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 Agents are considered the best for field use since they have the
forensics training to investigate crimes. They can cover up their own
actions and most of them have had some sort of combat training.There's
another value Agents have: access to restricted government information
and resources; everything from criminal / DMV records to ( at the
highest levels ) advanced weapon designs and highly classified
information.
Agents also have often overlooked disadvantages:
Internal Affairs: This could be DSS / NCIS for military types, OPR for FBI, GAO for just about anyone. If your Agent behaves strangely (alcoholism, frequent visits to a psychiatrist, recovering from wounds not encountered on duty ) and / or equipment goes missing it's reasonable to expect an internal investigation. Hope someone came up with a good cover story. Note: quite a lot of database access is logged as well. Our police information system logs every keystroke on entry, and if the usage accounting system isn't working the rest of the system shuts itself off.
Serious day jobs: Go missing from your job at the quickly mart and you'll get fired. If an FBI agent, for instance, goes missing, there will be an investigation ( see #1 above ).3) Serious day jobs part two: With Iraq, Al Queda, Afghanistan, et. al. there isn't much time for DG ops. Agents and material could be committed already.
Most of these can be mitigated by Cell A, interagency task forces being a prime example, but perhaps not completely.
A disadvantage to consider is intra-agency competition and jealousy. If non-DG FBI agent Steve notices that a co-worker of the same grade keeps getting what he thinks are plum interagency assignments, he's going to start getting suspicious. If he gets suspicious enough, he's going to start nosing around. After all, he should be promoted faster than the guy who's always mumbling under his breath and spends more money on valium than most people have a right to. This jealous agent could quickly become the DG-agents worse nightmare by exposing any and all information he's found.
Sometimes there might not be enough Agents for a particular problem. Friendlies could be in that case very useful to DG, if a Keeper wanted to develop them in his campaign.
Friendlies would be good for:
Training active agents in mythos-specific knowledge (i.e. how to tell a victim of a ghoul from a victim of a tcho-tcho).
Training active agents from some agencies ( IRS, DHHS, anything paper-pusher) in HTH/firearms combat.
Canaries: People who report on possible mythos activity in their area.4) Disposable assets: If cell A wants to know what's going on down at Long Pig BBQ but doesn't want to risk an active Agent, guess who gets to try the lunch special?
Safe Haven: Agents who need to heal up / recover from a blown op might know a friendly in the area who could put them up for a while and work a first aid kit.
Backup to regular agents: sort of an anti-mythos militia, they could be additional guns for a fight. Optionally, retired agents with very low SAN could fall into this category. Nothing like a sociopath with a gun collection to liven up a party.
It might be fun to play with all-Friendly Cells, naming them after greek letters.
Friendlies could also include former DG agents who get promoted / reassigned to a position where they can no longer serve in an active field role. One option, since Andrea is so busy, is to move them into a support role. Someone to cook the books, reassign active agents, divert materials and defuse investigations.
Then there are the agents who somehow survive to retirement age, which may not be that unlikely if they are recruited later in their careers. Not all of them can join the Wackenhut Auxiliary, so some will end up living in a retirement community in Florida meeting other retired agents at funerals and watching them for signs of encroaching sanity loss. Or Alzheimers, but that may simply be the cover story.
Finally, there are the agents who are discharged from their day jobs. Some will be loose cannons who might be suitable for "throw away" missions. Of course, some will be too loose even for that and they find themselves on Andrea's dance card. There will be some, though, who retire onto that small plot of land in the mountains where they begin building a bunker safe from all the things they've seen.