Faces in the Moonlight: Trust Games and Shadow Wars, An Occult Spy Thriller
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.
Choose one last Night at the Opera.
Choose Delta Green.
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You are summoned to the meeting room of wherever you're stationed or work at and sat down, back facing the glass wall around the secure glass box of secrecy. Men and women you recognize as higher-ups, as well as a peculiarly lax-dressed man, are having a conversation. They are sifting through different dossiers- you see this in glances carefully taken over your shoulder- and they finally settle on one. They call you in, ask you a few questions on your home life- marital status, children, close family members- and then send you outside again. This only makes you more nervous. Is this the day you're discharged? Given a promotion?
One of the higher-ups leans out of the glass door, “Come inside.” They say.
You do. “How do you feel about flying?” The lax-dressed man asks you. He goes on to ask you how much you know about Mexican CEO Roberto Vallejos, Narco Gang leader Guillermo Reyes and anything you know about the Mexican drug trade.
You give your answers, and depending on those answers, he replies appropriately. You receive orders to report to Holloman AFB at 0500 on the 22nd of June that night.
You are told to pack light.
You make your way to Holloman AFB by the deadline, are let through at the gate by the guard reading your name on a list. With a few other peculiar characters, you are hustled onto a small passenger plane that later lands on a country airstrip. You are picked up by a gray Chevy Suburban and a Hyundai Sonata ferries those who can't fit. Welcome to Dust Plains, Arizona, a small town in the middle of the desert that's been largely abandoned after the work dried up in the 80s. Your safehouse is in a relatively well-kept house on the inside of town. This town has all the very basic amenities one could ask for; a small convenience store where most groceries could be got, with a gas station to fuel up the Hyundai Sonata and the unmarked gray Chevy Suburban.
The mission briefing is held in the living room by the same lax-dressed man that you talked to those few days back. He tells you that the first lead in the operation you will be helping with is one Frank Olvik. You are searching for a freelance journalist and author named David Jimenez. He returned from Mexico a month ago and has recently gone missing. His superiors want you to investigate the disappearance of David Jimenez in relation to a recent drug outbreak.
"Officially, you are all advisers for the Department of Justice/Department of Homeland Security. Unofficially, we all know how this goes. This operation will be going after one of the most ruthless cartels rumored to have a foothold in several US agencies and responsible for a string of kidnappings and killings in Texas, Arizona, and California. Welcome to the team. My name is Steve Foster."
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All Forum-wide Rules Apply
The GM's word is law
A minimum posting schedule of 1 post every 5-7 days. If you can not keep up with this, please notify others and the GM.
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
Dice Rules
A d20 for each action pertaining to combat, investigation, interrogation, persuasion, and utilizing a contact to navigate through bureaucracy, red tape, and the law. Below is how the rolls can be interpreted. The rules below use terms pertaining mainly to combat, but can easily be interpreted to degrees of success in other situations.
*In combat engagements where your character is taken off guard, the modifier of your awareness skill is rolled on 1d20+[modifier]-5. 6-9 keeps your character from being overpowered and only lightly wounded, 10-20 lets your character successfully repel and counter with the weapon they are using.
*Just as well, in situations where your character gets the drop on a character, as in breaching and clearing a room, you get an automatic +5 on your initial combat roll against your first two targets. Successful stealth attacks get the same modifier, but only against the first target if attacking at hand-to-hand range, regardless if using a knife or a gun.
1-5 is a failure, your character will be injured and brought down, where a second roll of the dice will determine if the enemy will continue to focus on this character to finish the job or take on another target (less than 5, continue the attack, 5 and up, move on unless there’s no other characters to fight). Depending on the circumstances, GM will decide if the situation will be fatal. Close characters may elect to intervene, where if a player says they wish to intercept, will have to do another combat roll to see if they both make it to the character in time and receive injury in the process.
1-5 rolls for awareness means that you fail to notice the important detail. Interrogation yields no results, as the man either faints from pain, withstands it, or refuses to cooperate, etc. Persuasion rolls of this low a caliber are obviously failed, the NPC goes on with his business, you are barred from going past the door/gate/etc. Rolls for calling in favors that score this low obviously have the request fall through for reasons of legality or bureaucracy, or another suitable reason, given the contact. You may make a saving roll with a d10, with the resultant number being added to your initial score, but only if it was a roll of 3 or higher. Rolls in stealth that fall within this range are considered a failure. Your character is spotted.
6-9 is a success, but with minor injury. Your character receives a minor wound that will have to be treated and will hinder their ability to fight somewhat, but it won’t take them out of the fight. Each subsequent roll with an injury will have a -1 penalty on the roll, and each injury added increases the penalty.
Awareness rolls mean that you have the slightest inkling that you're being followed but fail to spot specific tails, do not catch as many clues as you would've at higher rolls or fail to recognize the importance of a piece of evidence. You may make a saving roll with a d10, with that roll being added to your initial score, but only if it was 7 or higher.
Interrogation isn't as successful as you'd like, the characters answers aren't clear or other complications come up. You may opt to roll again in interrogation up to two times at a penalty of -2 each roll. The contact is able to grant you the favor, but the results aren't as clean or as timely as they could've been. Persuade rolls in this area must be rolled for again at a penalty of -5.
Rolls in stealth that fall into this range are moderately successful. Your character manages to give his pursuers the slip, but they are made aware of his presence, not his location.
10-20 is a success where the best possible outcome for that engagement occurs. You are a good detective, you spot one tail on a phone at your 3 o'clock and another in a car at your 12 o'clock. Interrogation yields optimal results, you manage to persuade the person to your side/from doing something/to let you pass/etc. The favor you called in gets pushed along the proper channels and you get what you wanted. Stealth rolls are a resounding success.
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::TEAM ROSTER::
::CASE OFFICER::
FOSTER, STEVE | M | CIA DO OPERATIONS OFFICER
::TEAM LEADER::
BLYTHE, WERNER | M | CIA SAD/SOG PARAMILITARY OPERATIONS OFFICER -- DOD ADVISER
::ASSETS::
SOMBRE, ATTER | M | CONTRACTOR, INDEPENDENT -- IMMIGRATIONS AND CUSTOMS ENFORCEMENT HSI SPECIAL AGENT, OFFICIALLY
ALLEN, DANIEL | M | FBI CCRSB, CRIMINAL INVESTIGATION DIVISION
FREUD, VICTOR | M | CONTRACTOR, ACADEMI -- IMMIGRATIONS AND CUSTOMS ENFORCEMENT HSI SPECIAL AGENT, OFFICIALLY
SPENCER, BENJAMIN | M | CONTRACTOR, INDEPENDENT -- IMMIGRATIONS AND CUSTOMS ENFORCEMENT HSI SPECIAL AGENT, OFFICIALLY
MENDEZ, JAVIER | M | DEA SPECIAL AGENT
JIMENEZ, JASON | M | DIA DCS OFFICER -- DOD ADVISER
STILLMAN, WILLIAM | M | CIA, ASSET -- DOD ADVISER
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Collabs can be done on Etherpad or Google Docs.