Delta Green Future Perfect 4 PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 26

Future/Perfect, Part 4

A Scenario for Delta Green: The Role-Playing Game


Written by Dennis Detwiller

Published by Arc Dream Publishing in arrangement with their kind. For clarity, we call the physical universe as they
the Delta Green Partnership. The intellectual property perceive it “the Construct.”
known as Delta Green is ™ and © the Delta Green Part- Atemporal intangibility is their native state. What
nership, which has licensed its use here. The contents of could be called the “physical” forms of the Great Race are
this scenario are © Dennis Detwiller. Editing, layout and their excursions into the Construct’s materiality. The cone-
additional material by Shane Ivey. Updated 18 OCT 2019. shaped entities of the ancient past, their modern human
puppets, and the coleopterons of the distant, radioactive
Introduction future are merely temporary forms. Those forms are tools,
as a shovel, a gun, or a flashlight is a tool to humanity.
In Future/Perfect, Part 1, the Agents encountered the The Yithians use and discard these forms as needed to
impact of a time gate built by the sorcerer Xichlasa of the maintain the integrity of the Construct upon which their
serpent-folk in the guise of inventor Arthur Hunt. Another real forms exist. Without the “environment” provided by
time gate still lurks at the heart of Hunt Electronics, at the the surface of the Construct, the native intelligences of the
headquarters of Hunt Specialty Services. Xichlasa meant Great Race would perish.
for those gates to allow the serpent-folk to pour from the
troubled past into a future that they could conquer. But
meddling with time attracted minds even stranger and
more potent than Xichlasa’s.
The Great Race of Yith can never be fully understood
by the minds of humanity, but since they play a major part
in the possible resolution of Future/Perfect, we will at-
tempt to make their machinations comprehensible. At best,
what follows is what a researcher completely immersed in
Great Race culture might be able to discover with decades
of unfettered study. Even this explanation does not do
justice to the plans of the creatures we call the Great Race.
The minds of the Yithians—so vast they can conceive the
entire universe in one unblinking thought—will never be
accessible to a human who remains sane.
Before the Great Race of Yith were as they are now,
they were tangible, mortal beings, trapped in the linear ex-
istence we call reality. At some point in what we consider
the distant past, they managed to escape the shackles of
physicality and move into a higher form of consciousness, Pivots
unbound by time. The Construct is fragile. There are great swaths of the
The Great Race do not travel through time. They Construct which the Yithians cannot enter, since there are
exist within time itself, as if all the history of the physi- no biological forms for them to inhabit. And there are
cal universe were a single, giant object upon which their areas dominated by creatures inimical to them and im-
consciousnesses could move and interact with others of mune to their influence, such as the hideous things we call
spectral polyps. But certain portions of the Construct are

1
// Future/Perfect, Part 4 // // Delta Green //

awash with creatures and forms that they can easily access. changes. Those changes tell the Great Race when their
Earth is one of these. At these points, the Great Race focus influence has altered or broken the Construct.
their efforts. We call these points “Pivots.” The Great Race are not omniscient. They have a vast
The Yithians focus their consciousnesses in the array of data, but some things are beyond their reach.
Construct within biological forms such as human beings. They constantly strive to understand events and reinforce
While in these forms, their actions at Pivots can alter, the Construct.
sometimes quite drastically, the structure of the Construct.
Small changes at certain points in history can bend, shape, Servants and Actuators
cut off, or even obliterate the Construct. Of the all the unnatural but intelligent species known to
To prevent the worst damage to the Construct, the humanity, the Great Race is the closest to benign. The net
Great Race have set up choke points throughout histo- effect of their machinations on human culture is positive,
ry. At these times and places, they gather a multitude of in that they stabilize and normalize time. This is not to say
their consciousnesses, to control a Pivot or to maintain a they are friendly. They have deep contempt and disregard
“safe” store of information from other, more chaotic Pivots. for human life. But at this particular Pivot, we are the only
Pnakotis, the library of the Great Race founded 65 million tool available to reshape the Construct. To the Great Race,
years ago, is the most secure Pivot contained within that humans are backwards, troublesome, and difficult to con-
portion of the Construct concerned with Earth. At Pnako- trol. The Yithians seem distant, fickle and even downright
tis, and in a distant, future time, the Great Race consider evil to those humans exposed to their activities.
themselves “safe.” To the Great Race, these points exist Their methods in our portion of history are two-fold.
simultaneously. In human terms, these two choke points, Their first and most often used tool a cult of human ser-
separated by time, are akin to two distant outposts sepa- vants, known as the Motion. They are a disposable supply
rated by hostile terrain. of temporal laborers, swayed by the magnificence of the
For a myriad of inhuman reasons, Pnakotis is ideal Great Race and revering them as gods or ascended masters.
as a Pivot point. Even the spectral polyps—multi-dimen- Natives to a particular point of time at a Pivot have a lim-
sional monstrosities bent on the destruction of the Great ited range of effect on it. They are capable of subtle shifts
Race in the Cretaceous—represent not a threat but an in the future with minimal risk to the Construct itself. The
annoyance. The Great Race choose to exist within the Motion exist throughout all of human history, and go
moments of the Pnakotic Pivot that do not feature the
spectral polyps. They built each Pivot with as much width
and stability as possible, and project themselves into such
protected moments.
From these Pivots, the Great Race monitor time and
launch expeditions into it. These explorations are not sim-
ply scientific investigations. They keep the Construct sta-
ble. Humans transplanted to Pnakotis might mistake the
records gathered there, from every period of Earth’s histo-
ry, as a “library.” It is in fact a huge instrument to monitor
changes in time, a sort of temporal barometer. This is one
reason the Great Race abduct human consciousnesses to
record recollections of their time in odd, rectilinear, inde-
structible books. It is also the reason the Great Race don’t
simply spy on such creatures and write concise, all-know-
ing reports themselves. These books, gathered from beings
at all points in Earth’s history, change as the Construct

2
// Future/Perfect, Part 4 // // Delta Green //

by various names and titles, but their methods, access to gate, which opens the way between modern Duxbury and
Great Race technology, and fanatical selflessness remain a base in the distant past. With tiny shifts in history, they
the same. The Motion will do anything to complete mis- have killed the entire population at the Offsite location.
sions assigned to them by the Great Race. They have erased the Duxbury facility. They have folded
Second, the Great Race hurl their own minds into the both gates in on themselves, removing key personnel at
Construct. Most often, this is simply to exchange minds particular points in time. Each attempt has failed to re-
with a temporal native in order to expand the library of solve the conduit through time. Each attempt either made
Pnakotis. Most members of the Great Race have limited things far worse at a later date, or simply disintegrated the
experience with the human portion of the Construct. Each Construct past that point in time.
jumps into a creature of such limited brainpower and The events of Future/Perfect present a possible solu-
perception damages a Yithian’s consciousness. tion: the Agents of Delta Green.
Sometimes, however, they send special operatives
called Actuators through time. Actuators are sent into An Actuator in Part 3
human hosts repeatedly. Their expertise at fitting among
humanity is an important, developable skill. Actuators Future/Perfect, Part 4, takes place on the other side of
deal with difficult problems, particularly temporal loops HSS’s Duxbury gate, at a colony in the distant past called
and knots, and threats to the very existence of the Con- “Offsite.” Infiltrating HSS in Future/Perfect, Part 3, is ex-
struct. Actuators are prevalent throughout human history. traordinarily difficult and dangerous, but the Agents might
The largest threat to the stability of the Construct is get help from the Great Race. An HSS employee possessed
the prevalence of time travel and gate technology. The by an Actuator of the Great Race could approach the
Great Race must endlessly “update” history to correct Agents, either while the Agents are inside HSS, while they
interference in the structure of spacetime by beings incapa- are supposedly hidden at a safe house, or after they have
ble of seeing its long-term effects. Actuators are particular- been captured and are waiting to hear their fate.
ly likely to intervene when a gate in time is utilized.
The Actuator
The Hellbend and Duxbury Gates If the Great Race deem it necessary to contact the Agents,
The attention of the Great Race is drawn to the temporal they dispatch one of their most resourceful Actuators. The
gates at Hellbend, California and Duxbury, Pennsylvania. Actuator is an ageless, relentless creature so far in advance
The Duxbury gate found in Future/Perfect, Part 3, is a of humanity that it has difficulty articulating anything but
convoluted puzzle in causality, thanks to the influence of the most basic concepts to them. Even so, it represents
the serpent-folk on humanity. the epitome of Great Race/human relations. For all its
The Great Race have long since “completed” their trouble communicating, the Actuator understands hu-
regard of portion of history in which the serpent-folk were man behavior and reasoning to a startling degree. It is an
active, so interfering with them in the past is not an op- encyclopedia of the human era spanning a block of time
tion. And they carefully monitored Arthur Hunt’s develop- that stretches approximately from 100 years ago to a few
ment of the Gate, but attacking Hunt directly is likewise a years in the future. It knows the areas, people, places, and
last resort. Hunt’s many inventions are a necessary linch- events around Duxbury and Offsite especially well, in a
pin in human technological development. Interfering with way a surveyor might know the subtle dips and changes in
them risks altering the Construct too much. The Great elevation on a worksite after documenting it for months.
Race identified a point where they could safely shut down The Actuator can aid the Agents in a wholly unob-
the Hellbend gate, using an Actuator in the guise of Mi- trusive way, using its mastery of time to achieve results
chael Grunning. But attempts to shut down the Duxbury not possible otherwise. For example, the Great Race have
gate have failed. Millions of times, they have launched meticulous, to-the-second, shifting records of all person-
concerted efforts to neutralize the effects of the Duxbury nel, all codes, and all keycard combinations, as well as

3
// Future/Perfect, Part 4 // // Delta Green //

explain that the Agents need to travel to the Offsite loca-


tion simply because that is what happened…or is happen-
ing…or will happen.
Once in the Gate room, the Great Race’s Actuator can
create a confluence of coincidences sufficient to remove at-
tention from the Gate for a few minutes while the Agents
travel through. Using the Gate is draining and disturbing,
costing each traveler 1 WP and 1 SAN.

