serpent-folk.
  Lassiter is the key. His knowledge of the occult is 
  significant. If the Agents mention the Necronomicon, or 
  unnatural concepts espoused in it such as Cthulhu, Irem, 
  or R’lyeh, Lassiter listens to their ideas indicates that he’s 
  aware of what they’re talking about.
  Once this channel of communications is open, the 
  Agents may work to enhance it, as long as nothing trou-
  blesome occurs. The moment something negative occurs, 
  such as law enforcement interference with HSS, the lines 
  of communications shut down and no further negotiations 
  are possible.
  Opening the Lines 
  The next step in successful negotiation is offering HSS 
  some sort of olive branch. Sending such a request up the 
  command chain to Delta Green could elicit many respons-
  es. At the Handler’s discretion, it may move Delta Green 
  to send a go-between or some intel to trade, or even open 
  a direct line of communication between Delta Green’s 
  leaders and Lassiter.
  This should be no easy task. Agents need to state their 
  case fervently to even get a response from Delta Green. 
  Nothing short of “HSS seems to have constructed a gate 
  based on unnatural technology” will elicit a clear response. 
  Even then, it might take some time for a response. Agents 
  must be persistent, continue to feed info to Delta Green, 
  and keep HSS on the hook to get anything done.
  The Go-Between 
  As a representative, Delta Green sends a woman who goes 
  by the name Michelle: white, mid-40s, professional. She 
  take her cues from the Agents. She is there, she claims, 
  to open a clear and trustworthy line of communications 
  between HSS and (as she calls Delta Green) the Group.
  Michelle’s cover is seamless. She drives a car rented by 
  a shell company in Cincinnati that leads back to an empty 
   
  » HSS holds an actual alien on the premises. This is 
  beyond dispute.
   
  » Aliens like the one held at HSS can assume perfect 
  human forms, have infiltrated human society, and 
  are working to overthrow and enslave humanity. 
  HSS is the only force in the world that knows of 
  their threat.
   
  » Weeks was hired to locate valuable minerals in rocks 
  recovered from the other side of the Gate.
  Beyond these startling revelations, Weeks is of little 
  use. He is certainly not someone the company will risk it-
  self for. If he’s used as a hostage, Lassiter or Avary will try 
  to turn his predicament into a trap. They pretend Weeks 
  is far more valuable than he lets on (Agents can detect 
  this lie with an INT×5% roll) and offer to trade him for 
  money or access to the plant.
  If the Agents fall for it, a dozen heavily armed brown-
  shirts lay in wait. It is likely Weeks and most of the Agents 
  will wind up dead.
  The Agents could use Weeks’ I.D. badge off hours, 
  or attempting to impersonate him. See INFLITRATING HSS 
  on page 11 for details. Weeks’ badge offers access to all 
  of Building B except for Ahmed’s cell and the biological 
  samples area.
  Negotiation
  Agents who approach the armed camp with a white flag 
  might get to parlay with Avary and Lassiter directly. They 
  can side-step a huge bloodbath and gain something Delta 
  Green has never had: an active gate to the past. This coup 
  is what great ops are made of, and it should not be easy to 
  accomplish. Agents should have to work hard to achieve 
  such a beneficial outcome.
  Getting the Ball Rolling 
  Communications on the level necessary to gain a parlay 
  between Delta Green and HSS can only go through Jim 
  Avary and William Lassiter. These men are secretive and 
  clever. They can talk circles around most Agents, and 
  those who play coy find themselves lost in a maze of 
  pointless conversation.
  
  20
  // Future/Perfect, Part 3 //
  // Delta Green //
  office rental and faked credit card receipts. She carries a 
  full array of perfectly faked identity cards in the name of 
  Michelle Smith. Even her features and quiet voice seem 
  somehow blank. She travels unarmed.
  Agents who to track her fingerprints find she is Agent 
  Michelle Djmetriavic of the Chicago office of the DEA. 
  If she comes from the Outlaws conspiracy, she is code-
  named Agent Dana. She answers directly to Donald Poe. 
  If she comes from the Program, she is an operations case 
  officer who answers to Abraham Mannen.
  Michelle carries a brown valise. She does not reveal 
  the contents of the valise to the Agents in the investigation, 
  saying that they are “need to know.”
  In the valise are intelligence files from many services, 
  years, and regions, detailing  cases with any similarity to 
  the strange story of Arthur Hunt. If all goes well, Michelle 
  plans to share them with Lassiter in the hopes of gaining 
  goodwill between Delta Green and HSS and establishing 
  a common goal.
  The process of HSS joining with DG should be played 
  out in detail. It should be incredibly difficult to achieve. 
  Play up the paranoia on both sides. Michelle never loses 
  her temper, but she is ready to walk away at any second. 
  Lassiter and Avary have to be convinced she is a human 
  being, and that she is not under some alien hypnosis, and 
  that she has the interests of humanity at heart. They have 
  to be persuaded to trust Michelle without ever meeting the 
  people above her. If the Agents connect the two conspira-
  cies, they should feel a sense of deep accomplishment.
  The Doppelgänger Papers
  Two cases described in the valise are nearly identical to 
  Hunt’s replacement by the serpent-folk. The rest deal with 
  other horrors documented in official, Top Secret reports 
  for various federal agencies, and even a translated French 
  report from Algeria in 1948. 
  THE DOPPELGÄNGER PAPERS: In English and French. 
  Study time: hours. Unnatural +1%, SAN loss 1D4. Rec-
  ommended rituals: none.
  Contents:
   
  » A 1935 Army report of an incident during the 
  construction of a dam in southern Alabama. Sol-
  diers report digging up a “coffin” and opening it to 
  discover the desiccated corpse of “something like 
  a snake man,” approximately eight feet long from 
  foot to the top of the head. The creature was classi-
  fied and remanded to the pos- session of something 
  called “P4 Division” in the U.S. Navy.
   
