The Delta World is a strange and wonderful place.. but it is full of problems that only your crew can solve. Adventures and Missions will be posted below:
The Strange Case of H.P. Lovecraft
Note to Guides: The names of the Indian tribe/reservation and
the town have been kept deliberately neutral so that you can put them in
any locale that you need. This adventure would also work well set
A friend of the pcs, an investigator for the police, has heard rumors
of the revenge plan but hasnít been able to confirm anything. He
has confirmed that at least two of the men have Awakened, and knows full
well that even if he had proof he couldnít handle them on his own.
So it was either call in his friends (your lucky players) or call in the
brutal Delta Prime squad that is stationed nearby. He chose the more
The four men have spent two weeks since the accident recovering and
planning their revenge. Theyíve decided that the nearby headquarters
of the company is a very deserving target for the new bomb theyíve built.
The fact that itís in the middle of town hasnít bothered them.
All that matters is that the building around the companyís heads collapses
just like the building that came down on the reservation.
One thing they have managed to keep a secret is that all four of them are now deltas. They are Red Bear (Roger WhiteDeer), a Goliath. NightBird (Tom Runningbear) is a Sneak. QuickBolt (Jeffrey Thunder) is a Charger. And then Richard HighFather is a MetaDelta.
Richard HighFather broke his leg in the lumbermill and has just got the cast off. He still walks with a limp however. Their plan is to strike in three days. After the office is closed theyíll break in, with QuickBolt sending a charge through the doors to blow out the electronic locks, and Red Bear punching in the door. Then they wreck the place, vandalizing and making it look as juvenile as they can. But also theyíre going to put the bomb in the offices of the president, Roger Kyles. It will go off at 10am the next morning. The four men are not planning on calling in a threat.
Unfortunately they have gotten so caught up in their revenge scheme
they havenít thought about what would happen next. The cops and Delta
Prime squads that would sweep through the reservation would do more harm
then any of Sawyer Corp.ís plans.
Of course they do have some justification. The company has been abusing the reservation for decades, and the experience of the Lumbermill falling down among their heads has had a very major influence. Red Bear and Richard HighFather believe that the awakenings are mystical gifts that they should use in this fashion.
The corporation has been abusing the reservation for generations, and
making a tidy profit. But the lumber industry is on hard times and
Roger Kyles was looking at going bankrupt. So he paid for a nice
new mill, with a tidy insurance policy on it. When it collapsed he
got not only the insurance money, but he has also filed suit against the
construction company. (the improper materials were setup by a hacking
job done by a Roger Kyles employee).
He has heard the stories about the boys who were caught in the collapse and taken steps to get them out of the picture. Kyles is not an evil man, and truly did not want anyone to be killed. But business is business..and heís fighting for survival.
His first step was to assist the investigators as much as he could as far as the youths and the rumors. This is how the PCís friend found out about this case. He has also increased security at the building. Four guards, each equipped with radios and high-powered pistols are positioned in the offices during the day. During the night there are six hidden in the back offices. (the four youths have no idea about these guards). He also upgraded the security systems. QuickBoltís attack canít knock out the system, even with HighFatherís help.
As soon as itís revealed that the youths are both after him and that theyíre all Deltas he will call in the Delta Prime squad nearby and let them do his dirty work for him.
There are a variety of clues available to the PCs. The village
of the young men knows that their planning revenge, but most assume that
things will blow over like they usually do. Itís an open secret that
theyíre Deltas and about the plans for revenge.
Questions will get very little information unless the pcs make successful Persuasion checks (Challenging, 10) they can find out the basic facts. That the lumbermill collapsed, the boys were in there but survived, and that nobody has seen them in awhile but theyíre okay and very angry.
If any of the pcs get an additional two successes they find out the following things: That one of the boys, Roger WhiteDeer, has grown huge. Also as the lumbermill was being built there had been some confusion from the supplies that were used.
If anyone gets a fourth success they find out that they boys (except WhiteDeer) have been going into town several times over the last few days. Theyíre still grim and revenge-bent but havenít done anything yet.
Sawyer Industries: All theyíll get is a the official "Weíre deeply concerned about the welfare of the Village and the boys that were in the building. Due to legal matters we cannot comment any more about this matter" The secretaries will be polite but very stubborn about this.
Tom and Sons Construction: The construction company will talk after a Challenging (10) Persuasion roll. They did receive unusual supplies for the job. But it was attributed to a computer glitch, and thanks to the very stringent time schedule put on them by Sawyer Industries they didnít have time to properly test the new materials. They will go into great detail about how much of a SOB Kyles is for suing them over this, as theyíve had terrible press plus a criminal investigation against them already.
Any relevant searches will find a few prominent articles about Sawyer Industries over the last year. Itís stock has plummeted. Also several articles about failures of itís various plants around the region show up with alarming regularity.