Another Way
If the Agents refuse to comply with the Actuator, it forces
personal histories and information about everyone in the them. A dozen members of the Motion unceremonious-
facility. With such information, a single Actuator can ferry ly kidnap the Agents. They use Great Race technology,
a team of Delta Green Agents through the HSS facility such as stun guns made of television remotes and ga-
undiscovered. rage-door openers.
The baffling aid of the Actuator, possessing HSS em- When the Agents wake, they are securely bound to
ployees, may lead to distrust, refusal to cooperate, or just wooden kitchen chairs in a dilapidated house. They have
plain violence. The Great Race are, of course, used to such been stripped of weapons and equipment. No one else is
reactions. They do not give up due to something as simple present. Surrounding them are what appear to be thou-
as their human vessel being beaten, tortured or shot. sands of meters of cable lines and high-voltage lines, all
Continuously confronted by such creatures in human intertwined and woven through the chairs, connected to
guise may be enlightening or disturbing. The knowledge the chairs, and connected to hand-made boxed filled with
that such beings haunts the periphery of all existence costs humming, spitting, and arcing electrical equipment. This is
1/1D4 SAN from the unnatural. a Great Race gate machine.
The Actuator knows and understands things no one The Agents should not be permitted to escape, though
could possibly predict or understand. This knowledge giving them a glimmer of hope would be a nice touch.
should startle the Agents. For example, the Actuator As they struggle to get free, a low hum builds. An old
might know that Elaine Walcott of 931 Deerlake Road in lightbulb above the stove explodes in a huge shower of
Duxbury will fall down the stairs in her home at 5:33:04 blue-white sparks. A huge, high-pitched whining, like
A.M., or that a dog belonging to Burt Brooker of Carlcliff that of an enormous generator, fills the air. It drowns out
Farms in Duxbury will be struck and killed by Walcott’s all other noise.
car on the day following due to her stiffness after this fall. Blue, white, and red lightning leaps from the boxes,
This complex interplay of facts is as clear in the Actuator’s arcing toward objects in the room. They seem to find an
mind as a road map might be to a human. Knowing such item, strike it once, and then pepper the target with grow-
detailed information about the “future” makes the Actua- ing tendrils of power until—to the Agents’ horror—the
tor capable of complex tasks outside the realm of possibil- object vanishes in an eruption of blue-white light, leaving
ity for normal people. a scorch mark behind. Seeing this weird destruction costs
Agents who come to grips with such knowledge can 0/1 SAN from the unnatural.
easily test the Great Race’s powers by asking questions When all large, metal items in the room have been
about the past or future. What the Actuator chooses to disintegrated, the lightning begins hitting a random Agent.
share with the Agents, if anything, is up to the Handler. It The process is agonizing to experience and terrifying to
should quickly become clear that something inhuman and watch, costing 1/1D6 SAN from the unnatural. A strick-
unimaginably powerful is attempting to stop HSS from en Agent takes 1D20 damage per turn. When the Agent
using the Gate. But the Actuator will consistently fail to reaches 0 HP, their body vanishes in a blue-white flash.

4
// Future/Perfect, Part 4 // // Delta Green //

This entire process is painfully drawn out, until, one of time before the Gate is closed and their trip to the past
by one, all Agents are disintegrated. will become their world of the present.
They wake in a lush green field under a humid blue
sky. A perfect circle is seared black around them, 12 Habitation
meters across. The Agents are all present and unharmed, The Offsite location is a bit hot, but otherwise ideally
thought their clothing and hair are scorched. They are sur- suited for human inhabitants. There are no significant
rounded by lightning-kissed and ruined kitchen appliances. predators. There are abundant fruit bushes, and small
The wooden chairs in which they were secured are lighter, game is recognizable as predecessors of modern species.
as if sapped of all water, and are now easily broken into Experiments in planting seeds of fruit-bearing plants
chunks of brittle wood and ash. which would have existed at this date succeeded, leading
Just outside the burnt circle are sets of jump suits experts to believe a long-term effort to colonize this time
and boots to clothe all the Agents, folded carefully on the period would be easy.
ground in a perfect row. The Agents’ names are inscribed The water supply was a significant problem but was
on the name tags for each jumpsuit. No one else is present. rapidly overcome by HSS money and resources. Early tests
Coming over a nearby ridge, the Agents see Base on Offsite water found virulent, unknown microscopic
Camp, the heart of Offsite. organisms which could easily sicken or kill humans. Arte-
sian wells pulled up cleaner but still dangerous water, filled
Offsite with different species of unknown bacteria. A concerted
effort was made to develop a water ecosystem with redun-
The Offsite colony is an enormous undertaking, represent- dant, experimental water-scrubbing facilities. Nearly two
ing hundreds of millions of dollars worth of personnel, dozen wells have been dug and made safe.
equipment, and supplies. Its soaring costs were covered Destroying these wells or sabotaging the scrubbing
by the recovery of valuable metals in the past, which were equipment is a fast way to bring the camp to its knees.
transported to the future and sold. But William Lassiter’s Everyone has become used to clean water, and the lack of
attempt at paradise still remains a long way off. it will be felt within hours. Within days, HSS must begin
Offsite has two inhabited areas and a number of work carting fresh water through the Gate, a very time-con-
sites. The inhabited areas are Base Camp, which holds suming and expensive undertaking, while the damaged
the Gate and supplies, and the Compound, where a large, equipment is repaired or replaced. The second time such
permanent residential colony is being built. equipment is set up, there will be guards watching over it,
Offsite is, quite simply, an attempt to create a com- making a quiet sabotage nearly impossible.
pletely self-sufficient home for the “rebirth” of modern
humanity. Personnel and supplies come through the Gate
at Base Camp. The larger community is still in construc-
tion at a site called the Compound. The Compound is
still two to three years from completion, but the capture
of Jonathan Emery at LaGuardia Airport with 100 kg
of illegal gold (described in Future/Perfect, Part 3) has
collapsed HSS’s timeline. Now, equipment and materiel
are being shoveled through the Gate at a breakneck pace.
Everything is coming in greater quantities than ever before.
More people, more equipment, more food, more supplies,
and more tools.
There has been no official announcement at the Off-
site location, but the message is clear: It is only a matter

5
// Future/Perfect, Part 4 // // Delta Green //

Transportation Some theorize that some a catastrophic event or


Transportation within inhabited areas (Base Camp and the biological shift either has occurred or will occur to cause
Compound) is generally on foot. Travel between areas is the dispersion of such creatures in a relatively “rapid”
accomplished by large, military surplus trucks that were timeframe to fit with the modern paleontological evidence.
moved in components through the Gate to be reassembled. Another theory is that mankind simply misunderstood
There are 20 trucks, and on any average day three or more the fossil evidence. A less well-received theory is that the
are being worked on at the motor pool at Base Camp. group is misplaced in time and is misreading its position,
There is always a shortage of transportation between Base or even is in another dimension.
Camp and the Compound, because almost all the truck
space is occupied with construction supplies. These trucks
run 24 hours a day, ferrying equipment, supplies, and per-
sonnel from Base Camp to the Compound, and bringing
workers back. It’s easy for a single person to catch a lift
on one of these trucks during off hours, particularly in the
middle of the night. More than one person hoping to head
out to the Compound will find space very limited.
There are 30 or so methane-powered mini-front-
loaders, used to move supplies. These are everywhere
in Base Camp, and are easily commandeered. Everyone
seems to use them.
There are a dozen or so light ATV quads that are for
use by specialty crew such as the Away Team (described
on page 12) or the Security Detail. These light vehicles
are carefully accounted for, and are not for general use.
They are the only vehicles at the camp that require keys
to activate. The trucks and front loaders simply have a
Base Camp
push starter.
Gasoline, as can be imagined, is a strictly managed Base Camp is a permanent base built around the point
commodity. It is rare since it must be carried through the in space where the Duxbury gate materializes. It is an
Gate, and since it goes bad it must be replenished rather intimidating structure, built to house and defend up to
than stored indefinitely. Weekly fuel deliveries are made 1,000 people. It is, by far, the most sturdy and modern of
in large oil drums, which are brought up to the main Base all structures built Offsite, and could hold off an outside
Camp area and stacked along the inner walls of the camp. assault for days or weeks.
Base Camp is surrounded by a large, reinforced wall
Location, Location, Location? of cement and stainless steel, nearly 30 cm thick, which
Star positions indicate that Offsite is approximately 1.1 rises to 4 meters. The wall is built at a slight outward
million years in the past, in the vicinity of Greenland, but slant, meaning there’s a negative slope. Climbing it is
some have their doubts. The location is strangely humid impossible without equipment. The wall is topped by
and warm for what experts expect in that region at that razor-wire on the outside lip.
date. And the various species of megafauna expected to be The interior of the wall has a steel walkway that runs
found at such a location and date are nowhere to be seen. the entire perimeter, allowing guards to spot and fire upon
Experts expect mammoths and giant sloths, but not one targets outside the wall. This walkway is accessible from
has been seen. multiple points inside the wall, and is occasionally broken

6
// Future/Perfect, Part 4 // // Delta Green //

by fixed heavy weapon emplacements such as mounted through the Gate are sent to the surface. This elevator
machine guns. is also used to move newly arrived recruits to the sur-
Cement bunkhouses extend from the interior wall. face for a tour.
Each can house nearly 100 people. There are more facili-
ties below ground, just as at the HSS plant. Security at Base Camp
Three large towers break the silhouette of the wall. Security at Base Camp is relatively light. Base Camp
They afford clear views of the countryside. These towers security officers are rarely armed with anything more
appear to be all glass, but they are actually bulletproof than a pistol. More often than not, they seem to be either
glass with gun-slits, allowing the ground to be fired upon distracted or wandering the grounds without a clear indi-
from nearly any angle. They are manned at all times by cation of what they are up to. A few minutes wandering
one or more guards, who use high-tech optics to scan the around the camp makes clear that security there is not
environment day and night for threats. all it could be.
There is a single entrance through the wall, a huge, Twice a day, security drills are called with a siren,
20-cm-thick double door of stainless steel, which recesses causing all the Security Detail in the Base Camp to rush
mechanically into the walls. The door requires power to to pre-set locations and prepare heavier weapons such as
open quickly, though a manual “ratchet” opening mech- fully automatic assault rifles. These drills seem to be for
anism allows it to be opened in under ten minutes. Two a hypothetical siege, as if the group expects outsiders to
murder holes in the ceiling above the entrance allow unre- attempt to storm Base Camp.
stricted fire on enemies below. The door is almost always Anyone wandering around for more than an hour, tak-
closed, and is open only for specific tasks like moving ing careful note of the Security Detail members’ positions,
equipment or large amounts of people of goods in or out. can see large, exploitable holes in it.
During these times, lights throughout Base Camp indi-
cate the facility is on alert, and the presence of weapons
increases dramatically.
The wall encloses an area of approximately half a
hectare (1.25 acres), composed of mostly open ground,
small, squat, one- and two-story cement buildings, and
large depots filled with storage boxes, equipment, and
goods to be transported to secure areas. The interior
buildings are heavily reinforced concrete, broken only by
recessed plexiglass windows and airlocks with steel doors
like those on a battleship. These buildings have three, four,
or five rooms, with general-use areas, speciality office
areas, stairs, and elevators leading down into the earth.
It is easy, from the surface, to mistake the squat concrete
structures as unimportant, but they are the entrances to
the most secure areas of Base Camp, including the Gate.
They lead to subterranean facilities that comprise nearly
forty percent of the overall structure’s area. Goods and Services
The underground complex is an air-locked series of Supplies in the camp are readily available, though they
tunnels, warrens, and sealed-off sections. Huge elevators tend to be all of the same type. Want a plastic razor?
move up and down, opening to ground level from a huge, It and 500,000 more just like it can be found packed
fold-out, stainless steel hatch which swings up when in crates all over the place. Need a DVD player? Hope
the elevator arrives. It is here that the largest items sent you like Sony. The methods of the HSS purchases seem