  » A copy of a 1966 Air Force report of a pilot of a 
  Douglas F-4 Phantom II, who “was struck by a 
  fast radar target,” ejected, and was found on the 
  ground comatose. After three weeks of unresponsiv-
  ness, the pilot suddenly woke and went on a killing 
  rampage, murdering four before being brought 
  down by a hail of automatic gunfire. An autopsy 
  revealed an “anomaly”: a three-foot-long, silver and 
  red organ-like creature growing in his chest. The 
  file is marked Top Secret and restricted to MAJES-
  TIC clearance.
   
  » A 1945 report from Army troops in Iran, dealing 
  with religious hysteria striking a small southern 
  city. The locals were convinced that something they 
  called Nechustan was killing livestock and the oc-
  casional person. After a Soviet soldier was violently 
  murdered, a manhunt ensued, leading to a confron-
  tation with a “dinosaur” in the mountains south of 
  the town. The creature, which was shot more than 
  four dozen times before it fell, “seemed to look like 
  a person, but only in flashes.” When it fell, “it was a 
  reptile, a giant snake.”
   
  » A translated French report from Algeria, 1948. 
  The wording, strangely, seems to indicate that the 
  problem it describes had been dealt with before. 
  
  21
  // Future/Perfect, Part 3 //
  // Delta Green //
  insect repellant, a flashlight, and a Glock pistol and holster. 
  Just this room holds enough to outfit 170 people.
  Several large crates on the ground floor are filled with 
  components that can be assembled into a huge oil drilling 
  rig, minus only the shaft.
  The Elevators
  No corridors or offices reach the wide center of the 
  ground floor of Building B. The closest Agents can get is a 
  set of heavy, airlocked doors that face inward. A brown-
  shirt stands guard outside the doors at all times. 
  The doors open to an enormous chamber. It has about 
  the area of a school gym but has the same ceiling height 
  as the rest of the ground floor. The chamber has been 
  reinforced to support huge changes in pressure. Much of 
  this chamber is taken up by stored materials ready to be 
  moved “Offsite.” Two brownshirts keep watch.
  At the center of the immense room is a set of three 
  large, specially constructed elevators that only go down. 
  Each opens only with the swipe of an approved key 
  card. Each is large enough to carry an economy car. The 
  elevators are specially fitted with airlock doors, and with 
  countermeasures against nuclear, biological, and chemical 
  threats, such as radiation meters and cleaning sprays. 
  Two of the elevators are in constant motion, bouncing 
  up and down between the nine sub-levels with personnel 
  and equipment, all day and night. The third elevator is 
  reserved for priority movement. Only Lassiter, Avary, the 
  brownshirts, and medical crews have access to it.
  Something vaguely referred to as a “skin jump-
  er” was hunted for eight months as it moved from 
  identity to identity. Finally, it was located and dis-
  patched by French colonial authorities.
   
  » A 1977 Navy report of a cutter, the USS Haight, 
  reported missing in the southern Pacific. The ship 
  was later located, adrift, abandoned, as if it had 
  suffered tremendous damage and repelled numer-
  ous attempts to board it. The logs spin a tale of an 
  uncharted island occupied by a violent, small people 
  called the “Tachoan.” The leader of these people 
  was not human, the log claims. Instead, it was some 
  sort of “fish man.” The position of the island is 
  marked, though the file claims no such island exists 
  at that location.
  Inside Building B
  Building B at the Duxbury plant contains the secret which 
  powers the HSS conspiracy. Building B is always crawling 
  with personnel. Every part of it is watched by brownshirts, 
  all linked to a central command by a secure commu-
  nications net.
  The huge area above ground houses research labora-
  tories, storage rooms, security stations, offices, recreation 
  rooms, cafeterias, break rooms, showers, and dormi-
  tories. Below ground, it is far larger, with hundreds of 
  rooms in a series of airlocked rings descending down to 
  the Gate itself.
  Agents poking around the above-ground levels of 
  Building B find all manner of oddities. 
  Near the main entrance, a nondescript canvas bag is 
  filled with 20 kg of roughly hewn gold ore. Two others 
  hold equal amounts of silver and platinum ore. They’re 
  discarded to the side of a commonly used hallway as if 
  they were filled with trash.
  Boxes of MRE rations (Meals Ready to Eat) are 
  stacked everywhere. There are military-grade, self-inflat-
  ing whitewater rafts. There are stacks of ammo boxes for 
  hunting rifles and AR-15 carbines.
  One storage room holds stacks of small but heavy alu-
  minum boxes. Each contains sunscreen, water purification 
  tablets, 10 doses of multi-spectrum antibiotics, sunglasses, 
  
