Hidden 2 yrs ago 2 yrs ago Post by Leidenschaft
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Delta Green: The PLUTO Connection, Occult Action and Intrigue




"We're the only ones who understand that you can't understand...

...And that's all you need to fucking know..."


-Donald Poe, USMC (Ret.) aka Agent ALPHONSE


Choose federal law enforcement. Choose the military. Choose NASA or the CDC. Choose lying to your superiors. Choose to ruin your career. Choose no friends. Choose divorce. Choose life through the bottom of a bottle. Choose destroying evidence and executing innocent people because they know too fucking much. Choose black fatigues and matching gas masks. Choose an MP5 stolen from the CIA loaded with glasers, with a wide range of fucking attachments. Choose blazing away at mind numbing, sanity crushing things from beyond the stars, wondering whether you'd be better off stuffing the barrel in your own mouth. Choose The King In Yellow and waking up wondering who you are. Choose a 9mm retirement plan. Choose going out with a bang at the end of it all, PGP encrypting your last message down a securely laid cable as an NRO Delta wetworks squad busts through your door. Choose one last Night at the Opera. Choose Delta Green.
— An Agent Long Gone


* * *




All Forum-wide Rules Apply

The GM's word is law

This RP was inspired by the Delta Green tabletop game, The Cthulu Wars by Kenneth Hite and Kennon Bauman, True Detective S1 and Denis Villeneuve's Sicario

* * *


Hello!

As the title says, this RP is one about action and intrigue with an occult bent. Heavily influenced by media such as the Delta Green tabletop game and the Cthulu Wars book, from which came the premise of this RP, and mainly season one of True Detective and Denis Villeneuve's Sicario film, the atmosphere of which I hope to weave into this game. Your characters can come from any number of organizations and institutions both government and civilian. Although this is an action game, I don't want players to think they have to necessarily be Hank Stonebulge, war veteran and supercop with ten machineguns and gets his calories from red meat and cigarettes.

That is to say, you can be a scientist, a scholar, a private eye, a federal agent, former or active duty military, or a career criminal with a history of working for the law to cut a deal. Joseph Donnelley is not beholden to tradition for recruiting teams and neither am I. This is mainly to not alienate people who are interested but don't have an encyclopedic knowledge of federal agencies or the like. I do encourage players to get creative with their characters, as long as they make sense, of course. An analyst probably won't be the greatest at making 400 meter shots with a rifle.

Like said above, I do hope to capture the atmosphere of Sicario and True Detective. The RP will mainly be about the investigations of the cases the team has been brought on for, as well as how they bond with their teammates, cope with the events of the RP that might challenge their ideals, and grow along the time spent working this case and just what it uncovers about the true workings of the world around them. As such, don't expect shooting first and asking questions later to get you far. You may be working for a shadowy 'Man in Black' but that doesn't give you legal immunity, nor does it give you leads and clues. Player characters will have to navigate this new world of intrigue and horror smartly, and may be called upon to do morally repugnant things in the name of not only national security, but the preservation of humanity as they know it. Join me on this romp from Washington State, and all the way down to Juarez, Mexico, and beyond.

Over the course of the RP, questions may arise. Who is Steve Foster? Who am I really working for? How far does this whole thing go? Who can I really trust?

And remember...

“Deception is a right. Truth is a privilege. Innocence is a luxury. The war is never over.”


* * *






* * *


::TEAM ROSTER —- WORKING GROUP - PALADIN::
::CASE OFFICER::
DONNELLEY, JOSEPH | M | CIA DIRECTORATE OF OPERATIONS, SPECIAL ACTIVITIES CENTER/SPECIAL OPERATIONS GROUP (GROUND BRANCH), PARAMILITARY OPERATIONS OFFICER

::TEAM LEADER::

::WORKING GROUP - PALADIN::

::KIA PERSONNEL::
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Hidden 2 yrs ago Post by Benzaiten
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Benzaiten

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Just a few questions so I can wrap my head around the concept in action a bit better, if you don't mind.