7
// Future/Perfect, Part 4 // // Delta Green //

somewhat mad on the far side of the Gate. An entire gym, a vast affair filled with cutting-edge equipment, is a
group of buying personnel spend weeks sourcing supplies popular social destination. As strange as it may seem, the
and buying them in bulk through resellers. HSS personnel are used to a particular lifestyle, and Off-
The three areas that were not “bargain-hunted” are site management has done its best to maintain such perks.
survival gear, military electronics, and weaponry. Though
this equipment is just as abundant (that is, there are The Daily Grind
hundreds, if not thousands of them for use in the camp), Most in Base Camp are either in logistics or are recent
it is of high quality. Life preservers, waterproof boots and arrivals, support crew, or under medical care. Base Camp
jump suits, night-vision equipment, and guns are all of a is the hospital, the gathering place, the starting point. The
uniformly high quality. Compound is usually the destination for those coming
A common worker Offsite has access to nearly any through the Gate.
amenity they had on modern Earth. Turbine power from Base Camp is the established “port.” All other sites
the nearby falls powers the electricity at the Base Camp, are are outposts that rely on Base Camp to survive. Some
and the Compound (described on page 9) has its own places, like the Compound, could survive for long periods
water-driven power plant. People in their rooms or dorms on their own, but they are not yet self-sufficient.
watch DVDs, play video games, and pursue other normal, As such, those personnel lucky enough to live and
boring activities. Table tennis, air hockey and more amuse- work in Base Camp are concerned with the planning,
ments are available in a cantina, though no alcohol is support, and execution of the HSS plan: to establish a
served. (There is medicinal alcohol, and a few bits of con- permanent colony of humans here, 1.1 million years in the
traband, but little good alcohol.) Personnel are required past. During an average day, such personnel move equip-
to mingle during “down time” and are encouraged to par- ment, account for equipment, plan the use of equipment,
ticipate in group activities like charades, movie watching, or coordinate with their counterparts at the Compound.
and sports. Dating is not restricted, but public incidents
stemming from romance are strongly punished by restric- Moving and Storing Supplies
tions. Restriction to one meal type for months remains the The Gate is active fewer than 20 hours per week. When
most popular and, strangely, most effective punishment. it is in use, a complex dance of personnel and equipment
No one has become pregnant Offsite…yet. takes place in the Reception Chamber beneath Base Camp,
Food is mostly freeze-dried survival rations secured where gear, people and goods come through.
from the U.S. Army in huge quantities by a shell compa- A huge amount of logistics, support and tracking must
ny. Entire hallways beneath Base Camp are filled front to go on for goods and supplies to be stored and account-
back with tons of these meals, a supply which could keep ed for. These flurries of activity are so ingrained in the
Offsite alive for nearly five years. personnel that few even think about their importance
These MREs (Meals Ready to Eat) are surprisingly anymore. Crates are rushed out of the Reception Chamber
variable and palatable. Even soft drinks are available in by lift or hand and stashed in tunnels bored from the rock.
abundance, though only in the form of generic brands, The outer areas of the under-levels are complex warrens
something which upsets not a few in the camp; mostly, with barely enough room to walk, filled floor to ceiling
people drink distilled water. with food, weapons, equipment, and other supplies.
Waste that cannot be recycled is discarded in huge,
bulldozer-dug pits a little more than a kilometer from Base Fitting In
Camp. These vast pits are filled with trash such as MRE All Base Camp personnel wear similar, loose-fitting cotton
containers, cans, and useless biological matter like coffee jumpsuits with their names written in marker on the right
grounds, rotten food and more. breast. All wear a single brand of boots, selected because
Common services such as haircuts, massages and even its material has anti-bacterial properties. This some-
personal trainers are also available at Base Camp. The times makes it difficult to pick out who is whom in the

8
// Future/Perfect, Part 4 // // Delta Green //

camp. These jumpsuits are an ideal ticket into nearly any running for shifts of four or eight hours, depending on
populated area. what is being transported. Personnel and light equipment
Jumpsuits are stashed in plastic containers all over the are generally sent in the four-hour shift. Heavy equipment
Compound and Base Camp. Grabbing one and slipping it is moved during the eight-hour shifts.
on requires only a few seconds of privacy. Wearing jump- Movement in and out of the Reception Chamber
suits, unless they draw attention to themselves, Agents during “transit” (as the open Gate is described) is re-
easily blend into the background of most areas. stricted. The three entrances to the Reception Chamber
Boots, however, are a commodity, and are far more are closed and locked, just in case of a malfunction. All
difficult to come by. Most people don’t pay attention who come through from HSS are stuck in that chamber
to what kind of footwear a person in the camp is wear- for the as long as the Gate is active. A small waiting area,
ing, but since almost everyone in the camp wears the off to the side of the room, holds seats and cots for these
same brand of boots, wearing something else can be a personnel to rest.
dead giveaway.
Agents foolish enough to tool around the camp in
their own clothing are likely to be instantly called out by
security officers. Keep in mind, all in the camp are aware
of the serpent Ahmed’s attempt to infiltrate the HSS plant,
and all are willing to kill intruders to prevent a catastro-
phe that might threaten the survival of humanity. Fit-
ting in is vital.

The Reception Chamber


Just eight meters beneath the ground, in what was once
a natural cave, is the “Reception Chamber.” Here is
where the Duxbury gate burrows from the future into
this time, splitting spacetime open into a hovering gate of
light and fog.
The chamber has been retrofitted as a control room.
Walls and the floor have been evened out to make it suit-
able as a reception area. A large, raised platform is built to
The Compound
within a couple of centimeters beneath the active Gate. A
ramp allows wheeled vehicles to roll up to receive supplies. One kilometer from Base Camp, secured in a box canyon
When the Gate manifests, it appears as a hovering fed by a swift river, is the Compound. The Compound
doorway, nearly four meters wide and tall, composed of sprawls across nearly two hectares (five acres) with paved
mist and light. Any living creature touching the mist is roads and a hundred or so low-lying buildings. Two com-
immediately drawn back through the Gate to the future pletely finished three-level dormitories stand near the cen-
at the Duxbury plant (described in Future/Perfect, Part 3), ter. There are cafeterias and meeting halls. A small facility
losing 1 WP and 1 SAN. Workers are very careful not to produces concrete. Another fabricates metals for use in the
get too close to the mist when it’s active. A yellow warning buildings. Construction vehicles dot the Compound.
line is painted on the ground to mark the safe distance. Approximately 25% of the Compound is complete.
Most of the time, the Gate is not active and the The rest is in various states of construction, being con-
room is occupied only by personnel sorting and moving stantly worked on by members of the Construction Detail.
equipment. The Gate opens once a week like clockwork, The Compound is much more limited in facilities and

9
// Future/Perfect, Part 4 // // Delta Green //

services than Base Camp, far more “rustic.” Some build- foot traffic is allowed out of the Compound at night, so
ings have no power, others no water. anything outside the perimeter is shot if it fails to respond
At any time, nearly 200 individuals can be found toil- to a radio call.
ing away here, working from dawn until dusk. These indi- The best way to enter the Compound is to hitch a ride
viduals stay at this location full time. Once complete, the with a construction crew coming from Base Camp. There
Compound will support a population of 1,000 indefinitely. are no ID checks, or anything more complex than a nod
from a guard, upon entering the Compound. It is easy to
The Compound’s Environment blend into the Compound personnel, as long as you wear
The environment around the Compound is roughly anal- the same jumpsuits and boots as everyone else.
ogous to the Scottish Highlands if they were in Malaysia: It is also possible to traverse an outside path which
green, wet, and hot, averaging between 29 and 37 de- sweeps to the top of the canyon, and then climb down
grees Celsius (85 to 98 degrees Fahrenheit). The terrain is the rough, barely manageable switchbacks that descend
choppy, split by large deadfalls that rise and fall like sand towards the Compound. That allows the Agents to enter
dunes, but covered in thick mosses and grass. outside the line of fire of the nighttime snipers. During
Evergreen trees and large ferns are seen but are un- the day, Agents taking this route are quickly spot-
common. There places to hide during the day, and secu- ted and detained. See SECURITY DETAIL on page 13 for
rity personnel can spot someone approaching at signifi- more information.
cant distance.
The box canyon where the Compound is built is more
than three kilometers deep at its base and a kilometer
wide at the mouth. The rocky walls of the canyon are
marked by moss and slippery, switchback paths. Water
spills down these walls at intervals, feeding the river on
the east side of the canyon. It is geologically stable, but
dangerous to climb.
The road from Base Camp to the Compound looks
like any freshly made, modern road, split by a single white
line and markers indicating every hundred meters. The
perfectly paved, black flattop runs the kilometer from Base
Camp through the canyon mouth into the Compound.