  22
  // Future/Perfect, Part 3 //
  // Delta Green //
  equipment. A large communal shower is split in two 
  between men and women, and a large cafeteria closes 
  out the floor. This floor is generally bustling with activity, 
  with HSS personnel letting off steam and hanging about. 
  Strangers are quickly noticed here.
  Level 3: Medical
  Nickname: “Pee and Prick.” This is a large level, more 
  carefully laid out than the two above. It prepares person-
  nel for Offsite trips, and gives general medical exams to 
  every HSS employee every month. It is surprisingly like a 
  hospital, with similar lighting, paint, doors, and furnish-
  ings—but, obviously, no windows.
  Sometimes as many as two dozen “patients” are on 
  this level, being treated or examined by the 14 doctors 
  and nurses who work here in shifts. This floor is generally 
  more laid back and sedate than those above it. People here 
  tend to mind their own business, so strangers might get 
  along for some time without being discovered.
  Thousands of medical records can be found here, 
  including some of anomalous deaths in the factory. Each 
  of these odd files has two reports: what actually happened 
  and what the authorities were told.
  Level 4: Storage
  Nickname: “The Warehouse.” This is a large, open level. 
  Electrical-powered front-loaders move large crates to stor-
  age bays, some stacked as high as six meters. Only one or 
  two personnel are on this level at any time.
  Occasionally, the elevators lock down and security 
  protocols sound over the hidden speaker system that is 
  spread throughout Building B. Most of the time, this is a 
  drill. Sometimes it’s due to the detection of radiation, an 
  unidentified viral sample, or even the accidental release of 
  a temporal-alien specimen, usually an insect. 
  During a lockdown, all elevator movement is ar-
  rested, and brownshirts inspect each elevator by camera. 
  Personnel on the elevators are asked their origin point 
  and their destination, and are asked to do an “eyeball 
  check” of their clothing, cargo, and the elevator itself, 
  looking for things that should not be there. If Agents are 
  detected during such a sweep, they are held in the ele-
  vator for hours while Lassiter and Avary decide what to 
  do with them.
  The Sub-Levels
  There are nine sub-levels beneath Building B. The majority 
  of elevator stops occur between Level G (Ground) and 
  Level 5 (Intelligence). The few elevator stops which go 
  between Level 6 and Level 9 are very noticeable, because 
  alerts announce them on speakers around the building.
  The only unmonitored access to the sub-levels can be 
  found by entering from the surface’s emergency exit, the 
  “storage” building described on page 9.
  Level 1: Barracks
  Nickname: “The Rack.” This is a sprawling maze 
  filled with nearly 100 rooms. In each is an anonymous 
  cot, a wall locker, a footlocker, and a TV with video-
  tapes and DVDs.
  Many of these rooms—each of which is numbered but 
  not locked—contain clothing and everyday gear from peo-
  ple currently “Offsite,” including their keys and ID cards.
  People on this floor generally are either pumped up 
  and excited (those ready to head Offsite) or exhausted 
  (those just returning). In either case, few are found in the 
  halls. Most are either sleeping or moving to the Gate.
  Level 2: Mess and Rec Area 
  Nickname: “Pool Hall.” This is a more modest level with 
  perhaps a dozen large rooms. They hold foosball and 
  ping-pong tables, video game machines, and workout 
  
  23
  // Future/Perfect, Part 3 //
  // Delta Green //
  monitored on camera. When someone is granted a clean 
  bill of health by the command crew, they’re given a pair 
  of white coveralls and booties to wear until they can get 
  back up to the barracks. Others, not yet cleared, wear 
  medical garments.
  Level 8: Temporal-Alien Storage 
  Nickname: “The Zoo.” This floor contains hundreds of 
  specimens of “Offsite” flora and fauna, as well as the rep-
  tilian creature known as Ahmed. All manner of specimens 
  from “Offsite” are dissected, catalogued, and studied. Few 
  are kept alive.
  The main area is divided into four Biohazard Level 4 
  labs and adjoining suites of morgues and storage. Biohaz-
  ard suits, chemical washes, and exposure to intense UV 
  lights are required to enter any of the secured areas.
  Teams work here in shifts, and there’s a 30% chance 
  the labs are totally unoccupied. Otherwise, one or two 
  labs are occupied by teams of two to four research-
  ers. It is almost unheard of for all four areas to be oc-
  cupied at once.
  Any Agent with 30% or higher Anthropology or 
  Science (Zoology) who spends more than a few minutes 
  looking at the computer terminals or searching the files is 
  floored by the list of species. All are known to be extinct, 
  The equipment here includes more and bigger versions 
  of everything discovered in Building B, as well as crate 
  upon crate of assault rifles, anti-tank weaponry, plastic 
  explosives, dynamite, a generator the size of a compact car, 
  high-tech radio equipment, a large telescope disassembled 
  into pieces, an entire military-grade field hospital broken 
  down into twelve crates, and more.
  Anyone poking around here for more than ten minutes 
  concludes that HSS must be building an army.
  Before something is moved Offsite, it is moved here 
  and cataloged.
  Level 5: Intelligence
  Nickname: “Interrogation.” The Intelligence level is small. 
  Six support personnel handle all information coming in or 
  going out to “Offsite.” Tens of thousands of hours of logs 
  record all Offsite trips, discoveries, and problems. This 
  floor is the first stop of all Offsite personnel after Decon-
  tamination. They spend hours spilling their guts about 
  their experiences Offsite.
  This level is manned by non-military analysts and 
  could easily be taken by armed force. It is considered so 
  far down towards the Gate level that it is considered safe. 
  Key cards can be altered here to grant access to Decon, 
  the Zoo, and the Gate, making it possible to get to those 
  secure levels without detection. Altering a card requires 
  a Computer Science check or the help of an Intelli-
  gence analyst.
  Levels 6 and 7: Decontamination
  Nickname: “The Tank.” This is a series of large, bathy-
  sphere-like chambers where Offsite personnel coming 
  or going are subjected to cleansing, enemas, chemical 
  scrubs, pressurized special atmosphere containment areas, 
  bland diets, and physical examination. Decontamination 
  spans two floors.
  Personnel heading “Offsite” often spend two or 
  more days in isolation, suffering all manner of medical 
  oddities to purge their system of microbiological oddities. 
  Those coming back often find themselves held for much 
  longer periods.
  The Tank is manned by a dozen personnel at a central 
  control area. Personnel enter and administer treatments 
  at the direction of the command personnel while being 
  
