| DM Kalizar |
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So, I've played in a few games, I've run a game or two, I've designed a few scenarios, I've even brainstormed outlines for the evils yet to come. Now, I'm thinking about attempting a pbp Delta Green game for a few agents, current timeline, leading up to the end of times, or at least what some call 2012.
I'm thinking about 4-6 agents or friendlies; brave souls that have realized things man was not meant to know really do exist, and most of them don't seem to like us very much, unless of course it's with a side of fava beans and a nice Chiante.
Right now I'm gauging interest, full blown character sheets are not necessary. What I'd like to see is a short writeup of a character bio, including their professions, covers, and involvement with Delta Green and A Cell.
The setting will begin in and around Washington DC/Northern Virginia, in mig January 2012. Government or military backgrounds are preferred for agents, other careers will be considered for friendlies. Exceptions are of course possible, depending upon the hook and concept.
| DM Kalizar |
I'm currently using CoC version 6. I don't think there is much difference to be concerned about.
I had thought about using d20 Delta Green, but for now I am leaning towards the CoC ruleset. I've had experience with Gumshow and Trail of Cthulhu as well, but most are familiar with the base rules so it seemed likely to go with that.
I will say character generation will be a little more "heroic", similar to as in Pathfinder, just to lend a little more survivability to the game. I'll explain more as it comes closer to the time of character creation.
| DM Kalizar |
| 1 person marked this as a favorite. |
I will say this is not a published adventure, but an amalgamation of thoughts and ideas I've had over the past few years.
The Mythos has been interfering with and directing political policies. Where the MiGo may support the Republicans, the Old Ones may support the Democrats, keeping the "shee-ple" occupied while they divvy up the spoils that are mankind.
Mind-numbed cultists have been infiltrating the ranks of many public programs and organizations, from police and fire to the peace corp and national guard.
The few humans that are in the know are learning they are knowing perhaps just a little too late. War is coming, and everyone had better get prepared.
And naturally, the usual BBG DG suspects will be involved, obliviously content that in the end, they will ride out the chaos and rule in the world yet to come.
| DM Kalizar |
| 1 person marked this as a favorite. |
Delta Green is Call of Cthulhu set in a modern age. I will be using the percentile system of CoC, 6th edition. I assume that is what you meant by d100.
In Delta Green, the players are government or private sector employees, spread across potentially any agency, that have knowledge that the Cthulhu Mythos is real, is active, and seeks to end life as we know it. They work together as a secret cell, as part of a secret government organization known as Delta Green. They battle mythos events, creatures, and groups, hoping to stave off the end times for one more day.
Typically, the players are FBI, military, CIA, or any other alphabet types, so as to have "official" sanction to do some of the things players in the 20's setting could more easily get away with, using bribes, coercion, or simply high-tailing it out of town. Fingerprints, DNA, and state/nationwide BOLO's are a beeyotch to deal with if you are not already part of the great cog-works that is civilization.
Oh, and yes, Targets is part of the DG setting, and a few bits and pieces may be referenced in the game, but I had not planned on it being needed to play in this campaign. Knowledge of the setting is not absolutely needed to play either, as real life knowledge is sufficient to keep players up on the concepts in the game.
| DM Kalizar |
The Delta Green sourcebook is the primer, laying out the main adversaries of Delta Green, while Targets adds to the threat list and incorporates some additional data.
Billzabub, when I started with CoC, I had never read HP Lovecraft and knew nothing of the Mythos. All I needed to know, like many new agents or investigators, was that there is right, there is wrong, and there is some really big, scary stuff out there that wants to ruin everyone's morning cup of joe. Someone has to try to stop it, and as bad luck would have it, seems right now might as well be me.
So, it looks like there is enough interest in a PbP, so I'll give it through Monday, then post info for character creation and some history specifics to outline the current sitrep for your DG cell. I'll end up choosing 4 to 6 players, depending upon how the characters look to mesh together into a unit.
| DM Kalizar |
| Shunka Warakin |
I have some CoC experience and the rules, but I've never played/read Delta Green. I'm assuming it's in the same vein as Warehouse 13 and the SCP Foundation, but (from what you said) agent cells aggregated from different branches/services based on 'contact and experience' with the supernatural?