Security at the Compound


Security at the Compound is light during the day. A dozen The Turbine
guards armed with AR-15 carbines and walkie-talkies
walk the perimeter. Anyone coming in from the unin- A squat, two-level cement bunker sits on the river just 200
habited lands surrounding the Compound, rather than meters from the utility road that leads from Base Camp
on the road, will be detained. If an intruder resists, they to the Compound. It is clearly visible as you drive past. It
will be shot. houses a single, large water turbine capable of generating
Nighttime security is handled by fewer personnel but power for two or three Compound-sized projects at once.
is more stringent. Six lookouts climb conning towers on Eleven individuals run this plant, with a minimum of two
the edges of the Compound, facing the front of the canyon, personnel on duty at any time. Its crew pay little attention
equipped with night-vision goggles and high-powered to security or the risk of sabotage.
rifles. They have a clear shot at anything moving. No

10
// Future/Perfect, Part 4 // // Delta Green //

The Falls age 17, he worked on a project (concerning the disposi-


tion of human-like traits within portions of the genome of
The final Offsite structure is a larger power station than the fruit-fly) that was nominated for a Nobel Prize. Tucker
that at the Compound. A paved road leads to it, lined by a had nothing to prove, and was eager to work with others.
power line on timber poles. That drew offers of fellowships, jobs, and positions in a
Located approximately six kilometers south-south- way his discoveries never could.
west of Base Camp, it appears to be a one-story cement Failing to win the Nobel Prize did not concern him.
bunker poised on the edge of a natural waterfall. But that Tangential research studying fractals thrust him into the
is simply the lip of the structure; the rest hangs off the side world of mathematics, and he received a master’s degree in
of the cliff. Four large turbines generate electricity, which mathematics from Princeton in the summer of 1997. Two
is delivered to Base Camp by high-capacity lines. This papers he co-authored in the summer of 1999 re-imagined
facility, known as “The Falls,” is entirely self-sufficient. fractals and their relationship to large multicellular struc-
Almost a Base Camp unto itself, it has a permanent crew tures. This scientific model, called the “Tucker model,”
of 30 individuals responsible for its upkeep and power predicts the disposition of growth of large, multi-cellular
management. They have enough food and distilled water organisms using fractals. For John Tucker, this detour into
to last weeks. mathematics was the equivalent of a mental vacation.
This power turbine was the earliest structure built
Offsite, and is thought to be capable of generating enough Tucker and HSS
power to support the average use of about 3,200 people. In 2002, Tucker was approached by William Lassiter with
Right now, the entire population of Offsite fluctuates a job offer. Such offers had been coming at Tucker for as
around 1,000. long as he could remember. After several polite refusals
failed to discourage Lassiter’s pursuit, Tucker agreed to
Offsite Personnel meet on the condition that no further distractions would
be forthcoming. Lassiter agreed.
Key Offsite figures include Amida Bensonal, Mapping Lassiter was quite convincing on his own. One look
Detail and Away Team leader and Motion cultist; Wil- at the serpent-folk captive Ahmed was enough to make
liam Brandt, Security Detail leader; Julius Breen, water Tucker a true believer. Since 2002, Tucker has been one of
filtration expert and Motion cultist; and John Tucker, the brightest names at Duxbury, and in 2012 he was sent
Offsite manager. through the Gate to lead the Offsite crews as Lassiter’s
right-hand man.
Dr. John Tucker, Temporal Pioneer Tucker has changed in his years at HSS. With Lassit-
Everything about John Tucker is exceptional. By the age of er’s money, Tucker spent nearly five years researching the
ten, he could speak six languages, was a nationally rated bizarre skein of books, manuscripts and archaeological
chess player, and was an accomplished pianist, computer sites that hint at something bigger than the “understood”
programmer, and all-around know-it-all. Unlike some history of the world. He has come to view the world of
in his situation, his social development continued apace. science as full of huge holes that it quietly ignores but can
He was a member of the Boy Scouts of America and an never fill. If he were a priest, he would be one who has
eager participant in local gaming conventions and renais- lost his faith. Science is no longer the ultimate tool to pry
sance fairs. Few could believe how well the “child genius” apart the universe. Sometimes, things cannot be mechan-
was adjusted. ically explained. It was difficult for him to reconcile the
He began college at Columbia University studying shattering realization that science is either blind or dumb
molecular biology at the age of 16. He was a world- when exposed to certain unknowns, but he reached that
known scholar in molecular biology before he could grow conclusion by logic, not belief. Everything in Lassiter’s
a beard, publishing twice before graduation. In 1993, at possession was too convincing to ignore.

11
// Future/Perfect, Part 4 // // Delta Green //

Managing Offsite associated with them. The thought has recently occurred
Tucker runs the entire Offsite operation. He is in absolute to Tucker that if these beings are real, and can trade minds
control of all aspects of the colony, at the express request with him, they might be able to do so with others, and not
of Lassiter, and has served flawlessly. Offsite is far from a only if they are asleep.
democracy, and Tucker’s commands are enforced by the Tucker, an outspoken opponent of violence, has begun
unquestioning loyalty of security crews who take his word carrying a sidearm, just in case.
as law. So far, he has never steered the group wrong, and
there has never been a reason for rebellion. Almost every- The Away Team
one present understands that Tucker operates on a higher Jokingly named after Star Trek’s exploration teams, the
level of intelligence than they could ever hope to achieve. Away Team is responsible for locating, identifying, and
Tucker’s decisive actions prevented a fatal outbreak recovering valuable metals from the mountains near Base
of “the Rot” in Base Camp and the Compound. His Camp. The Away Team was one of the earliest groups to
stringent but understanding work/rest ethic has won over come through the Gate. It quickly located valuable ore
many of the more menial workers. Tucker is seen as a concentrations in the soil, 100 to 200 times stronger than
fair but exacting leader. He doesn’t play favorites, broker those found in Greenland on modern Earth.
deals, or say one thing when he means another. He is also The Away Team numbers approximately 100 geophys-
sociable to a fault, mingling both in Base Camp and the icists, geologists, surveyors, and miners. It is split into two
Compound on a daily basis. His questions and suggestions groups, the Mapping Detail and the Mining Detail. The
are never seen as “management.” When he speaks about mappers tend to travel in small groups that are heavily
something, he understands it. When he doesn’t, he asks. armed, exploring the countryside as far as 80 kilometers
from Base Camp. Mappers are gone for as long as three
Tucker and the Yithians weeks at a time.
In the last three months, Tucker has been changing. Most The miners move in when the mappers locate some-
in the colony have not noticed, but Tucker’s usually thing worth exploiting. The Mining Detail explores the
amiable demeanor is being replaced by nervous energy, vein to see if it will “play.” If it does, a long-term mining
something like low-level paranoia. Tucker has been having camp is constructed at the site, and regular circuits of peo-
dreams of a giant, inhuman library populated by huge ple and equipment are moved in from Base Camp.
cone-shaped creatures that know every aspect of his life. In the past, the Away Teams played a vital role in the
In more ways than one, Tucker is not the person he Offsite mission, but with the seizure of Jonathan Emery at
once was. What he would have dismissed in the old days LaGuardia, Lassiter is moving to slow down and possibly
as a bad dream or minor anxiety episode, he now views stop the Away Team’s mission. Further, the Away Team
as threatening and very real. He doesn’t know what the is the group which was first afflicted with the Rot, the
dreams mean, but they mean something, and they threaten disease the camp has had to deal with in the last year and
his efforts Offsite. a half. It seems to always afflict one of these team mem-
John Tucker has long been a target of the Great Race’s bers first. The science team suspects that the infection is
inquiries into the gate paradox. Unfortunately, his past is native to caves.
so significant to future human development that altering it In its time of operation, the Away Team located three
is not a viable option. rich mineral veins, and have successfully played out one of
Instead, Tucker’s intellect has been tapped dozens of them (codenamed AUBURN), pulling the equivalent of a
times with nightly jaunts to Pnakotis, where he is interro- hundred million dollars worth of precious metals from the
gated and forced to write recollections of his interactions ground. Projections by the team indicate that one of the
with Lassiter and the specifics of the Duxbury gate. two remaining lodes could easily yield fifty to sixty million
These visits have jumped in frequency in the last three dollars (site OCHRE) on the “current” market. The third
months, and Tucker has begun to notice the odd feelings (site VERMILLION) may be much larger, and might

12
// Future/Perfect, Part 4 // // Delta Green //

account for two or three hundred million dollars. As can independent and questioning, pioneers who are eager to
be imagined, the Away Team is not pleased with the idea make their mark. Tempers sometimes flare in the high
of turning back. stresses of the colony, and fistfights are not uncommon.
Until they get the call to stop their activities, they will
continue to explore, map, and use geolocation technolo- Security Detail
gies to reveal valuable ores. The security team responsible for the physical safety of the
The Away Team’s most senior member and team lead- facilities and personnel is relatively small, at least com-
er is Amida Bensonal, a servant of the Great Race of Yith. pared to the insane level of security at HSS. It is composed
See AMIDA BENSONAL on page 16 for details. of fewer than 40 individuals. Most view even that many as
entirely unnecessary. Many workers consider the securi-
ty officers as slackers who don’t perform any real work,
when there is more than enough work to go around.
But the security officers are not goldbrickers. Their
leader, William Brandt, is honestly concerned with his job
and the safety of his camp, and his men have a similar
mindset. Brandt was a brownshirt at HSS for eight years
before being given the assignment of defending the camp.
He has found his three years at Offsite disappointing. In
the absence of significant threats, the level of watchfulness
in the camp has dropped by a huge margin. Brandt is still
certain creatures like Ahmed are constantly trying to gain
entry to the camp, but most workers think that risk is HSS’
problem on the far side of the Gate.
Several attempts by Brandt to get further backing or
initiative from Tucker have failed, leaving Security a large-
ly unused appendage of the Offsite crew. Brandt is waiting
for a significant security threat—like the Agents turning
Construction Detail up—to push Tucker further.
The Construction Detail comprises the lion’s share of per- On duty, Security personnel wear pistols. They carry
sonnel who come through the Gate. They are responsible either AR-15 carbines on outdoor posts or shotguns
for building the Compound and all that it encompasses. on interior posts. At the Compound, tower guards bear
The Construction Detail is composed of architects, cement high-powered rifles. Heavier weapons are kept in lockers
experts, road engineers, water management personnel, at Base Camp.
electricians, bricklayers and more. The Construction De- At the Compound, guards patrol during the day and
tail is filled with no-nonsense, young, eager workers who keep a standing watch at night. At Base Camp, it is more
are all briefed in the realities of the HSS situation. lax. The Base Camp facility is almost always closed to
There are so many in the Construction Detail, and so the surrounding wilderness, and there is little need for
many people coming and going on the site, that it is nearly a concerted effort to “guard” the site except when the
impossible to detect outsiders—that is, if they are dressed Gate is open. Even so, Base Camp houses Brandt’s head-
properly. Most just assume the Security Detail has the quarters. He endeavors to maintain discipline, running
situation covered. They take nearly anyone in a coverall at drills twice a day.
face value until they see some reason for suspicion.
This is not to say the Construction Detail workers
are non-confrontational. HSS looks for people who are