  24
  // Future/Perfect, Part 3 //
  // Delta Green //
  chemicals. Inside is a 4.5-meter-long creature like a 
  sea serpent. Its face is vulpine, with a wide mouth of 
  tiny, razor-sharp teeth and large, bulbous eyes. The 
  sticker on the bag says “Found in Nets, Day 3, Trip 
  0013, ~3.5 mya.”
   
  » ELDER THING: A bulbous, plant-like, bulging tube 
  of rugose material approximately 1.2 meters tall, 
  sealed in a large, reinforced specimen case. It is 
  unlike anything that a modern scientist has seen; all 
  Science rolls to identify it automatically fail. Exam-
  ining it costs 0/1D6 SAN from the unnatural. Its 
  body is divided into five sections, and each section 
  extends an odd branch from the center. The thing is 
  topped by five tubes, which look like severed bam-
  boo chutes, and is sprinkled with small pock marks. 
  This is a juvenile Elder Thing, discovered some 100 
  million years ago, apparently conducting experi-
  ments of its own. Unlike the others, this sample is is 
  still alive. Indeed, HSS has found no way to kill it. 
  Any Agent foolish enough to open the cage finds it 
  alive, motivated to escape, and incredibly intelligent. 
  See JUVENILE ELDER THING on page 29 for details.
   
  » AHMED: Described below.
  Ahmed
  “Ahmed” is a captive member of the serpent-folk, kept in 
  an isolated area past the main labs, sealed in a specially 
  constructed vault. This containment cell is accessible only 
  to six ID badges: Lassiter, Avary, and the four medical per-
  sonnel that care for the being. A brownshirt always stands 
  guard outside.
  Inside the vault is a plexiglas enclosure in which 
  Ahmed has been confined for decades.
  If Ahmed hears even one unrecognized voice, it as-
  sumes one of its many memorized human forms, pretend-
  ing to be a human captive. It begs the Agents to release it, 
  screaming that its captors are insane. Each Agent con-
  fronted by this illusion should make an INT×5% test at 
  a penalty of −20%. Those who succeed get a bad feeling 
  while in Ahmed’s area. It is unidentifiable, not clearly a 
  bad sense about Ahmed’s human shape. The feeling fades 
  when the Agent leaves this area.
  listed with various digital tags such as “full dissection,” 
  “captured and stored,” or “remains found.”
  Any Agent who makes it into any of the labs discovers 
  hundreds of biological samples that have come out of time. 
  Getting inside the labs requires complex biological pro-
  cedures. If personnel are present, an Agent must make a 
  Luck roll or a Science (Biology) roll or an alert is sounded.
  Temporal-Alien Samples
  Agents who make it into the labs can find these discoveries.
   
  » MEGAFAUNA: Hundreds of boxed, treated, and 
  pinned insect samples, including monstrous crea-
  tures nearly two feet long. Each is marked plainly 
  with an identifying number and another marking: 
  “~110mya,” “~220mya,” “Unknown.” An Agent 
  who makes a Science (Zoology) or equivalent skill 
  roll realizes that every single one of these insects 
  is extinct, and the “mya” indicates “million years 
  ago.” That realization costs 0/1D4 SAN from 
  the unnatural.
   
  » DINOSAUR: A dead and dissected dinosaur about 
  one meter tall, splayed on a table with all major or-
  gans exposed. It was quite obviously in full working 
  order not too long before. It is not a fossil or some 
  amazing “frozen in ice” find. An Agent who makes 
  an INT×5% roll identifies it as a dinosaur, which 
  costs 0/1D4 SAN from the unnatural. A successful 
  Science (Paleontology) or equivalent roll identifies 
  it as an eoraptor from approximately 230 mil-
  lion years ago.
   
