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Delta Green Convergence Notes

DM Notes from Convergence for Delta Green

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0% found this document useful (0 votes)
1K views8 pages

Delta Green Convergence Notes

DM Notes from Convergence for Delta Green

Uploaded by

luthertay4219
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
  • Day 2 Recap: Narrative recap covering events from Day 2, detailing character movements and plot developments.
  • Day 3 Events: Describes the sequence of actions and developments occurring during Day 3, with character interactions and narrative progress.
  • Stat Blocks: Provides detailed character statistics and profiles relevant to the narrative, including major characters and enemies.

Day 2

RECAP
Tagged by MJ-12 in Diner
1 Grey down, Gum Farmstead burnt down with perfect cover up
White Honda seen pulling away from scene
Silver goo in cow
Jane Allen missing, have the mothers address.

Scott Adams drives old beat up white Honda, saw the farmhouse battle. When the agents wake up, it's
parked at the other end of the motel. He's not there, he's across the street at the diner eating breakfast.
Play up the diner more- the farmers drinking their coffee at the bar, the dirty scuffed up black and white
linoleum, a sweet old country waitress interrupting their confrontation, etc. If confronted acts panicked
with HUMINT check until he realizes they aren't MJ-12. "It's not safe to talk here, meet me at the
Gum House in an hour." He hurriedly leaves right as Emerson calls and says he’s pulling into the hotel
now.

Emerson comes in ice cream truck for the Grey body, he's got a ghetto med lab in the back of it, Garrett
is with him as Doctor of "Theoretical Hyper-Geometry", to look at alien and tech.

Do alien autopsy scene with Emerson and Garrett. They have to get it from the hotel room into the back
of the truck. As they flop it onto the operating table, it twitches and sighs, but the noise coming from it
is like an old dial up connection (0:10 seconds into Spotify audio). Emerson looks at the agents and
says “Maybe you should hang out, just in case.”

It has internal organs but they don't make sense. Organs and joints are in the general area they should
be, but not quite right. "For example, the way these ligaments are shaped and placed it shouldn't be
physically possible for it to walk". Have G roll Biology with +10% from Emerson to realize it’s not
real. It’s almost like a puppet or a caricature of what a biological creature should look like created by
something that doesn’t truly understand living biology. Emerson does autopsy, names the substance
protomatter. It’s basically the goo T2 is made out of. It isn’t like any known material on Earth. It’s
basically a swarm of nanobots, but biological. Like an army of swarming, hyper-intelligent cancer cells
that can replicate and change form given enough biomass and time. Roll SAN 2/1D6 Unnatural.

Emerson can make spray that identifies protomatter in the air and on surfaces, he will need to go back
to real lab in Knoxville but will be able to bring something tomorrow to help find the protomatter to
track where it’s coming from. Leaves G with them in case they find more “specimens”. “Try your best
to not even touch that shit until I can tell you what exactly it is.” Looks at the body thoughtfully, then
quietly says “It could be listening to us right now.” Roll SAN 1/1D4

Scott Adams, can be found at Gum farmhouse wreckage examining the ground with a PH scale type
thing where the dead aliens body was. Will trade info on the helicopters for confirmation of greys.
"Zeta Reticulans, but it's bigger than that. Have you ever heard of Majestic, or something called THE
ACCORD?" He will lore dump about Majestic, but pretends he doesn’t know anything about Jane
Allen. “I thought they were just a myth, or disinformation. But I’ve seen too much weird shit to think
that anymore. I thought they were supposed to hunt extraterrestrials, but that doesn’t feel like that’s
what’s happening here.” He gets a call on his phone from Jane Allen (roll for alert to see if you hear a
female voice), looks at his watch, and leaves. Says he's got the second to back room at Merle's, meet
him back there tonight at 9 and he has more information for you.
Adams' has files on Greys and their weapons experimentation, MAJESTIC, and he's been working on a
huge story about something called THE ACCORD.