13
// Future/Perfect, Part 4 // // Delta Green //

Disputes grow nearly tasteless fruits of varying descriptions, edible


Disputes in the colony are usually minor issues: who is but not tasty.
dating whom, what food is being served for the third time Standard animal species can be classified loosely
in a week, or a bunk mate’s headphones being too loud. as “predecessors” to modern species: large hares, shag-
Such disputes are dealt with easily. If they escalate, offend- gy goats, and yak-like creatures. These ready food
ers punished by restrictions on food or other privileges. sources have not yet gained a natural fear response to
Larger disputes, such as over the direction of leader- humans. Hunting them is as easy as walking up to one
ship in the camp, occur in private. Dr. Tucker very effec- and shooting it.
tively manages the social structures of the camp, and en- Two unknown animal species have caused great dis-
joys widespread support that makes a coup unlikely. Few may among the Offsite leadership. The first are a species
can match his calm, reflective manner or grasp of the facts. of squat, hairy humanoids that have begun attempting to
Tucker plays the camp like a chess game, and is always a infiltrate the Compound at night. These creature stand
dozen or so moves ahead of any who disagree with him. only 1.5 meters tall, are covered in fur, and have hu-
Open defiance has yet to be seen in the camp. When man-like features. Various anatomical studies have indicat-
it does occur, Tucker’s response escalates quickly from ed, however, that they are another species entirely.
an initial call to back down to threats of bodily violence. These creatures have been dubbed “natives” by the
Some will find this frightening and unexpected. But after work crews. There have been no known attacks by natives
the incident, Tucker persuades them of his point of view. on humans. The few face-to-face meetings ended with the
The colony represents the only future humanity has. He native dead or having fled. The natives seem desire for
will not risk it for something as silly as a juvenile pow- metal items, and several “caches” of pilfered items have
er-grab. He would rather shoot a dozen innocents than to been found in area sweeps outside the Compound. Secu-
see the entire human race perish. rity believes that natives have successfully infiltrated the
The Security Detail has been looking for excuses to Compound in the past.
seize power in the colony, and under Tucker’s leadership The second species is considered far more dangerous.
it will put down any resistance gladly, even gleefully. After One of the Away Teams stirred some sort of huge, sin-
such an event, the mood of the personnel will shift signifi- gle-celled creature from its slumber in a cave. It attacked,
cantly. The fervor for the project remains, there will be a claiming the life of one miner, before being killed with a
noticeable silence. The first glimpse of the non-democratic phosphorous charge. This thing was effectively invisible in
nature of the project will be a sobering reminder that the a shallow pool of water. Examining the remains, biologists
sacrifices the personnel have made in the name of HSS are theorized it to be a direct descendant of the first undif-
greater than most considered. ferentiated organism on Earth. It has been deemed such
a significant threat that briefings to field crews include
Offsite Dangers warnings about shallow, still pools of water.

Other than ruthless guards, the greatest dangers Offsite The Rot
are native fauna, a disease nicknamed “the Rot,” and The Rot is a disease not native to modern earth, but which
emotional burnout among workers. has claimed 23 Offsite lives in the last sixteen months.
It first struck suddenly, claiming two personnel tasked
Native Species with mining a site called AUBURN, within days of their
Various native species, many far outside the realm of return. Despite biohazard protocols, the disease managed
“understood” science, have been discovered. Most are not to “jump” to a doctor before a complete lockdown of the
threats to the humans Offsite. camp stopped it. Since then, it has appeared four times,
All but 12 identified species of plants are off-limits claiming lives each time. It is now simply part of the rou-
for ground crews to eat. The 12 edible types of shrubs tine in the camp.

14
// Future/Perfect, Part 4 // // Delta Green //

The symptoms are always the same, beginning with No one is under any illusions about such measures.
bloodshot eyes, rashes, and fatigue, and ending with They mean that the luxury of “burnout” will no longer be
fever, heart palpitations, brain swelling, blood poisoning, allowed. Those pushing the limits of the new system with
leprosy-like symptoms, and death. No one has survived an anti-social behavior might find themselves on the wrong
active infection. end of a gun.
Unfortunately, time from first symptom to death can
vary from hours to weeks, and the earliest symptoms are The Dream
so subtle they can easily be overlooked. There is a strong Everyone Offsite has the Dream, though few remember it.
fear that an undiscovered outbreak could claim hundreds The Dream is always the same. They wake in a monstrous,
of lives in a single wave of infection. wholly inhuman time in a library the size of a stadium.
Examination by the Offsite science team has identified Odd, yet somehow harmless-looking, alien creatures glide
an unknown plant-like substance in the bloodstream of about like snails the size of mini-vans, observing the world
the infected individuals. This bluish-red plant cell is of an through huge eyes on tentacled stalks. They mill about the
unknown species and seems to flourish and reproduce in alien library, clutching strange “books” of metal and some
the blood. It spreads slowly at first, then suddenly over- unknown, solid substance. They bring the books to tables
whelms the host in a flurry of reproduction which com- large enough for an elephant. The books are filled with
presses blood vessels and bursts veins. incomprehensible, rectiliniar writing.
A relatively reliable blood swab test has been devel- Some of the creatures seem confused or ill. They stand
oped, allowing a simple pin-prick of a finger to establish at the tables and carefully write into the books with clum-
whether someone is infected or not. This is now routine sy tentacles and enormous writing implements like curved
for all people entering Base Camp. Still, the science team scalpels made of gold. They are carefully watched by the
and Dr. Tucker fear the possibility of an unknown microbe more confident members of the species.
simply wiping Offsite from the map in a matter of weeks. The dreamer attempts to stand, and finds their point
of view buoyed off the ground to a great height, like a
Burnout balloon tethered to the ground. They see their reflection
Occasional burnout occurs in the high stresses of Offsite. in a vast polished bronze wall, and see one of the im-
The most serious cases have involved people being sent mense creatures looking back. They realize they are that
back through the Gate to Duxbury. This procedure, once creature, that reflection, and abruptly wake up in unac-
commonplace, has ground to a halt. Two days after being countable shock.
informed of the possible exposure of Duxbury’s illegal Those who remember the dream lose 1 SAN from
shipment of gold abroad, Tucker gathered his leaders the unnatural.
together and they assembled a list of people they believed
“could not hack it.” This group of 34 people were sent
back through the Gate to Duxbury.
Individual leaders then met with their groups and
informed them of the dire circumstances on the far side of
the Gate, and of how contact with the “modern” world
might not last much longer. Even worse, they claimed,
they could no longer sanction movement back to Duxbury
from Offsite. Those who wished to leave were required to
do so by a set date. This group, consisting of 12 person-
nel, left seven days after the seizure at LaGuardia Airport.
Since then, personnel and equipment only come through,
they don’t go back.

15
// Future/Perfect, Part 4 // // Delta Green //

The Great Race: Out of Time Julius Breen


Julius Breen is a fourth-generation member of the Motion.
The camp has become a significant Pivot in the history His great-grandfather was Ulysses Breen, a collector of
of Earthly affairs, and is monitored by the ageless minds knickknacks, sundries, and antiques. In 1924, Ulysses
of the Great Race. The Great Race is everywhere and Breen discovered a burnished, bronze “projector” in
nowhere in the camp. Their Actuators leap in for short an estate sale. It was an artifact of Pnakotis. Over the
periods, observe, and then evacuate their hosts before next few months, he was brought under the influence of
the change is noticed. The longest “kidnappings” last the Great Race.
less than a day of local time. After it was discovered that Ulysses Breen’s name is obscure but is known to his-
Actuators effecting drastic changes would only unravel the torians of U.S. assassination history. In 1935, Breen killed
Pivot, the Great Race switched to a more subtle role. They Senator Bryant Jennings White on the steps of the newly
now observe, record, and search for seams that might opened U.S. Supreme Court Building. While shaking
unravel this “Gordian Knot” in time. hands with White, Breen detonated a World War I vintage
Only the most skilled Actuators of the Great Race are Kugelhandgranate grenade, blowing them both to bits.
dispatched to this Pivot. They are experts with an encyclo- Ulysses Breen’s sacrifice in 1935 was just one of the at-
pedic knowledge of everything about it. No detail is too tacks the Breen family has made to alter history. Julius has
small for their gargantuan minds. The Actuators know, committed arson, assault, and even murder for the Great
down to the single bullet, how many rounds of ammuni- Race. Such sundry tasks are left to the Motion, dictated
tion are stored in camp at any given minute, hour, or day. either through a mind-swap or through the odd, baroque
How many liters of kerosene. They know all “Offsite” technological devices the Great Race give its servants.
personnel, as well as all the events leading to their concep- At Offsite, Breen serves as a water-purification expert,
tion, education, and travel to the location. In short, they tasked with maintaining one of the two huge desalination/
could reconstruct from memory every aspect and detail of purification machines that supplies the camp with fresh
the camp, as well as its journey through time as it changes. water. Breen has been altered so his history suits such a
task. He is an expert in up-to-the-minute technologies in
The Motion water treatment.
The Great Race has insinuated two members of the Mo- Breen is a selfless servant of the Great Race. He will
tion into Offsite. The two Motion agents have no knowl- sacrifice himself in a moment to protect even the “shell”
edge of one another. Each has been extensively “altered” of one of their Actuators, motivated by the incorrect belief
through the machinations of the Great Race, both tem- that he will be reborn as one of the conical “Keepers” of
porally and physically, to fit the requirements of HSS and the Great Library of time.
to end up at the right place at the right time. Alterations This belief, often repeated by the Great Race to its ser-
were made in their history to ensure their education in vants, is true from their alien point of view. After all, the
particular sciences necessary for the camp’s maintenance, Motion all have existed at one point in time as one of the
other physical shortcomings were corrected through tem- conical creatures in the library, dragged back in time to
poral manipulation and Great Race science, making them prepare them for upcoming tasks. To the Great Race, this
physically perfect. is the equivalent of always existing in such a state.
They are otherwise unremarkable members of the
Motion, tasked with monitoring the situation. In case Amida Bensonal
of unforeseen changes, opportunities, or any of a list of Amida Bensonal is a native of Malaysia, relocated to the
myriad events (some so bizarrely minute that they baffle U.S. at great expense by HSS. She is a geological expert
the mind) the Motion is to alert the Great Race using one with a sterling reputation and a resume that reads like
of two hidden communicators. hyperbole. Amida has done all the things listed in her CV
and is an expert in geological formations, fault mechanics