  » UNKNOWN HOMINID: A large, humanoid creature is 
  covered in gray-white hair. It is dead but untouched. 
  It is approximately 2.2 meters tall, and shows 
  characteristics of both humanity and the other great 
  apes. The tag on its toe reads “Unknown Primate, 
  ~1.1 mya.” It is not readily identifiable. An Agent 
  who makes a Science (Zoology) or equivalent roll 
  loses 0/1 SAN from the unnatural due to the impli-
  cations. An Agent with at least 20% in Medicine, or 
  who makes a roll at +20%, can tell it has been dead 
  for less than a day.
   
  » SEA SERPENT: A large, sinuous shape is curled into 
  an oversized body bag. It is unfrozen but stinks of 
  
  25
  // Future/Perfect, Part 3 //
  // Delta Green //
  consistency of a thick tire, and is mottled with a yel-
  low-green color like a viper’s. It has two large blue eyes 
  which never blink, and are lit with a disturbingly alien 
  intelligence. Seeing its true form costs 1/1D6 SAN.
  It is obviously ill, and is kept alive by invasive medical 
  means. Hearing or seeing unrecognized humans, it feigns 
  a deeper sickness for sympathy, beginning to rasp and 
  heave his chest. 
  Ahmed’s History
  Captured some 20 years ago, this being, called Rhashass, 
  is one of the serpent-folk. Smaller than others, it is not a 
  degenerate but a juvenile. It fled the creeping ice of Hyper-
  boria to equatorial Africa over a million years ago. Later, 
  it entered a voluntary torpor.
  Rhashass is from a different time period than Xichla-
  sa, the serpent who would become Arthur Hunt, but its 
  morality and motivations are similar. For decades after its 
  awakening in the Middle East in 1902, Rhashass worked 
  on a method to restore the ancient kingdom of the ser-
  pent-folk, or at least to effect its own return to the time of 
  their greatness.
  In 1982, through the use of hypergeometry, Rhashass 
  discovered the fluctuations of the Gate beneath Duxbury 
  undergoing testing. Rhashass adopted many human dis-
  guises and studied HSS for years, with the ultimate goal of 
  gaining access to the company’s highest levels. 
  This plan culminated in Rhashass’ ritual consumption 
  of Lewis Ahmed, a materials scientist, during a trip to 
  New York in 1996. The creature assumed Ahmed’s form, 
  returned to the plant, and patiently worked its way to 
  accessing the Gate. 
  Despite Rhashass’ hypergeometric “scrying” on the 
  plant, the serpent failed to realize the Gate was not fully 
  active yet. It had expected to make its way to the Gate and 
  simply escape, not to find the Gate partially disassembled 
  and undergoing testing.
  While it was still desperately trying to piece the 
  Gate together, Jim Avary noticed the odd activity on 
  Ahmed’s security card. He and six brownshirts confronted 
  “Ahmed.” One brownshirt, Irving Thewliss, was killed in 
  the struggle. Only after Thewliss died did the fight turn 
  in favor of Avary and his crew. After biting Thewliss, the 
  No one has entered Ahmed’s cell in years. All probes 
  and treatment are administered remotely. But the cell can 
  be opened from outside. 
  The restraints on the creature’s “arms” and “legs” are 
  quite secure. The head, however, has more mobility and 
  an incredible reach. Ahmed can distort its musculature to 
  extend its head nearly a meter outwards from its restraints. 
  If an Agent enters without freeing Ahmed, the serpent’s 
  head lashes out, hoping to taking a bite out.
  If Ahmed manages to gain access to fresh, human 
  blood, it uses hypergeometrical abilities to release himself, 
  and kills its way through the plant towards the Gate. If 
  this occurs, Delta Green may face a much greater threat 
  than HSS poking around in the past. Ahmed might gain 
  an army of serpent-folk from the past.
  An HSS employee confronts Ahmed’s transformation 
  by administering a vicious, remote electrical shock. That 
  switches it back to its natural, hissing form.
  Ahmed is a little over two meters long, from the tip 
  of its feet to the top of its head. It looks like a huge snake 
  fashioned into the vague likeness of a human form, with 
  primitive prehensile thumbs. Its reptilian skin has the 
  