Would an NSA surveillance expert/technician be a useful role? Or would that be 'too removed' from the usual 'hands-on' detective sort of thing?
| Kams Redcloak |
I'm assuming it's in the same vein as Warehouse 13 and the SCP Foundation, but (from what you said) agent cells aggregated from different branches/services based on 'contact and experience' with the supernatural?
An amalgumation of the TV shows Warehouse 13, Friday the 13th - the series, and Supernatural would be a good comparison. The players are government agents/hunters working in secret to keep the public safe from the mythos, and are at times at odds with their own agencies and government, the majority of which do not know, nor can ever know, of their affiliation with Delta Green.
The NSA tech would be a good fit for most groups, providing for computer research, electronic surveillance, and other assorted techno-affiliated resources.
| DM Kalizar |
Below is a rough guide for character creation. Please look this over and decide what kind of character you wish to create. I'd like to see characters created here, on the boards, if possible. I understand if this may not be feasible for some people, and will take that into consideration. I'd like to leave the character creation process open until Saturday June 2nd, at say 3PM EST.
Primary Attributes
Strength 3d6+2
Constitution 3d6+2
Dexterity 3d6+2
Size 2d6+7
Intelligence 2d6+8
Power 3d6+2
Appearance 3d6+2
Education 3d6+2
Fate Rolled Dice 3d6 used to replace up to three dice rolled above, may be substituted for any one die in an attribute.
Secondary Attributes
Idea 5% x Int
Knowledge 5% x Education
Luck 5% x Power
Damage Bonus STR + SIZ check chart
Magic Points = Power
Hit Points SIZ + CON/2 round up
Sanity 5% x Power
Skill Points 20 x Education
May Choose 9 skills as Occupational Skills, max starting skill 75.
Please ask if you need assistance with choosing skills or a profession/occupation.
Strength 3d6 + 2 ⇒ (4, 4, 6) + 2 = 16
Constitution 3d6 + 2 ⇒ (1, 5, 4) + 2 = 12
Dexterity 3d6 + 2 ⇒ (1, 3, 6) + 2 = 12
Size 2d6 + 7 ⇒ (2, 1) + 7 = 10
Intelligence 2d6 + 8 ⇒ (4, 1) + 8 = 13
Power 3d6 + 2 ⇒ (1, 3, 1) + 2 = 7
Appearance 3d6 + 2 ⇒ (3, 5, 4) + 2 = 14
Education 3d6 + 2 ⇒ (3, 5, 3) + 2 = 13
Fate Rolled 3d6 ⇒ (6, 2, 4) = 12
Will use the fate dice to adjust the stats as follows.
Strength 16
Constitution 12
Dexterity 13 (the 2)
Size 13 (the 4)
Intelligence 18 (the 6)
Power 7
Appearance 14
Education 13
| DM Kalizar |
Also, include a brief description of your character and concept, detailing his agency, background, and experience if any with the Mythos.
You may include as little or as much as is reasonable.
I am including a small history on the campaign info page, to give you a summary of events that have proceeded the current campaign start date, March 3rd, 2012.
| Majestic8705 |
So I'm thinking about rolling up some kind of CIA agent with flavourful ties to the mkultra project. But I have a few questions...
First, the Delta Green pdf I downloaded says to just pick a template from the rulebook and add conceal, lockpick, and photography to the skill list...exactly which book are they talking about? The CoC rulebook? Or the 1990s handbook?
Second, if we don't like the templates associated with an agency, can we just come up with our own? For example, I'm hoping to kinda cherry pick skills from the three CIA templates...or are we basically 'limited' to the templates available?
| DM Kalizar |
The DG book references templates from the CoC rulebook. You can choose your skills, within reason, I have no problem with that. A desk jockey computer hacker that can drive tanks and pilot nuclear submarines, not likely to happen. Let common sense prevail. For an agent, it refers to the fact that as a "spy", your skill set mimics that of a different career, hence the alternate template, with a few skill replacements.
MKUltra would put your character in his fifties, even if he was in the program at the end. Plus MKUltra seems more in line with Majestic-12 operations and their work with the Grays. Still, I could see some loose connection to the program, I'll wait to see how your background fleshes out.
| Majestic8705 |
Is there established CoC lore regarding MKUltra? I honestly don't know...like I said, never played in the 'verse. I googled it, but found nothing as of yet. And I've too much reading to do for class atm to thoroughly read every bit of CoC lore out there.
