Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
DG has a cell structure for a reason. It is not to indicate rank or
authority, with the exception of cell A. The agents are arranged in
cells so that when one is compromised, they can't bring down the others
if they wanted to.
There is no intercell contact. Period. Though your simulations might include some cooperation between cells, don't expect it to play out that way in the field. Intracell contact is also kept to an absolute minimum. No, you will never know the real names of the other agents in your cell, and they will never know yours. This is your only shield should one of your cell mates be captured. Don't waste it because you want to feel connected. There is no room for touchy/feely shit. Agents do go down, and they do talk; Make sure they don't have anything on you to spill.
We don't assign a whole cell to any but the most extreme cases, and they never work together from the same angle. Each agent is well-connected, it's part of why we recruited you. In some cases, we've introduced agents to useful, but unattached individuals, the products of losing the agent to whom they were attached. These people, not quite in the know, are your friendlies. They are your team and the only people you will perform with on your ops. We will never deal with them directly, even if they do discover the real nature of our organization. Those that do learn the nature of DG might be recruited to handle your other friendlies in the event of your death.
Your cell leader is your link to us. He is the doorway through which we will give you information we feel you need to know for your case. Your friendlies will never meet your cell leader, except in the event of your death, in which case he may contact one of them to replace you in handling the others. Your cell leader will never actively participate in an op; we simply cannot risk a person in his position. Should your cell leader be compromised, do not attempt to contact other cells that you may have heard of. All agents under a compromised or turned cell leader are considered compromised or turned. Do not make any contact with a cell that has been compromised or has turned; you will only compromise your own cell. The precautions taken by the cell structure will minimize the risk of leakage.
Your cell leader has contact with 2 other cell leaders. The order of contact between the cell leaders is not alphabetical. Any persons claiming to come from the cell "next door" asking for your help should be considered an enemy agent; your cell has likely been made. Use your judgement to decide when it is safe to contact cell leader and alert him to the situation. He will pass it up the chain and a decision will be made concerning the viability of your op. You may be required to disburse your friendlies and return to your normal duties. We can't afford to lose you that easy.
Should disaster strike (you and your friendlies are lost), your cell leader will turn over the gathered int to another agent and his friendlies within your cell. You must always provide a stream of int, so that we can track the point at which you are lost. If we don't know where you are, we can't send help. We will try to arrange for clean equipment and liquid assets for your op, but don't get cocky; we can't afford to have our asses hanging in the wind. We will not send you on ops for which we feel you are unsuited. You and your friendlies have been assigned to it for your abilities. The relatively low frequency of ops (outside of the simulations) lets us assign the cells best suited for the op based on preliminary analysis. Then again, sometimes they come in spades, so you might just be the closest thing we've got free at the moment.
Should you be caught up in the local authorities we will do what we can, from sending a mule to post bail to pulling on a dormant friendly from one of our old agents. (We try to position our ex's in useful places, throwing them a few bones when we cover up our ops. The fact that they didn't make the big bust on their own is something we keep quiet.)