  26
  // Future/Perfect, Part 3 //
  // Delta Green //
  If the Agents make it this far, they gain access to the 
  Gate room. An enormous room the size of a concert hall is 
  filled with equipment and personnel around and the Gate.
  The Gate
  The gate is a 3.83 m by 3.83 m (12’7” by 12’7”) stone 
  archway with slots on the left hand side of a large portal. 
  The slots each fit a 6.904 cm (2.718”) gold cube.
  The stone is a deep black substance with an almost 
  metallic quality, unidentifiable by modern science.
  The archway is filled with a deep, gray mist, much 
  like steam. There is something odd about the way the mist 
  drifts. It occasionally seems to twirl, twist and congeal 
  into tiny storm-like collections of clouds, but it never 
  drifts far from the gate before evaporating. Seeing it for 
  the first time costs 0/1D4–1 SAN due to the unnatural.
  The Gate is identical to the Hellbend gate except in 
  two respects. First, it works properly. Second, when it 
  opens a portal, the portal opens on both the transmitting 
  and receiving ends, allowing two-way transit.
  Gate Control
  Next to the Gate is a small, odd, wheel-shaped device 
  covered in Aklo writing. (For more about Aklo, see ABOUT 
  AKLO in Future/Perfect, Part 1. This obviously alien device 
  is retro-fitted to a human-constructed machine which 
  seems to operate it. This is Ahmed’s hypergeometric gate 
  control. Huge, thick power cables run from this device up 
  into the ceiling. Without this device, the Gate is useless. 
  intruder went into a blood frenzy so savage that it ignored 
  its other assailants as they subdued and bound it.
  Since its capture, Rhashass has remained under con-
  stant armed guard in the depths of the plant.
  Ahmed’s Uses
  Ahmed’s containment cell is the last stop for new HSS 
  recruits. An undeniably alien creature, it is the last nail in 
  the coffin of any doubt a new employee might have. Near-
  ly every employee at the Duxbury plant has seen Ahmed, 
  and left that room shaken to their core.
  Ahmed has been systematically tortured for informa-
  tion over the years. It has revealed much of what it knows, 
  which is not much. Hundreds of hours of tapes are kept in 
  the vault, containing interviews conducted by HSS person-
  nel. In these tapes, Ahmed confirms all of Lassiter’s worst 
  fears: that Hunt was not human; that there are dozens, 
  possibly hundreds of beings like Ahmed and Hunt loose 
  in the world; and that they are all driven to return to their 
  own time, or to restore their kingdom on modern Earth.
  Ahmed constructed devices to track, change, and 
  maintain a temporal gate, planning to use them on the 
  Gate beneath Duxbury. Jim Avary found these devices af-
  ter capturing Ahmed. With Ahmed’s help, HSS employees 
  have puzzled out the operation of the devices, and have 
  used them to great effect in maintaining and monitoring 
  the stability of the Gate.
  Level 9: Gate 
  Nickname: “Offsite.” This final level is a maze of pres-
  sure locks, airlocks, and huge bulkheads of reinforced 
  steel and carbon. Colored lines meander on the floor 
  and on the walls, leading particular groups through the 
  maze of rooms.
  This is a busy level. People come and go, many in 
  jumpsuits, combat boots, gloves, and helmets. Little 
  attention is paid to unknown personnel unless they make 
  themselves conspicuous.
  Following a group deeper into the level is the best 
  method to find the Gate. As the Agents approach, moving 
  through various rings of airlocks, the air pressure, humid-
  ity, and temperature seem to shift. Near the center, humid-
  ity is nearly 80% and the temperature is approximately 37 
  degrees Celsius.
  
  27
  // Future/Perfect, Part 3 //
  // Delta Green //
  ATTACKS: .38 special pocket revolver 40%, damage 1D8.
  Unarmed 40%, damage 1D4−1.
  Walter Weeks, Ph.D.
  Walter Weeks, a talented but forgettable chemist, is a 
  white man about 40 years old, short and overweight, with 
  graying black hair and green eyes. He has a doctorate in 
  chemical engineering from Columbia University.
  Walter Weeks
  STR 6 
  CON 8 
  DEX 10 
  INT 15 
  POW 6 
  CHA 9
  HP 7 
  WP 6 
  SAN 26 BREAKING POINT 24
  SKILLS: Art (Writing) 40%, Computer Science 61%, Craft 
  (Car Restoration) 55%, Driving 45%, Search 32%, Science 
  (Chemistry) 59%
  ATTACKS: Unarmed 40%, 1D4−2.
  Imogen Grant 
  Imogen Grant, née Avary, is an innocent bystander. She 
  is a slim white woman, 31 years old, with brown hair 
  and blue eyes. 
  Imogen Grant
  STR 7 
  CON 12 
  DEX 14 
  INT 13 
  POW 10 
  CHA 11
  HP 10   WP 10   
  SAN 50   BREAKING POINT 40
  SKILLS: Art (Literature) 21%, Computer Use 20%, Driving 50%. 
  ATTACKS: Unarmed 40%, damage 1D4−2.
  HSS Security Officers
  Avary’s hired guns all come from military backgrounds. 
  Dedicated to the noblest cause—saving humanity from 
  the coming alien apocalypse—they keep themselves strong. 
  They are ready to kill or die for each other and for Avary 
  and Lassiter.
  Average Brownshirt
  STR 14 CON 15 
  DEX 12 
  INT 10 
  POW 11 
  CHA 7
  HP 15 
  WP 11 
  SAN 47 BREAKING POINT 44
  DISORDERS: Adapted to violence.
  SKILLS: Alertness 40%, Athletics 50%, Demolitions 
  35%, Dodge 40%, Firearms 60%, Heavy Weapons 
  50%, HUMINT 30%, Melee Weapons 50%, Military 
  Science (Land) 35%, Search 70%, Stealth 50%, Un-
  armed Combat 60%.
  ATTACKS: .40 pistol 60%, damage 1D10.
  Ahmed’s device offers fine control of the device, as well 
  as the capacity to memorize “safe” destinations that are 
  within human tolerances. An easy way to disable the de-
  vice is to steal this “tuner.”
  The Gate itself is rarely active, and “turning it on” 
  requires a complex sequence entered into a computer. 
  An unscheduled opening of the Gate automatically trig-
  gers an alert.
  Agents foolish enough to travel through a triggered 
  Gate without a clear idea of their destination deserve 
  whatever fate the Handler can devise. 
  If the Agents travel to the HSS “Offsite” location, see 
  Future/Perfect, Part 4.
  Characters
  Jim Avary
  The head of HSS security is a 62-year-old white man with 
  gray hair and brown eyes.
  Jim Avary
  STR 11 CON 12 
  DEX 16 
  INT 11 
  POW 13 
  CHA 12
  HP 12 
  MP 13 
  SAN 55 BREAKING POINT 52
  DISORDERS: Adapted to violence.
  SKILLS: Accounting 25%, Alertness 65%, Athletics 30%, Bu-
  reaucracy 25%, Dodge 34%, Driving 55%, Firearms 60%, 
  Heavy Weapons 40%, HUMINT 50%, Military Science 
  (Land) 35%, Persuade 60%, Search 65%, Stealth 40%, 
  Unarmed Combat 50%, Unnatural 3%.
  ATTACKS: .45 pistol 60%, damage 1D10.
  Shotgun (firing shot) 80%, damage 2D10 at close range.
  Unarmed 50%, damage 1D4−1.
  William Lassiter
  The CEO of Hunt Electronics and Hunt Specialty Services 
  is a 70-year-old white man with white hair and green eyes. 
  William Lassiter
  STR 8 
  CON 11 
  DEX 11 
  INT 16 
  POW 13 
  CHA 15
  HP 10 
  WP 13 
  SAN 40 BREAKING POINT 39
  SKILLS: Accounting 60%, Bureaucracy 70%, Computer Sci-
  ence 31%, Firearms 40%, Foreign Language (Latin) 20%, 
  HUMINT 55%, Persuade 75%, Science (Chemistry) 12%, 
  Search 60%, Unnatural 20%.
  