If not, then just another one of those secret government type programs that they claim 'doesn't exist' when, in fact, it really does. Seems like a perfect stepping stone to the CoC universe, tbh.
Now as to why CIA and not MJ12...bit of realism on my part. CIA actually ran MKUltra IRL and that amuses me greatly.
| Billzabub |
Billzabub, when I started with CoC, I had never read HP Lovecraft and knew nothing of the Mythos.
Oh, I'm plenty familiar with HPL and his writings. The CoC game mechanics is what I was referring to when I said I had a lack of a knowledge base. I've read stuff about the game, including about Delta Green, but just don't know the rules. Besides, like I said, time is an issue. I'm already in two pbps and I'm trying not to go beyond that.
Deiros
|
I will roll here I suppose.
Stat rolls
Strength 3d6 + 2 ⇒ (4, 5, 3) + 2 = 14
Constitution 3d6 + 2 ⇒ (1, 5, 4) + 2 = 12
Dexterity 3d6 + 2 ⇒ (4, 4, 5) + 2 = 15
Size 2d6 + 7 ⇒ (5, 5) + 7 = 17
Intelligence 2d6 + 8 ⇒ (6, 1) + 8 = 15
Power 3d6 + 2 ⇒ (5, 6, 6) + 2 = 19
Appearance 3d6 + 2 ⇒ (1, 5, 3) + 2 = 11
Education 3d6 + 2 ⇒ (5, 3, 3) + 2 = 13
Fate roll:
3d6 ⇒ (2, 4, 5) = 11
Changes
Strength 14
Constitution 16 (5)
Dexterity 15
Size 17
Intelligence 18 (4)
Power 19
Appearance 12 (2)
Education 13
History:
Rhune grew up in the small city of Radcliff, Iowa. At age 18 he graduate of high school and enlisted into the U.S. Army to escape the boring rural life of Radcliff. After his first year he learned mixed martial arts they teach in the Army, which is basically kickboxing and wrestling maneuvers that every soldier has to know, after that he was deployed to Afghanistan for four consecutive tours. After acquiring some experience he decided it was enough and joined the National Guard while pursuing some career as an FBI agent and working behind a desk.
Rhune went through all the grueling tests and many of the people he befriended there didn’t make it in the end only a select few passed and he was one of them. His specialty to fight in guerrilla, urban and recon missions is what made him a great selection as an FBI agent, even if it wasn't working behind a desk like he wanted to, it was more peaceful than his soldier life.
Hope I did this right.
| DM Kalizar |
@ Deiros, looks good, sounds good. Really good rolls.
I have posted the updated history for the timeline on the campaign info page. If anyone wants to, take a look and let me know what you think, but please know I don't mean to offend anyone, I merely tried to use real life persons within a fictionalized rewrite of historical events. No insult to persons living or dead was intended.
Deiros
|
Well good, will go along and looking at skills points from education and the other skills you get from intelligence.
In the end so far the character looks something like this:
Primary
Strength 14
Constitution 16 (5)
Dexterity 15
Size 17
Intelligence 18 (4)
Power 19
Appearance 12 (2)
Education 13
Secondary
Idea 70%
Knowledge 65%
Luck 95%
Sanity 95%
Hit Points 16
Magic Points 19
Damage Bonus +1d4
Mythos 99
Skills
Climb 50%
Dodge 70%
Drive Auto 40%
First Aid 40%
Hand Gun 50%
Hide 50%
Jump 45%
Listen 55%
Martial Arts 50%
Mechanical Repair 40%
Navigation (Land) 40%
Own Language (English) 75%
Rifle 55%
Sneak 50%
Spot Hidden 50%
Swim 45%
Throw 36%
| scranford |
Stats
3d6 + 2 ⇒ (6, 2, 1) + 2 = 11 Strength (2) 12
3d6 + 2 ⇒ (4, 6, 3) + 2 = 15 Constitution 15
3d6 + 2 ⇒ (1, 2, 5) + 2 = 10 Dexterity 10
2d6 + 7 ⇒ (5, 1) + 7 = 13 Size 13
2d6 + 8 ⇒ (1, 6) + 8 = 15 Intelligence (3) 17
3d6 + 2 ⇒ (5, 5, 5) + 2 = 17 Power 17
3d6 + 2 ⇒ (3, 3, 3) + 2 = 11 Appearance 11
3d6 + 2 ⇒ (1, 3, 1) + 2 = 7 Education 7
3d6 ⇒ (3, 1, 2) = 6 Fate Dice
Idea 85%
Knowledge 35%
Luck 85%
Damage bonus +1d4
Magic Points 17
Hit POints 28
Sanity 85%
Skill Points: 140
I'll go through my books tonight for an idea.