16
// Future/Perfect, Part 4 // // Delta Green //

and the recovery of precious metals from the earth. But By the time the Delta Green Agents get their hands on an
prior to 2012, none of this was true. She was homeless, individual occupied by the Great Race, the alien is gone.
HIV positive, and ready for death at the age of 26. She The Actuators are prepared, at a moment’s notice, to
still has clear memories of that existence. But it no longer seize control of the Gate. Almost all the time, at least a
happened, and the reality of it dwindles with each day. single member of the Gate crew is under their control.
The Great Race recruited her and restructured her They have caches of hidden technology around Base
past, transforming her into a suitable Motion agent. The Camp, including time gates and electric guns.
choice of Amida over six billion others in the world was The Actuators are fully aware of everyone Offsite, in-
due to myriad temporal requirements the Motion agents cluding the Delta Green agents (whatever cover they might
must fulfill, reasons understood fully only by the Great have) and of course the Motion agents.
Race. Suffice it to say, she was the temporal equivalent to Great Race infiltration of the camp is total. They have
the Great Race of a stone to step across a shallow stream, the full run of all aspects of Base Camp and the Com-
so as not to get their shoes wet. pound, and can jump form person to person instantly (at
In exchange for success, education, and wealth, Ami- least in our limited conception of time).
da has sold her future. She serves the Great Race out of They do this mostly to observe, but they are known to
grudging necessity, having seen first-hand their ability to act on occasion.
“change” time. She understands that if she serves them and
completes her task, she has a chance of enjoying her new Goals
life free of disease. If she does not, they will return her to The overarching goal of the Actuators and the Motion
life on the streets of Kuantan to die. is to permanently shut down the Duxbury gate without
interfering with the Construct. The Great Race believes
its best bet lies with first ruining the Duxbury gate with
Great Race technology from the Offsite side, and then
removing Arthur Hunt on October 7, 1947. To do so, they
require the Agents.
If the Agents have already decided to destroy the Gate,
and are on the right track but might be sideswiped by an
Offsite member’s action, there is a chance the Great Race
might intervene. But there are rules to such an interven-
tion. Nearly any event can send the Construct spiraling off
into darkness. The Actuators and the Motion are careful
to avoid killing any Offsite personnel, due to some import-
ant part they must play in some future events.
Secondarily, if they can help it, they only seize control
Actuators of an individual out of sight of others. That reduces the
At any time, as many as five Great Race Actuators occupy risk to the Construct that might arise from, say, inciting
select Offsite individuals. They monitor progress, exam- suspicion and causing a witch-hunt which destroys the
ine options, and getting a clear picture of activity. Those stability of that point in time.
familiar with Michael Grunning, from Future/Perfect, Part Finally, the Actuators and the Motion reveal them-
1, might make a Luck roll. If it succeeds, they spot a blank selves only if there is no other contingency to get the
stare similar to that seen on Grunning’s face. However, Agents to act.
capturing an Actuator is virtually impossible. Even indi-
cating a suspicion that an individual is “odd” is enough to
cause the Actuator to flee back to the Library at Pnakotis.

17
// Future/Perfect, Part 4 // // Delta Green //

Shutting Down the Gate


The Yithians have attempted to shut down the Duxbury
gate in order to stop the threat of the serpent-folk. They
have attempted it millions of times and it has failed
millions of times. That is no longer the goal of the Great
Race. They have decided instead to destroy Arthur Hunt,
or rather the serpent disguised as Hunt, in 1934, before he
set to work on the Gate.
Due to various temporal dangers, a window of oppor-
tunity to destroy the hidden serpent has been established
between October 8 and October 12, 1934, in Chester,
Ohio. Hunt must die between these dates. And those
who kill him must not be of the Great Race or members
of the Motion.
The time period in question is fraught with hundreds The Device
of thousands careful temporal folds to maintain the The Actuators have constructed a device to allow the Gate
Construct. Cataclysmic events such as the world wars and to transport the Agents back to 1934. It looks identical to
the development of the atom bomb lead to the Yithians’ a modern smartphone. Anyone glancing at it immediately
stable outpost in the distant radioactive future. Any direct dismisses it as mundane. Closer inspection reveals that the
movement by the Great Race or its servants in 1934 risks casing has been split and its innards replaced with a spray
the dissolution of their previous or subsequent temporal of wiring and chips culled from dozens of sources. Obvi-
changes. The Agents, however, represent a new and inter- ously, it does not function as a phone any longer.
esting tool to manipulate. An Agent holding the device close to their ears hears
If the Agents enter 1934 and destroy Hunt, the Con- an indistinct, low droning, like a distant propellor aircraft.
struct should “snap back” to its correct shape. Changing Anyone examining it at length gleans that it includes parts
causality will hurl the Agents back to their own time, from blenders, electric shavers, televisions, and more,
removing the decades of interim developments: Hunt Elec- all assembled in a mish-mash of bizarre circuitry for an
tronics, the Hellbend gate, the Duxbury gate, and more. unknown purpose. Those doing more that examining it
The technology that Hunt introduced that must remain in (such as disassembling it) find it useless. The Great Race
the Construct, such as the Hunt resistor, can be introduced can replace such a damaged item instantly: that is, retroac-
by Yithians and the Motion. tively; the Actuator had two because the Great Race knew
There’s only one catch. The Agents must enter the such an outcome must occur.
open Gate in the depths of the Reception Chamber while When carried through the Gate, the device “bends”
it is open to Duxbury. Even more dangerous, they must it to 1934 utilizing principles known only to the Great
alter the Gate with a piece of Great Race technology be- Race. What the Great Race do not tell the Agents is that
fore they do so. only their minds will be transported. Their bodies will be
Easy, right? destroyed the moment they enter the Gate.
The Great Race tell the Agents as little as possible
about their plan. They imply that entering the Gate with Getting In
the device will be enough to “solve” the problem. What Getting into the Reception Chamber when the Gate is ac-
the Agents might not realize is that getting into the Gate tive can be as easy or as difficult as the Handler chooses to
with the device is simply the first step. make it. If you feel you need more action, seizing the Re-
ception Chamber by force is a fun option. The Actuators

18
// Future/Perfect, Part 4 // // Delta Green //

and the Motion can jump in to save the Agents if they are double-breasted suits. Their pockets contain no identifi-
close to failing. Alternatively, with the Great Race’s mas- cation, but each has nearly $500 in oddly large $20 bills.
tery of time, entering the Reception Chamber could be as Careful examination finds “Series of 1929” printed on the
easy as simply looking at a watch and moving when told bills. In 1934, that’s enough to cover an Unusual expense,
to do so. What the campaign needs at this moment is, as or five Standard expenses, for each of them.
usual, up to you. A wristwatch has been carefully set up on a sheet
below a wall, as if it were some sort of holy item. It is
The Singularity an Elgin Aviator Chronograph, an exceedingly expensive
Entering the portal with the Great Race device is far and accurate timepiece. It has been modified extensive-
from just another jaunt through the Gate. Entering seems ly. Instead of a standard watch face, it counts from 1 to
normal for the first split-second. Then shuddering flashes 281, and has only a single hand. It is ticking, but the hand
illuminate a vast and seemingly endless black. The sen- changes places exactly once an hour.
sation is of hovering miles up in a black void: not falling,
but suspended somehow while the world blinks in and out
in staccato flashes of light.
The Agents have just enough time in the void to
realize the Gate is functioning differently than before.
Then they are literally ripped to pieces by arcing sheets
of fire. This process is exceedingly painful. It destroys
the Agent’s body, reducing it to a cloud of free-floating
atoms in seconds.

Return to Chester
Agents who enter the Gate with the Yithian device wake in
new bodies. The memory of their deaths, plus the realiza-
tion that they are no longer themselves, costs 1/1D10 SAN October 8, 1934
from the unnatural. Stepping outside immediately reveals something is off.
When they recover their wits, the Agents find them- Even Agents who do not realize the depth of their predic-
selves in a room filled with hastily rewired electronics of ament feel something is wrong. The house is dilapidated,
vintage quality. The house is abandoned and empty, ex- with peeling yellowed paint behind a copse of trees that
cepting this maze of wires, old radios, and other electronic shield a road. A picket of telephone poles can be spied
devices. (Agents who were forced to the Offsite location over the tops of the trees.
by the Motion recognize an identical setup here.) A perfectly preserved 1930 Ford is parked out front.
On the wall in front of the Agents, two lines are writ- The car is pristine. Agents examining the car find the keys
ten in charcoal: in it, as well as a pack of Topps Lemon Drops candies;
a page ripped from the Meigs County Examiner with
101 H, 7 M, 22 S the notice “ESTATE LIQUIDATION NOVEMBER 22,
KILL HUNT 1934”; and a 1934 Ohio road atlas with several marked
locations. Agents familiar with Chester, Ohio (from
The Agents have four days to kill Arthur Hunt. Future/Perfect, Part 2) immediately recognize the marked
The Agents’ new bodies are men of Mediterranean areas as the old Hunt plant (freshly opened in 1934), the
or Middle Eastern descent. They wear old-fashioned, Hunt farm, and the Serpent Mounds.

19
// Future/Perfect, Part 4 // // Delta Green //

In the front glove compartment is a new-looking Colt thriving electronics business. That business has kept the
M1911A1 pistol, manufactured in 1926, fully loaded with town working and its money has kept the town solvent.
seven .45 ACP shells. Most of the problems which have wracked the nation for
A sign nailed to the house door reads: the last five years have steered clear of Chester.
The town suffers from that deepest of American
REPOSSESSION AND ESTATE LIQUIDATION ailments, blatant and unapologetic racism. A carload of
BY ORDER OF MEIGS COUNTY SHERIFF, dark-skinned men quickly draws the attention of Meigs
THURSDAY, NOVEMBER 22, 1934 County Sheriff Thomas Cavanaugh.

The Agents might now piece together the clues to real- The Sheriff
ize when they are. Coming to this realization costs another Thomas Cavanaugh, the Meigs County sheriff, is a man
0/1D4 SAN from the unnatural. of staunch morals by the standards of his time and place.
In 1934 middle America, that means he’s mostly hon-
Chester in 1934 est, God-fearing, sexist, racist, and easily violent. He is
Agents who have visited modern-day Chester, Ohio rec- bent on maintaining the status quo. Cavanaugh gleefully
ognize it in the Chester of 1934. Those expecting a dreary, terrorizes individuals who do not fall into his definition of
Depression-era town will be disappointed in the clean, “human being.” This includes Blacks, Hispanics, Asians,
orderly streets. The town is held afloat by Arthur Hunt’s Jews and Italians.

20
// Future/Perfect, Part 4 // // Delta Green //

None of the legal niceties of modern law and culture More Guns
are around to restrain the sheriff in 1934. He is not above There are several hunting shops and gun shops near
breaking a nightstick or two over a couple of “foreigner” Chester. Even with the June 1934 passage of the National
heads to “clean up” his town, or shooting them if they Firearms Act, which imposed taxes on firearm sales and
leave him no choice. requires registration of machine guns, short-barrelled rifles
If the Agents are brought to Cavanaugh’s attention, he and shotguns, suppressors, and explosive weapons, heavi-
pursues them and attempts to scare them off. Failing that, er weapons than the Agents’ sole pistol are easy to find.
he attempts to lock them up for “vagrancy.” If the Agents The risk is drawing unwanted attention.
are captured, they find themselves in the Meigs County Agents trying to buy firearms or explosives must make
courthouse jail, two filthy cells in the back of a small, a Luck roll. If it roll succeeds, the Agents acquire the
stone building. They are starved, subjected to insults and weapon without trouble. If it fails, the merchant refuses to
indignities, stripped of valuables, and driven to the county sell. And when the Agents depart, the merchant informs
line in a truck. There, at gunpoint, they are invited to Sheriff Cavanaugh what they wanted, which draws a visit
“come back whenever you fellas get bored of breathing.” from the law.
If it comes to gunplay, Cavanaugh breaks out a team The Luck roll is at a penalty of −20% if they are
of six deputies armed with shotguns to go on a full hunt trying to buy a weapon that has a Lethality rating. If one
for the Agents. They are soon joined by private citizens of the Agents makes a History roll to recall enough about
armed with hunting rifles to keep the peace. These posses local customs to smooth things over, the Luck roll has
criss-cross the town in flatbed trucks, looking for anything a bonus of +20%. The bonus could also be gained if an
out of sorts. If the Agents have fired on law enforcement, Agent makes a Demolitions roll to, say, explain their need
these vigilantes won’t bother with a warning. They open for dynamite by saying they work for a mine.
fire the moment they spot the Agents.