Also, the hacking job was not done very well. A Difficult (15) Computing roll by someone snooping around the construction companies computers will discover that theyíre security has been breached. The trail leads from the contracts part of the construction company to the IP address of the Sawyer Industries web site. Nothing concrete, but very suspicious none-theless.
The four men will hang out at the Leaf Café, waiting for the
people to leave the Sawyer Industries building. An alert PC in the
area can easily spot their van in the parking lot. NightBird is keeping
watch in a nearby alley, keeping himself out of sight as much as he can.
Red Bear stays inside the van, while the other two are in the café
If approached the men will try to be as quiet as possible, they donít want a fight now. Instead theyíll try to lure the pcs near the van, where Red Bear should be able to take care of them. If the pcs insist on making pests of themselves in the café, QuickBolt will try to use his Goodnight trick them, as they walk out the door. Seeing any of the members come out of the café, NightBird will join them. None of them will use their powers overtly, except for Red Bear (who canít hide it anyways) Although Bear wonít use his Rock Your World trick out in the open.
If they come out of the café or a fight brews then the security forces across the street will notice. Theyíll signal a security alert to get all of the guards to the area, and puts in a call for Roger Kyles.
The sight of a bunch of armed guards coming out of the front doors should be very suspicious. If given the chance the young deltas will stop fighting the PCs when they see the guards. Keeping it from becoming a blood bath is another storyÖ (also the guards only know that Red Bear is a delta..they suspect QuickBolt might be a blaster, but havenít seen any proof yet) The guards are under orders to get rid of the kids, but donít want to blow them away out in the open like this..so instead theyíll be very rude and taunt them, and then open fire only after theyíve had the first attack against them.
This is a tough one for the pcs to handle. They have a good five or six turns until the police turn up, and then another five turns before Delta Prime arrives in itís Armorgeddon suits. Also the Primers in this area are known to be extremely brutal.
The one good way out would be for the pcs to convince Red Bear and the others to join the defiance, that way they can still work for the good guys, but manage to keep their village safe. An email to Truth would be able to set them up with the Defiance in a few days.
Blowing Up Kylesís buildings might be a lot of fun but would only mean worse things for the area. If the PCs have done any of the research, then they should have enough evidence to bring the law against Kyles. (if the pcs havenít figured enough out their police agent friend will discover the hacking incident and provide them with the evidence)
Convincing the kids to go home is also a way out. Kyles will still
be paranoid and angry, but he wonít send assassins after them. Heíll
probably hope that Delta Prime will catch them. If the PCs can get
them to go home and then turns the law on Kyles then they will get the
grudging friendship of the youths as well as the gratitude of the village.
Use the Goliath Archtype for the basic stats and powers of Red Bear.
Personality: Red Bear has always been the most macho of his friends. Heís headstrong, and overly confident of his newfound abilities. But deep inside heís a good person. Heís just overwhelmed with everything thatís happened.
Use the Sneak Archtype for the basic stats for NightBird.
Personality: NightBird was always the jerk. Heís the youngest of the group, and was the person who really wanted to get revenge against Sawyer Industries. Heíll be the hardest to convince to stop the revenge plan. He tends to have a very sharp sense of humor, and enjoys making fun of people. (he doesnít make fun of Red Bear anymore tho..heís smarter then that).
Immune to Lightning
QuickBolt is a weird guy, very hyper-active. (and was before his awakening). He tends to be impulsive and always goes for the easy and obvious ways out. Currently heís torn about this revenge mission. His girlfriend (whoís loyal but worries about him) has tried to get him to stop with the plan, but every time he tries NightBird or HighFather talk him back in.
Make an Impression
Richard has found religion after the Awakening, and has been the most
influential in getting the revenge plans going. He truly believes
that the powers were gifts that should be used. Of course, heís also
young- and decided on revenge on impulse. He could be talked into
putting the gifts to other uses, assuming the other person is persuasive
Richard is the leader of the group, but stays in the back. His limp hasnít fully gone away yet, and heís not sure about his fighting ability.
The house still stands, but has never been occupied for long. Every person who has tried to live in it has moved out within months, claiming that itís haunted.
The problem is that recently there have been a strange number of kidnappings
and assaults by unkown people in the neighborhood. Itís apparent
that theyíre deltas, judging from the damage that has been done in a few
cases. The only thing thatís certain is that rumors of strange noises
and smells emanating from the house have increased drastically in recent
The visions all involve a young man being chased down a tunnel by monsters that are just out of site. He flees, screaming into a small rock chamber where green arms slap manacles against his wrists. (again, the actual faces of the creatures are obscuredÖ). Then the scene fades and the dreamer sees a small house surrounded by thunderstorms.
The players have to first get to the former home of Lovecraft, get inside, and then discover who the man in the vision is. This adventure is split into three parts, one for each step.
If the party is a group from the Covenant or Delta Prime then they are
assigned to investigate the area, and if possible stop the attacks.
The Defiance has sent a team to investigate because of the visions.