  28
  // Future/Perfect, Part 3 //
  // Delta Green //
  “Ahmed”
  Ahmed, as HSS calls the serpent Rhashass, is de-
  scribed on page 24. 
  Rhashass
  STR 10 CON 10 
  DEX 13 
  INT 18 
  POW 14
  HP 10 
  WP 14  
  ARMOR: 2 points of thick, scaly skin.
  SKILLS: Alertness 80%, Anthropology (Human) 35%, Disguise 
  40%, Dodge 60%, Medicine 99%, Science (Biology) 99%, 
  Sciences (Serpent-Folk) 90%, Search 90%, Survival 70%, 
  Unnatural 65%.
  ATTACKS: Bite 55%, damage 1D6, Armor Piercing 
  3 (see VENOM).
  Grapple 45%, damage special (see BLOOD FRENZY).
  Sign of Power, damage 2D6 (see SIGN OF POWER).
  BLOOD FRENZY: A target that is bleeding causes one of the 
  serpent-folk to enter a blood frenzy. It attempts to grapple 
  and pin the victim. If it succeeds, it drains 1 HP per round 
  from blood loss until the victim dies. Only a Dodge roll 
  allows the target to escape. A seized victim can attempt an 
  opposed STR roll to struggle free, suffering 1D4 damage 
  from tearing flesh. Any successful attack on the serpent 
  during the blood frenzy causes this attack to cease. During 
  this blood frenzy, the serpent cannot perform any other 
  action until the target is dead or escapes.
  CHARNEL VISAGE: The serpent-folk have no CHA stat as hu-
  mans would understand it. A serpent that uses an unnatural 
  ritual such as Changeling Feast to disguise itself as human 
  gains a CHA stat, usually with a score equal to half its INT. 
  Ahmed has ritually consumed a dozen victims and can 
  instantly switch its appearance to any of them.
  IMMORTALITY: A member of the serpent-folk never grows old, 
  starves to death, or perishes of natural causes. If it fails 
  to feed on fresh meat or blood, after a period of time, it 
  enters a torporous state which can sometimes last hundreds, 
  perhaps millions, of years.
  INHUMAN DODGE: Serpent-folk have preternatural senses 
  and reaction speed, allowing them to Dodge even firearm 
  attacks. This includes Lethality attacks from machine guns, 
  but not from explosives or hypergeometry.
  VENOM: If a serpent-folk bite inflicts damage (in other words, 
  if it’s not stopped by armor), then the victim also suffers poi-
  soning. The venom has a Speed of 1D6 turns and Lethality 
  15%. An antidote that treats snake venom is effective if the 
  victim makes a Luck roll.
  RITUALS: Changeling Feast, Clairvoyance, Fascination, 
  and Withering.
  AR-15 carbine 60%, damage 1D12, Armor Piercing 3.
  12-gauge shotgun (firing shot) 80%, damage 2D10 
  at close range.
  MP5SD suppressed submachine gun 60%, damage 1D10 or 
  Lethality 10%.
  Pepper spray 60%, stuns target.
  Heavy flashlight 50%, damage 1D4+1.
  Unarmed 60%, damage 1D4.
  EQUIPMENT: Brownshirts are regularly equipped with hand-
  cuffs, a spray can of mace, a flashlight (also usable as a 
  club), and a standard Glock pistol. They wear a heavy 
  leather belt which also holds a radio, which has a threaded 
  earpiece/microphone that makes communication only a 
  matter of speaking; no keys need be triggered. Carbines 
  and shotguns are kept in the security building and in lockers 
  in security offices on each level of the facility. A few MP5SD 
  submachine guns are kept in lockers in the sub-levels, and 
  are used only in training and by hunt-and-kill teams.
  Anonymous Killer
  An assassin hired by Avary is likely to be a combat veter-
  an with a serious criminal record and no ties to HSS. His 
  most likely tactic is to plan a hit after observing the target 
  for a few days, and then take a single shot from long 
  range. If it misses, he retreats to stalk the target again.
  Silent Mechanic
  STR 14   CON 13 
  DEX 14 
  INT 10 
  POW 7 
  CHA 7
  HP 14 
  WP 7 
  SAN 35 BREAKING POINT 30
  DISORDERS: Adapted to violence and helplessness.
  SKILLS: Alertness 40%, Athletics 45%, Computer Science 30%, 
  Demolitions 50%, Dodge 40%, Driving 45%, Firearms 70%, 
  Law 10%, Melee Weapons 55%, Military Science (Land) 
  30%, Persuade 30%, Stealth 60%, Unarmed Combat 55%.
  ATTACKS: Longbow T-76 sniper rifle with advanced combat 
  optical gunsight 70%, Lethality 15%, Armor Piercing 5.
  9 mm pistol 70%, damage 1D10.
  Hand grenade 65% (including a bonus for its blast radius), 
  Lethality 15%, Kill Radius 10 m.
  Combat knife 55%, damage 1D6+1, Armor Piercing 3.
  Unarmed 55%, damage 1D4.
  ACOG: The killer’s sniper rifle has an advanced combat 
  optical gunsight. It grants a +20% bonus to hit if the killer 
  has taken no damage since his last action, and it doubles 
  the rifle’s base range if the killer has spent the previous 
  action aiming. After taking an undisturbed turn to aim and 
  double the range, the killer’s chance to hit is 110% at up 
  to 400 meters, 90% at up to 800 meters, or 70% at up to 
  2,000 meters.
  