>> A 1934 Gun Shop


Base Armor Ammo
Weapon Skill Range Damage Piercing Capacity Expense
M1911A1 pistol, .45 ACP Firearms 15 m 1D10 N/A 7 Standard

M1911A1 pistol chambered for Firearms 20 m 1D12 N/A 9 Standard


.38 Super

M1903 Springfield rifle, .30-06 Firearms 150 m 1D12+2 5 5 Unusual

M1928A1 Thompson Firearms 50 m 1D10, or a N/A 20, 50, or Unusual


submachine gun, .45 ACP Lethality 10% burst 100

Browning automatic rifle, .30-06 Firearms 150 m 1D12+2, or a 5 20 Unusual


Lethality 15% burst

Dynamite, 1 stick Demolitions N/A Lethality 15%, N/A N/A Incidental


Kill Radius 10 m

Dynamite, 4 sticks Demolitions N/A Lethality 30%, N/A N/A Standard


Kill Radius 20 m

Dynamite, 8 sticks Demolitions N/A Lethality 60%, N/A N/A Standard


Kill Radius 40 m

21
// Future/Perfect, Part 4 // // Delta Green //

The Hunt Electrodynamics Plant


The Hunt Electrodynamics plant is a huge facility to the
southwest of town. It employs nearly everyone in Chester.
In modern Chester, it is a long-abandoned relic. In 1934, it
is still relatively new, having been built in 1928.
At any time of the day or night, the plant is awash
with personnel. During the day, there are hundreds of em-
ployees working multiple shifts. At night, there is a large
team of security personnel.
It is well known that Hunt himself appeared only
once at the plant, at its ground-breaking, and has never
set foot in it since. He remains in isolation at his family
farm. He leaves only to take a private train to Chicago or
New York, and then only in the dead of night. The Agents
can discover all that by asking around; but a bunch of Getting on to the farm is relatively easy, as long as the
foreign-looking individuals asking questions about the Agents don’t mind causing a ruckus. Smashing through
town’s favorite son will be sufficient to bring in Sher- the gate or fencing is easy with a vehicle. This also has the
iff Cavanaugh. beneficial effect of drawing “Hunt” out from his house.

The Hunt Farm Comings and Goings


The Packard is driven by Allan Mestemacher. In the
The Hunt farm is a large, clean cluster of buildings west of Agents’ original timeline, he died in 1999, but they
Chester. A pristine 1931 Packard is often parked in front might have learned of him from Hunt Museum director
of the house. Mary Jarrard.
The farm is surrounded by a no-nonsense barbed-wire Mestemacher is the only person to come or go from
fence that rises three meters, with a starkly drawn wood- the Hunt Farm during the time allotted for the Agents to
en sign marked with a lightning bolt every 15 meters. (If destroy Hunt. He runs errands, including sourcing, clean-
the Agents visited in Future/Perfect, Part 2, the fence was ing and preparing Hunt’s meals. Most daily trips involve a
not there in the modern day.) The fence is electrified to visit to the post office and the grocery, and lunch in town.
dangerous levels, and anyone touching it suffers 1D20 (Hunt forbids Mestemacher from eating or drinking in
damage. An Alertness roll spots small, dead animals that his presence.) Otherwise, Mestemacher is on the farm or
brushed the wire, as well as a scorched bird or two foolish at his home: a small, two-level house on the east side of
enough to attempt to land on it. town, bought with cash in 1930 by Hunt. Mestemach-
The front gate is a large, corrugated metal door which er works ten hours a day, from 4:00 A.M. to 2:00 P.M.,
swings wide enough to allow a large flatbed truck. This along with Hunt. After that, he usually retires to his house,
too is electrified. There is no call box or visible mechanism has a meal, and turns in before 9:00 P.M.
to open the gate from the outside. The gate is in fact con- Agents watching Mestemacher for a few days real-
trolled remotely. One controller is in the Packard. Another ize he does not visit the gas station. The Packard looks,
is in the house. moves, and sounds normal, but Hunt modified it be-
Agents observing at length see the gate suddenly swing cause he hated the smell of gasoline. Instead of an engine
wide and then very quickly shut again after a pristine beneath the hood, it has a 120-kg block of lead fastened
1931 Packard pulls out. The car takes the municipal road to the chassis, and a tiny, intricately-carved bronze box.
towards Chester. The box is connected to small mechanical input boxes
pinned to the inside walls of the engine casing. Those do

22
// Future/Perfect, Part 4 // // Delta Green //

everything from receiving pedal pushes to reading steer- as his odd, serpent-like shadow in bright lights—he helps
ing-wheel turns. A small, black box beside the bronze box them destroy Hunt.
makes the noises of an ordinary engine. Hunt added that Mestemacher is a very valuable resource. He knows
only because Mestemacher mentioned his discomfort with all the nooks and crannies of the Hunt farm, as well as
the silent car. The bronze box can be popped out easily, Hunt’s schedule. With Mestemacher’s help, it is likely the
rendering the vehicle inert. The bronze box defies study. Agents can kill Hunt as he rests in a torpor-like sleep be-
No scientist, in 1934 or the modern era, can discern what tween 1:00 A.M. and 3:00 A.M. That prevents Hunt from
it does or how it operates. The car is, most literally, a employing protective magic.
perpetual-motion machine.
Embedded in the dashboard on the driver’s side of Killing Hunt
the Packard is a large, red push-button. This operates the Confronting Hunt while he is awake is extremely danger-
front gate at the Hunt farm. ous. Anything short of dynamite, shotguns, or machine
guns may be insufficient. Hunt maintains magical wards
Mestemacher: The Key while awake, making smaller weapons nearly useless.
Mestemacher was a farmhand known to everyone in the Hunt meets confrontation head-on, with no surprise
area when Hunt picked him as his personal assistant. That or hesitation, using powerful magics to destroy its attack-
was the summer of 1925, just after Hunt’s transformation. ers. If the attackers break off the attack, Hunt pursues
At first, Mestemacher was quite pleased to have fallen in them vigorously. Once they are dead, he destroys Me-
with the growing local celebrity. But by 1929, Mestemach- stemacher (whether or not he was involved), and contin-
er found himself keeping the job out of self-preservation ues its work after padding the pockets of local authorities
and fear. Despite the high pay and Hunt’s growing for- to silence the matter.
tunes, Mestemacher has become convinced, particularly Hunt rests two hours a night, entering a voluntary tor-
over the last few months, that Hunt is not right. Worse por where he simply stands still in the main room of the
yet, Hunt has noticed this. He has openly threatened farmhouse. The first impression upon seeing Hunt in such
Mestemacher with serious, undisclosed punishments if a state is that he is awake but drugged. His eyes are open
Mestemacher talks. but glassy. He does not wake due to noise, but a physical
Mestemacher can hardly be said to be religious, but attack causes it to wake after 1D10 turns of inaction. If
the various things he has seen over the past decade have the Agents manage to discover Hunt during its two-hour
turned his mind towards the supernatural. He is certain torpor, he is exceedingly vulnerable.
his employer is some sort of supernatural creature. He is
also certain that Hunt’s threats are not hollow, and that
his reach is nearly infinite. In the coming decades, the
secrets he gleaned at the Hunt farm will transform him
into a raving religious lunatic. But now, he’s just a terrified
man looking for a way out.
People in town have noticed Mestemacher’s discom-
fiture, but chalk it up to years of working for the brusque
and abusive Hunt. If the Agents can discover and lever-
age this fact, they might find an extremely useful ally
in Mestemacher.
Approaching Mestemacher is not easy. The best way
is for the Agents to confront him in town and reveal the
truth about Hunt and his plans. If they manage to confirm
or explain things Mestemacher knows about Hunt—such

23
// Future/Perfect, Part 4 // // Delta Green //

The Price of Failure The Skein of History


If the Agents fail to kill Hunt in the allotted time, they are
left in 1934 in their new bodies. While living in the past
Snaps Back
might seem to be Easy Street for any well-educated time
traveler, the Agents are now also under the watchful eye of Killing Hunt causes an instant and jarring restoration of
the Great Race. The Yithians prevent them from exploit- the Construct. It snaps the Agents back into their origi-
ing any knowledge of the future which might, in turn, dis- nal bodies at various points along the time-stream. Each
rupt it. Since the Great Race can “see” the outcome, they returns at the moment when they became involved with
can prevent it. For example, scraping together enough the Future/Perfect investigation. They find themselves at
money to buy stock in American armament companies the moment before the call came from Delta Green. Due
and firms like Boeing, which will soar during the war to Hunt’s destruction in 1934, the Hunt Electrodynamics
years, will be actively countered. They do anything short plant and gate in Hellbend, and by proxy the Duxbury
of killing the Agent to prevent such disruptions. Money plant and its gate, have all failed to exist. There is no
will be lost or stolen. Stocks will vanish or be the sub- investigation to undertake. The call never comes. Never-
ject of fraud. theless, the Agents have all-too-clear memories of all that
Even worse, the Motion actively stop any attempts to came before but now will never come to pass.
kill Hunt after the allotted time. The available window of Changing bodies and realizing the ramifications of
opportunity has come and gone. Killing Hunt after those having altered time costs 1/1D10 SAN from the unnat-
four days in 1934 will only make things worse. ural. Having saved humanity from the serpent-folk plot
The Great Race keep the Agents alive not out of some earns 1D10 SAN.
sort of distorted morality, but to preserve the future of the If Agents seek out other Agents who joined the investi-
Construct. They must take other steps to deal with the gation later, those Agents do not share those terrible mem-
repercussions of the serpent-folk scheme, if there are any ories. Only when the moment comes of their own recruit-
that can work. ment into Future/Perfect will those memories descend.
You could keep Agents in this situation for years, play- Agents revealing such secrets to Delta Green are met
ing out a 1930s campaign. During this pause, the Great with skepticism and a worried increase in surveillance. In
Race continues to work on the Gordian Knot of Hunt in the best case scenario, they figure, the Agents are inventing
1934, sending various individuals of Delta Green back, the whole scenario due to rising mental strain. But strang-
manipulating which Agents become involved in the inves- er things have happened in Delta Green.
tigation in the hopes of resolving it. Finally, after many
abortive, failed, and near-complete attempts, they discern Characters
the method to shut down the gates forever. Just when the
players are certain they will remain in the past forever, and
perhaps have developed new Bonds to replace those they Offsite Security
left in the future, they suddenly snap back to the present. Offsite’s guards are brownshirts from HSS, military vet-
Or the future may see an incursion of conquering erans dedicated to the preservation of humanity. They are
serpent-folk through the Duxbury gate, as Xichlasa’s psychologically worse off than their counterparts still at
unnatural scheme comes to fruition long after its death. It HSS. Living in the impossible past takes a toll.
is up to you.
Average Guard
STR 14 CON 15 DEX 12 INT 10 POW 11 CHA 7
HP 15 WP 11 SAN 42 BREAKING POINT 32
DISORDERS: Adapted to violence, post-traumatic
stress disorder.