Josh Shrader
|
Strength 3d6 + 2 ⇒ (5, 1, 4) + 2 = 12
Constitution 3d6 + 2 ⇒ (2, 2, 6) + 2 = 12
Dexterity 3d6 + 2 ⇒ (3, 4, 4) + 2 = 13
Size 2d6 + 7 ⇒ (2, 4) + 7 = 13
Intelligence 2d6 + 8 ⇒ (1, 1) + 8 = 10
Power 3d6 + 2 ⇒ (6, 3, 5) + 2 = 16
Appearance 3d6 + 2 ⇒ (5, 5, 5) + 2 = 17
Education 3d6 + 2 ⇒ (5, 3, 6) + 2 = 16
Fate 3d6 ⇒ (1, 5, 5) = 11
Adjusted Stats:
STR 12
Con 12
Dex 13
SIZ 13
INT 14(10) (replacing 1 with a 5)
Pow 18(16) Replacing 3 with a 5)
App 17
EDU 16
This all look ok? I'll do a background shortly, What are your thoughts on starting with Mythos KN, / some spells?
Secondary Attributes
Idea 70
Knowledge 80
Luck 90
Damage Bonus +1d4
Magic Points 18
Hit Points 12
Sanity 90
Skill Points 320
personal Intrest points: 140
| DM Kalizar |
As I am seeing the campaign, A Cell has been slowly turning to a more lethal stand regarding the forces working with the Mythos against humanity, from time to time sanctioning the elimination of targets too important to let live. This has in part brought about the latest witch hunt against DG, and now MJ-12 to boot.
The investigators will be members of active cells, or should I say, formerly active cells, as the purge has resulted in some retirements, sabbaticals, and unfortunate "accidents" in the field. A last minute reorganization will put the "team" together, investigating an MIA agent, and the information he had collected for A Cell.
Any agency can be made to work in this setting, as interagency cooperation in this time of domestic turmoil and insurgent terrorism sees some strange bedfellows. Add to it that many agencies now offer opportunities to cross train assets in Special Operations Groups with other departments, and a hodge-podge can be explained away, at least for a short time.
Let me know how you each see your investigator fitting into the unit, whether you want to know each other, of each other, or a more "and just who are you again?" approach.
So far the field is open, with a few characters in production. I believe we have a military character, and a potential investigator with some knowledge of the Mythos, with others still under development. All good starts.
| DM Kalizar |
Cool Deiros, that works well. The FBI works well with the marines, makes regular contributions to the National Security team, and has affiliated with many SOG's both here and abroad.
Josh Shrader, I think I can allow a sort of lending library access to one book out of the CoC rulebook. SAN penalties apply, Mythos Lore can be added, and one spell may be learned. Others spells may be learned over the course of the game, and other books added, but access will be dictated partly by campaign events and overall story needs.
Zombieneighbours, jump on in the waters are dark and murky, smell faintly of fish, and that thing bumping your leg, well, just swim faster and it'll be ok. No, really, swim faster.
Much of the info in the campaign timeline is known to investigators as whispered rumor, inneundo, and speculation. Only A Cell knows for sure, and they never seem to be very forthcoming.
| DM Kalizar |
Scranford, I understand all too well how RL has a way of limiting our leisure funtime, so by all means, do what you need to do. If you want to hold your position I'd be happy to do so. I can intro a friendly as a placeholder if needed, or the team may run a man shy while your investigator undergoes "R&R" for that encounter in the Canadian Rockies with that white furry man-badger that ate those three teen hikers. So it took crashing it and your governement issued Ford Explorer into a deep ravine to do it, but at least that's one less badger to have to contend with. As they say, we don't need no stinking badgers.