1) Will you be playing a PC as well or will you just GM aka play NPCs (is Donnelley an NPC or PC)?

2) How will an investigations be played out?
- Will you be placing clues/evidence somehow withing the RP? As a kind of [Player: I investigate the closet | GM: You find EVIDENCE] player action -> GM answer -> player reaction formula that many tabletop games use?
- Will dice be involved? If so, how dice-heavy is this supposed to be? (E.g. only combat is a quick die roll vs "roll a die to determine whether you can see anything through the muddy window")
- Also, if dice should be involved, are we following a certain system? Perhaps the tabletop game Delta Green has a dice system?
- Is the investigation fully GM-driven (as in the GM decides the clues, evidence, bad guys, hurdles, etc.)? I'm assuming this might be easiest

3) Should PCs be team members of years already or rather new recruits or anything goes?
- If new recruits are allowed/wanted: Should the PCs know anything about the 'occult' yet or are they supposed to be clueless in the beginning?

4) Can/Should the players also add to the occult lore of this world by creating their own (within the PCs backstory for example)?

Sorry to spring all of those questions on you in a simple Interest Check ^^ Feel free to take your time answering them or to gesture me gently out the door xD
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Hidden 2 yrs ago Post by Leidenschaft
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@BenzaitenI’ll get to these once I have some time. I appreciate the curiosity and questions!
Hidden 2 yrs ago Post by tundrafrog1124
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Very interested in this, i have similar questions to @benzaiten
Hidden 2 yrs ago 2 yrs ago Post by Leidenschaft
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@Benzaiten
Just a few questions so I can wrap my head around the concept in action a bit better, if you don't mind.

1) Will you be playing a PC as well or will you just GM aka play NPCs (is Donnelley an NPC or PC)?
Both.

2) How will an investigations be played out?
- Will you be placing clues/evidence somehow withing the RP? As a kind of [Player: I investigate the closet | GM: You find EVIDENCE] player action -> GM answer -> player reaction formula that many tabletop games use?
Yes, as a simplification. A lot of successful investigation depends on what your character is skilled in, and how skilled. Someone with a Computer Science of 80 will have better luck, and a higher chance of retrieving data from a hard drive without corrupting the information, than someone with a Computer Science skill of 60.

- Will dice be involved? If so, how dice-heavy is this supposed to be? (E.g. only combat is a quick die roll vs "roll a die to determine whether you can see anything through the muddy window")
Again, yes for simplicity. The way dice come into the equation is if some variable in the situation is adding pressure to the character. Say, trying to shoot someone in combat, or defuse a bomb while the timer is counting down.

Otherwise, like above, it just depends on what skills your character has, and how skilled they are.


- Also, if dice should be involved, are we following a certain system? Perhaps the tabletop game Delta Green has a dice system?
Delta Green does have a dice system, and we will be using it. It works off of a percentile system, so we’ll primarily be using d100s to determine success or failure.

- Is the investigation fully GM-driven (as in the GM decides the clues, evidence, bad guys, hurdles, etc.)? I'm assuming this might be easiest
I provide the framework by supplying the plot and the basic problems to be solved by the PCs. It depends on PC problem solving what happens. It is player-driven to an extent. The world happens to the PCs as much as the PCs happen to the world, if that makes sense.

3) Should PCs be team members of years already or rather new recruits or anything goes?
- If new recruits are allowed/wanted: Should the PCs know anything about the 'occult' yet or are they supposed to be clueless in the beginning?
PCs are assumed to have had a previous brush with the Unnatural. It is their deftness in handling the situation, and/or the ferocity with which they researched what exactly happened to them and what they saw that puts them on Delta Green’s radar.

The only reason you aren’t tied up like a loose end is because someone thinks you’re useful enough. This is to say that your PCs have not yet been “read on” to Delta Green and the conspiracy that keeps the knowledge of the Unnatural out of the public eye. Your character is a newb. An FNG. Still a competent professional, but they’ve never been in something like this before.