Getting to the city is easy, although any travellers will notice a terrible
thunderstorm that has moved into the area. Great bolts of lightning
keep criss-crossing the sky as thunder shakes the characters deep into
Itís raining lightly as the characters approach the neighborhood. The houses are completely dark, and half the streetlights are out. If the characters knock on any of the doors there is no answer.
The neighborhood is full of white houses with small lawns and sidewalks all along the sides of the street. There are several signs that something is very wrong.
Only one car is parked on the street, and anyone looking at it will notice that the front end has been smashed in. Closer examination will reveal that it looks like a fist did this.
Several of the houses have broken doorlocks or windows, except for the one that resembles the house in the visions. That one looks a little run-down (it needs roofwork and a new coat of paint) but otherwise is not damaged in any way.
A few blocks down the street one of the sewer grates has been torn open. An Easy (5) Search roll reveals that there are a few drops of blood against the side. (The blood belongs to Jeff when he fled down here). In the sewers there is a blood trail down to the junction where Jeff is hiding.
If the heros find the sewer grate or approach the undamaged house then
the Street Lords come out to meet them.
When they come out the party will find itself surrounded quickly.
They move in fast, but no surprise roll is need. The controlled gang
members attack with clubs and fists, although two of the gang members have
Colt 2000. They only use them if the PCs attempt to flee.
The gang members are all human except for their leader, Fist. He is a Scrapper of minor skill.
An Easy (5) Scrutinize or Streetwise roll by the players well show that the gang members are acting very strangely. They donít talk, and their movements are jerky.
Smarts: 1d6 (alien mind control does that to youÖ)
Area Knowledge: 2,
Dodging 2, shooting 2, stealth 2
Spirit 3d6 (their free will is gone, but the alien spirit is inside them)
Perception 3, Scrutinize 4, Intimidation 2
Fighting: Barehanded 2,, Throwing 1
No Powers, Tricks or Delta Points
Use the Scrapper Archetype for Fist. The only difference is that
he doesnít have nunchuks.
Any PCs that treat his wounds gets a Delta point.
The house is a two story building, with a living room (thatís a complete mess), a kitchen (empty), a bathroom, and a small den. Stairs lead up and down. The only important thing about the main floor is that this is where the Street Lords stay when theyíre not on the street.
Upstairs are two bedrooms and a storage room. In the storage room are several texts that used to belong to Lovecraft. A Bargainer would be willing to pay quite a bit for these, as they describe several of the creatures that Lovecraft had encountered.
Downstairs is where all the fun is. Itís one large storage room
with TenFallis at the bottom.
Along the stairs are four of itís lesser Tentacles. Each of these things is a small glob of greenish slime with a large barbed tentacle from the middle of it. They have four small legs that can attach to anything. If the PCs come down the stairs
Fighting: tenacle 3
Powers: Tentacle strike, 3d6 damage able to do it once per turn.
Tricks: Entangle: if the creature gets three successes on the attack then it wraps her up and begins to constrict. It takes three Challenging (10) succes from the delta to break out of this. Otherwise, itís 3d6 damage per round. Of course an entangled delta canít use her arms or other devices. Likewise, the Tentacle canít do anything else.
These are more of a warning sytem then a defense. TenFallis is
certain that he can handle anyone or anything. He also has four of his
personal bodyguards down in the basement as well. They are four statues
heís magicked to move.
The bottom of the stairs lead to a classic magical design drawn in the floor. (a circle in a pentagram..etc..). TenFallis stands in the middle of it flanked by the four six foot tall stone men. (they were statues of Roman gods, Mercury, Jupiter, Apollo and Mars). As soon as TenFallis sees the pcs get past the minor tentacles heíll send in the statues. If they fail, heíll take care of them himself.
The problem is that he cannot be killed in this Dimension. He can be subdued, for awhile, but never beaten. The only way to truly win is to get Jeffís pendent into the circle. That will open the portal and suck TenFallis back to his own dimension.
Powers: Punch does 4d6+5 damage.
Academia: Occult 4
Fighting: Barehanded 3
Powers: Armor 8/-
Mind Control: If TenFallis can get a human alone for a period of 4 hours he can take over that human. Itís a complete brainwashing, making the human subserviant to TenFallis, but also reducing his Smarts and Spirit to 1d6.
Multiple attacks: TenFallis can make six attacks a round. One for each arm.
Immortal: In this dimension TenFallis cannot be killed. He cannot take more then 4 wounds to any area. If he takes a fourth wound to the head he is dazed, (-5 on all rolls), but that is as close to being knocked out or killed as he can become. He also gets a healing roll every ten minutes (game time).
At the Guides discretion certain magical or psychic attacks may damage him more, but that is decided on a case by case basis. (and considering TenFallisís power itís highly unlikely at any rate)
TenFallis is a large orange and black creature, giant head with four
legs and six tentacles for arms. The head is six eyes and a gaping
mouth. When first seen he gets a free Intimidation roll against all
the PCs. He is never surprised.