24
// Future/Perfect, Part 4 // // Delta Green //

SKILLS: Alertness 40%, Athletics 50%, Demolitions


35%, Dodge 40%, Firearms 60%, Heavy Weapons Actuator
50%, HUMINT 30%, Melee Weapons 50%, Military STR 10 CON 10 DEX 10 INT 20 POW 20 CHA 8
Science (Land) 35%, Search 70%, Stealth 50%, Un- HP 10 WP 20
armed Combat 60%.
SKILLS: Total Knowledge 75% (see TOTAL KNOWLEDGE).
ATTACKS: .40 pistol 60%, damage 1D10.
ATTACKS: Electric gun 75%, damage variable (see JURY-RIG).
AR-15 carbine with advanced combat optical gunsight 60%,
damage 1D12, Armor Piercing 3. JURY-RIG: Compared to the power of the Great Race, human
12-gauge shotgun with laser sight (firing shot) 80%, damage science is pathetic. The Actuator can warp modern devices
2D10 at close range. into far more effective technology. Sometimes, this can
Springfield .30-06 hunting rifle with night-vision sight 60%, be accomplished in mere minutes. Often, these tools are
damage 1D12+2, Armor Piercing 5. rigged to explode or self-destruct after a period of time. The
M240G tripod-mounted machine gun 50%, Lethality 15%, most common are:
Armor Piercing 5, Kill Radius up to 10 m. • Electric Gun: This device can be as small as a garage door
Heavy flashlight 50%, damage 1D4+1. opener, and can inflict damage of the user’s choosing: only
Ka-Bar combat and utility knife 50%, damage 1D6+1, Ar- stunning, stunning plus a jolt of 1D6 or 2D6 damage, or a
mor Piercing 3. bolt of lightning with Lethality 15%. It ignores body armor
Unarmed 60%, damage 1D4. but can be blocked by cover.
EQUIPMENT: Offsite’s security officers are regularly equipped • Temporal Mine: This can look like nearly any household ob-
with handcuffs, a flashlight (also usable as a club), a Ka-Bar ject or device. Once activated, it causes everything within a
knife, and a standard Glock pistol. They wear a heavy small radius to be frozen in time, effectively isolating it from
leather belt which also holds a radio, which has a thread- the Construct of spacetime. The scope and duration of the
ed earpiece/microphone that sits in the right ear, making effect are up to the Handler.
communication only a matter of speaking; no keys need be
triggered. Guards on indoor duty carry shotguns; those on • Transfer Device: When it enters the limited human mind,
outdoor duty carry carbines; those on tower duty by night the Actuator cannot use its ability to jump to another form
carry rifles with night sights. Machine guns are kept in lock- without first building a transfer device. This small box, com-
ers at Base Camp, just in case. posed of rods, wheels and mirrors, permits the mind of the
Actuator to return to the Library at Pnakotis.
ACOG: Each guard’s carbine has an advanced combat optical
gunsight. It grants a +20% bonus to hit if the guard has TEMPORAL IMMORTALITY: To an extratemporal being, death is
taken no damage since his last action, and it doubles the only an inconvenient “blank spot” in the otherwise limitless
carbine’s base range if the guard has spent the previous expanse of four-dimensional spacetime. Even if the Actua-
action aiming. tor’s human form perishes, the Actuator persists on, some-
where in time.
LASER SIGHT: Each guard’s shotgun has a targeting laser. It
grants a +20% bonus to hit as long as the guard has taken TOTAL KNOWLEDGE: As temporal explorers, the Great Race
no damage since his last action. have access to endless epochs of knowledge from all times
and cultures. Knowing a challenge is coming, they can
NIGHT-VISION SIGHT: Each guard’s hunting rifle has a learn all they must know before it begins. Only occasional,
night-vision sight. It allows aiming and firing without penalty strange variances in causality limit them. The Actuator has
in conditions of reduced light, such as starlight. That effect the equivalent of 75% in every skill, alien or human.
is good out to about 400 m. It also doubles the rifle’s base
range if the guard has spent the previous turn aiming.
“Arthur Hunt”
Great Race Actuators Xichlasa of the serpent-folk, dormant for millennia, took
An Actuator can reside in nearly any human brain. The the form of Arthur Hunt and built a technological em-
Yithian’s INT and POW are somewhat reduced due to pire among the humans of the 20th century. Its goal was
the limitations of the human brain. Its CHA is usually 8, to build a temporal gate and bring its people through to
reflecting the strange mannerisms of even the most experi- conquer. The Agents have a chance to stop it.
enced Actuator. Its other stats are the host’s. Xichlasa is brilliant and devious. It prefers to flee
rather than fight, knowing the local police will protect it.
It uses unnatural rituals to buy itself time to get away.

25
// Future/Perfect, Part 4 // // Delta Green //

attacks. This includes Lethality attacks from machine guns,


Unless Xichlasa is in torpor, it has spent 3 WP casting but not from explosives or hypergeometry.
Armor of Yig to gain an extra 9 Armor, bringing its totals
VENOM: If a serpent-folk bite inflicts damage (in other words,
to 12 Armor and 15 WP. if it’s not stopped by armor), then the victim also suffers poi-
Its first action when confronted is to cast Serpentine soning. The venom has a Speed of 1D6 turns and Lethality
Thrall. That brings its WP down to 8. If the ritual suc- 15%. An antidote that treats snake venom is effective if the
victim makes a Luck roll.
ceeds, it commands the target to slay the other Agents.
If an Agent is particularly troublesome, it casts Ven- RITUALS: Armor of Yig, Bloodless Sustenance, Changeling
Feast, Create Time Gate, Infallible Suggestion, Obscure
omous Pain on them. That brings its WP to 4, the lowest it
Memories, Open Gate, Serpentine Thrall, Venomous Pain.
chooses to go.
RITUAL—ARMOR OF YIG: Many serpent-folk know this potent
Only if cornered or brought to a blood frenzy does it protective ritual. It requires about a minute to activate. Each
attack, and then it fights with awful savagery. WP spent in the ritual gives the serpent 3 Armor. Each time
the serpent takes damage, this Armor rating is reduced by
Xichlasa 1. While the serpent has at least 1 Armor from the ritual,
Lethality rolls against it automatically fail.
STR 17 CON 22 DEX 18 INT 18 POW 18
RITUAL—BLOODLESS SUSTENANCE: This ritual takes one turn
HP 20 WP 18
to perform and costs 1 WP. It allows Xichlasa to gain the
ARMOR: 3 points of thick, scaly skin (or 12 after casting benefits of feeding on blood and flesh from eating vegeta-
Armor of Yig). ble matter, which does not trigger its blood frenzy.
SKILLS: Alertness 80%, Anthropology (Human) 35%, Disguise RITUAL—SERPENTINE THRALL: This ritual takes one turn to
40%, Dodge 60%, Medicine 99%, Science (Biology) 99%, perform and costs 4 WP. Hissing in the strange tongue of
Sciences (Serpent-Folk) 90%, Search 90%, Survival 70%, the serpent-folk and making weird gestures, the operator
Unnatural 65%. attempts to overcome the target in an opposed POW test. If
ATTACKS: Bite 55%, damage 1D6, Armor Piercing it succeeds, the target comes under the influence of the op-
3 (see VENOM). erator for a full hour. An affected target willingly obeys any
Grapple 45%, damage special (see BLOOD FRENZY). command given by the operator. A command that would
Sign of Power, damage 2D6 (see SIGN OF POWER). cost the target SAN allows the target to attempt an opposed
POW test to refuse. The command may be repeated in the
BLOOD FRENZY: A target that is bleeding causes one of the following turn, when the target must roll again to refuse.
serpent-folk to enter a blood frenzy. It attempts to grapple
and pin the victim. If it succeeds, it drains 1 HP per round RITUAL—VENOMOUS PAIN: This ritual takes one turn to
from blood loss until the victim dies. Only a Dodge roll perform and costs 4 WP. It may be cast at a living target no
allows the target to escape. A seized victim can attempt an more than 10 meters away. If the operator overcomes the
opposed STR roll to struggle free, suffering 1D4 damage target in an opposed POW test, the target is suffused with
from tearing flesh. Any successful attack on the serpent agony that contorts and overwhelms the body, senses, and
during the blood frenzy causes this attack to cease. During mind. The target is incapacitated for 1D6 minutes; then is
this blood frenzy, the serpent cannot perform any other conscious but blind and filled with agony for another 1D6
action until the target is dead or escapes. minutes, losing 1/1D6 SAN from helplessness; then sight
returns, but lingering pain inflicts a penalty of −20% to all
CHARNEL VISAGE: The serpent-folk have no CHA stat as hu- tests for 1D6 minutes beyond that.
mans would understand it. A serpent that uses an unnatural
ritual such as Changeling Feast to disguise itself as human SIGN OF POWER: With a gesture, one of the serpent-folk can
gains a CHA stat, usually with a score equal to half its INT. cause a single person to be flung backwards with extreme
Xichlasa has consumed many victims, allowing it to instantly force, inflicting 2D6 damage. It is unknown whether this
switch its appearance to any of a dozen human forms. ability is a ritual or an inherent ability.

IMMORTALITY: A member of the serpent-folk never grows old, UNNATURAL BIOLOGY: Serpent-folk physiology would baffle
starves to death, or perishes of natural causes. If it fails any biologist. Making a called shot for “vitals” or another
to feed on fresh meat or blood, after a period of time, it apparently vulnerable area inflicts normal damage, with no
enters a torporous state which can sometimes last hundreds, special game effect.
perhaps millions, of years. SAN LOSS: 1/1D6.
INHUMAN DODGE: Serpent-folk have preternatural senses
and reaction speed, allowing them to Dodge even firearm

26

You might also like