Bringing a gun to a reality fight
The structure of Delta Green adventures creates an environment of control and authority that eases the characters’ guards just enough to slip a dagger through the cracks.
U.S. Marshal Astrid McCulloch was as good a cop as one might expect in 2015. Thirty years in the U.S. Marshals, she bucked the worst stereotypes one normally associated with “the Feds” even when it cost her promotions, awards, and the sort of service record that fast-tracks agents into office chairs deep within the bureaucratic labyrinths of Washington D.C.
She was the consummate field agent: comfortable working alone, tolerable of collapsed motel beds, and chronically disinterested in small talk. Life between missions constituted caring for a small herd of cattle on her mother’s land and porch sitting with a farmyard mutt or three. Life on the job was no-nonsense and unremarkable (if you don’t count that one night where something massive escaped from an armored truck 10 miles from the Canadian border).
Such a record made her the perfect candidate for Delta Green, a secretive wetworks government agency tasked with–above everything else–concealing the unnatural and the occult. Agents are recruited from amongst the rank and file of the U.S. government’s many agencies, deployed with only the necessary information transmitted through an aloof contact, and then booted back into their day job with no debriefing.