  29
  // Future/Perfect, Part 3 //
  // Delta Green //
  as in the lightless depths of the ocean. It never suffers dam-
  age from environmental changes.
  ETHERIC FLIGHT: The five wings which unfold from the torso 
  of the Elder Thing seem to press against some otherworldly 
  substance, allowing it to fly through the air, in the sea or in 
  space. On Earth it can fly approximately 100 kph in the air 
  and 50 kph in the ocean.
  GRASP AND TEAR: The Elder Thing’s body is incredibly strong. 
  When confronted with a biological threat, the creature is 
  not above simply grabbing it in implacable tendrils and 
  tearing it to pieces.
  RESILIENT: A successful Lethality roll does not destroy an Elder 
  Thing, but inflicts HP damage equal to the Lethality rating.
  SUPER-INTELLIGENCE: Elder Things’ five-lobed brains and 
  alien science are a billion years in advance of humanity. 
  An Elder Thing may use its INT test for any Science skill, or 
  other human skill it has a few hours to study.
  TORPOR: When reduced to 1 HP, an Elder Thing enters a 
  torpor which—due to its alien nature—is nearly impossible 
  to differentiate from death. Only pre-knowledge of this state, 
  or a critical success in an appropriate science skill roll, can 
  detect the faint pulse of autonomic life. This torpor allows 
  the Elder Thing to lie in place for millions of years with no 
  ill effect. The ultimate extent of the torpor’s survivability is 
  unknown. Extraordinary measures can fully destroy the 
  body, and by one account the rebellious shoggoths slew 
  their masters by decapitation. Otherwise, all lost HP lost are 
  restored within less than a week after the Elder Thing revives 
  from torpor. What factors contribute to an Elder Thing’s 
  awakening are beyond human understanding and are up 
  to the Handler.
  SAN LOSS: 1/1D8.
  SIGN OF POWER: With a gesture, Ahmed can cause a single 
  person to be flung backwards with extreme force, inflicting 
  2D6 damage. It is unknown whether this ability is a ritual or 
  an inherent ability.
  UNNATURAL BIOLOGY: Serpent-folk physiology would baffle 
  any biologist. Making a called shot for “vitals” or another 
  apparently vulnerable area inflicts normal damage, with no 
  special game effect.
  SAN LOSS: 1/1D6.
  Juvenile Elder Thing
  The small Elder Thing held in the HSS lab appears dor-
  mant at most times. If its cage is opened, it immediately 
  springs into raging life to break free. Though still quite 
  young and foolish by the standards of its kind, it is un-
  fathomably intelligent when compared to any human. It 
  may often make deductions and pursue courses that seem 
  impossible based on the thinnest information.
  Elder Thing
  STR 20 CON 35 
  DEX 7 
  INT 30 
  POW 10
  HP 28 
  WP 10
  ARMOR: 7 points of rugose skin (see RESILIENT). 
  SKILLS: Flight 45%, Swim 99%, Unnatural 55%.
  ATTACKS: Grasp and tear 45%, damage 2D6 (see 
  GRASP AND TEAR).
  ENVIRONMENTAL IMMUNITY: The Elder Thing can survive in 
  nearly any climate, and is as much at home in outer space 
  
SOURCE: textdata/thevault/Delta Green [multi]/adventures/Future Perfect/Delta Green - Future Perfect Part 3.pdf