4) Can/Should the players also add to the occult lore of this world by creating their own (within the PCs backstory for example)?
One of the main themes, Unnatural phenomena, and motifs of the RP that preceded this one was completely player-made. I decided to add it to the “lore” of my campaign. So, yes, players may show their creativity.

Sorry to spring all of those questions on you in a simple Interest Check ^^ Feel free to take your time answering them or to gesture me gently out the door xD
Not at all, I’d love to see who you create in the coming days. Just be aware, I am a picky man. Bring your A-game. ;)
Hidden 2 yrs ago Post by Leidenschaft
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Hidden 2 yrs ago Post by idlehands
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idlehands heartless

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Hell yeah, I'm in.
Hidden 2 yrs ago 2 yrs ago Post by Bugman
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Bugman What happens when old wounds heal?

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Absolutely interested. Thinking maybe an ICE agent. Does a character necessarily have to be American? Alternative thought was a Canadian immigrant that came for his wife (mostly because being a Canadian myself it would be easier to play :> )

Also will we have to fill out a full traditional Delta Green CS? Mostly asking to get started early on the stats.

EDIT: Another quick question, this take place in 2023 or...?
Hidden 2 yrs ago Post by RoadRash
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You know ya boy is here.
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Hidden 2 yrs ago Post by Leidenschaft
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@BugmanIt’s a bastard child CS born of my own making.

I wouldn’t necessarily have a problem with non-Americans. I’m sure they can pass a background check for a security clearance, given they’re a formal legal immigrant to the US.

This takes place mid 2020
Hidden 2 yrs ago Post by Bugman
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Bugman What happens when old wounds heal?

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Understood. I'll probably stick with the ICE. Do you have the character sheet available? Was hoping to do it over the weekend.
Hidden 2 yrs ago Post by Leidenschaft
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@BugmanCheck ur DMs
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Hidden 1 yr ago Post by Leidenschaft
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@tundrafrog1124@Benzaiten
Shall I send the both of you a link to the CS?
Hidden 1 yr ago Post by Xacha
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Oh, interested.

Probably play a scholar if that role isn't already filled. Good to have someone in the party ready to deliver stupid lines like "No, we should keep it alive and study it!"
Hidden 1 yr ago Post by tundrafrog1124
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@LeidenschaftYes please, I’m toying with a couple ideas rn but need to do some more research first
Hidden 1 yr ago Post by Leidenschaft
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@Xacha@tundrafrog1124check your DMs for the CS
Hidden 1 yr ago Post by DanTheMan95
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Yes
Hidden 1 yr ago Post by Starlance
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Couldn't get my TTRPG group to try Delta Green, so definitely interested.
Hidden 1 yr ago Post by Leidenschaft
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I'm just gonna leave this here, constantly DMing people is getting tedious.

DG Player Docs

Inside you will find the CS, Player's Handbook, The Complex Sourcebook for extra Professions/Agencies, and Quick Rules. I use different naming conventions and skills, so use the skills listed in the CS, please.
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Hidden 1 yr ago Post by Starlance
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@Leidenschaft
Just to make sure I read everything right: Split 73 points between STR, DEX, STA, BUE, INT and WILL (Same as DG, but replacing CHA with BUE), with BUE capped at 5.

Unless I can't add double digit numbers (which is possible, math is a crime against my sanity), you can do 3 in BUE and 14 in everything else, is that intended?
If so, right now I'm looking at a U.S. Marshall with:

STRENGTH: 12
DEXTERITY: 16
STAMINA: 15
BUREAUCRACY: 3
INTELLIGENCE: 12
WILLPOWER: 15

Which looks fairly high for starting stats, though I have seen rolled stats like that.

Question 2, when assigning skills, each tier (gifted etc.) gives a % range. Do we go low on that? Or high? Middle?
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