Sorry, it's late and I had a long day
| Zombieneighbours |
Strength 3d6+2 3d6 + 2 ⇒ (2, 2, 6) + 2 = 12
Constitution 3d6+2 3d6 + 2 ⇒ (1, 1, 3) + 2 = 7
Dexterity 3d6+2 3d6 + 2 ⇒ (1, 2, 5) + 2 = 10
Size 2d6+7 2d6 + 7 ⇒ (2, 3) + 7 = 12
Intelligence 2d6+8 2d6 + 8 ⇒ (3, 5) + 8 = 16
Power 3d6+2 3d6 + 2 ⇒ (6, 3, 1) + 2 = 12
Appearance 3d6+2 3d6 + 2 ⇒ (6, 3, 1) + 2 = 12
Education 3d6+2 3d6 + 2 ⇒ (6, 4, 6) + 2 = 18
Fate1d6 ⇒ 41d6 ⇒ 61d6 ⇒ 3
| Zombieneighbours |
Strength 3d6+2 3d6 + 2 ⇒ (2, 2, 6) + 2 = 12
Constitution 3d6+2 3d6 + 2 ⇒ (1, 1, 3) + 2 = 7
Dexterity 3d6+2 3d6 + 2 ⇒ (1, 2, 5) + 2 = 10
Size 2d6+7 2d6 + 7 ⇒ (2, 3) + 7 = 12
Intelligence 2d6+8 2d6 + 8 ⇒ (3, 5) + 8 = 16
Power 3d6+2 3d6 + 2 ⇒ (6, 3, 1) + 2 = 12
Appearance 3d6+2 3d6 + 2 ⇒ (6, 3, 1) + 2 = 12
Education 3d6+2 3d6 + 2 ⇒ (6, 4, 6) + 2 = 18
Fate1d6 ⇒ 4 1d6 ⇒ 6 1d6 ⇒ 3
Adjusted Stats:
Strength (2, 2, 6) + 2 = 12
Constitution (4, 1, 3) + 2 = 10
Dexterity (3, 2, 5) + 2 = 12
Size (2, 3) + 7 = 12
Intelligence (3, 5) + 8 = 16
Power (6, 3, 6) + 2 = 17
Appearance (6, 3, 1) + 2 = 12
Education (6, 4, 6) + 2 = 18
Secondary Attributes
Idea: 80
Knowledge: 90
Luck: 85
Damage Bonus: none
Magic Points 18
Hit Points 11
Sanity 90
Skill Points 360
personal Intrest points: 160
| Zombieneighbours |
Name:Thomas Angleton
Occupation FRD Researcher
Strength 12
Constitution 10
Dexterity 12
Size 12
Intelligence 16
Power 17
Appearance 12
Education 18
Idea: 80
Knowledge: 90
Luck: 85
Damage Bonus: none
Magic Points: 18
Hit Points: 11
Sanity: 90
Skills
History 65
Library Use 70
Other Language [Latin] 90
Spot Hidden 70
Craft (Book Preservation)50
Occult 50
Cryptography45
Bargain 45
Anthropology 45
Swim 50
Climb 50
Other Language [German] 30
Dodge 34
Own Language (English) 90
| scranford |
Ted Marks - EPA (Computer Specialist researcher)
Former Hacker who the EPA got tired of hacking into their organized activities, and decided to hire him instead. High school dropout, who happens to know a little bit about a lot of things...technology wise, and a lot about computers.
TED MARKS, Age 27, Hacker/Consultant
STR 12 CON 15 SIZ 13 INT 17 POW 17
DEX 10 APP 11 EDU 7 SAN 85 HP 14
Damage Bonus: +1D4
Weapons: . . -none-
Armor: none
Skills: Astronomy 10%, Biology 4%, Chemistry 20%, Computer Use 75%, Dodge 40%, Drive Automobile 35%, Electrical Repair 30%, Electronics 20%, Language: Egyptian Heiroglyphics 15%, Language: English 50%, Language: Latin 25%, Language: Sanskrit 25%, Library Use 40%, Listen 30%, Mechanical Repair 25%, Persuade 20%, Physics 20%
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| DM Kalizar |
Looking good so far, just waiting I think for Deiros and Josh to settle on names and the little particulars.
I waited til now to have everyone roll for income levels. That will be 1d10+1 please, though be advised 10 will be the max level, and likely under the control of a trust or board of governors.
Aunt Petunia died and left you everything, the mansion, the country house, the rolls, but held back on releasing the bulk of the estate until such time as you settle down, stopped all that silly ghost business, and married a good catholic girl. The yearly stipend is still a pretty penny though, and the places are there when you need them.
Also, if anyone is interested in aging their character for extra skill points, etc., let me know.