Jane Allen’s mom is what appears to be a drunken hick moron. She doesn’t care her daughter’s
missing, she barely looks up from the TV in her shitty trailer as she is questioned. She mentions
“Billy’s dipshit friends” who she always hung around and also “That reporter guy she was all caught
up on”. She chain smokes Winstons and it stinks. Pharmacy/Medical/Science roll to notice
undercurrent of antiseptic. Agents who want to look around find nothing unusual in Jane Allen
(Search in her room turns up pregnancy tests) or her mother’s bedrooms. Successful Search roll in
Bathroom finds piles of wiring and circuit boards overflowing inside her bathroom cabinets.
Electronics roll makes agent notice that the wires for the TV are there. Roll SAN 1/1d6
Unnatural. As agents pull out of driveway, they see Mom standing stock still in the screen door staring
at them intently. She’s completely dropped the act, she’s fully controlled by Greys.

Billy’s friends are indeed dipshits. Almost completely useless, HUMINT to tell they’re total pussies
who barely even smoke weed. They mention always seeing trippy shit while out smoking behind the
Reservoir.

If need to slow things down, slow painful chase scene with NRO Delta. Stare each other down at a red
light or blatantly follow them down an old country road.

Scott Adams room is locked, and he’s not answering. Roll to notice towel wedged under the door.
Bust the door down or get the key from the desk girl. Those entering his motel room find themselves in
a dark room with a bad odor. Once the investigators pull the blankets off the windows to let in light,
they see that the room is in strange disarray. Many of Adams’s clothes are folded up neatly on a table,
while others (too scratchy to Adams’s hypersensitive skin) are tossed in a corner. Junk food containers
litter the floor. On the bed rests Adams’s laptop. In the bathroom, a man’s body lies in a tub full of
bloody water and appears to have died from slashes inflicted on his wrists. There is a bulge on the top
right of Adams’s head, whitish tissue about three inches in diameter with no hair upon it. This bulge
does not look like human tissue. The water in the tub is dark with blood and cannot be seen through.
The protomatter in Adams’s body has fled and is now a free-moving glob in the water. It is waiting for
the drain to be opened so that it can re-enter the water supply. The bulge on Adams’s head is more
protomatter, and it can detach itself whenever needed to join the rest. In the bathroom, one of the
Agents felt around in the tub for anything that might have been dropped there, and something slithered
over his hand: the protomatter goo. Suddenly, a quantity of protomatter in the pipes began to
bang against the drain stopper with a loud clank, trying to get the stopper open so the rest of the
protomatter could escape.

Adams’ Laptop is the reward. It contains creepy message to decode (Computer Roll), the crazy note,
files on The Accord, MJ-12, and encrypted file on Jane Allen.

The Accord is an agreement signed off on by Reagan in 1981 to allow “Zeta-Reticulan” ships to
perform scientific and military operations in the U.S and on U.S citizens in exchange for something
called The Report. Adams didn’t know exactly what the report was, but he knew “it’s what let us win
the Cold War”. Ends notes with WATCH THE SKY

End Day 2 with option to pull all-niter to decode files, go watch the skies, or follow clues if they want.
If they split up give someone missing time. Watching the sky gives another clue for the Reservoir.
DAY 3

Emerson calls, he has spray. Meet him at diner for breakfast. Two MJ-12 guys there but Emerson
doesn’t care. “We aren’t going to shoot each other in broad daylight, so we might as well get on with
our day.” Emerson is vegan, brings his own packaged food he unwraps and eats with them. In the back
of the ice cream truck is about six gallons of a compound the labs rushed together. It turns a bright
purple on contact with protomatter. This compound should help the Agents identify people who have
been “altered” with the protomatter, as well as locating where in town the material is kept. This
compound is dispensed in plastic spray bottles like window cleaner. Not long after the Agents receive
this compound and start testing things with it, they make a horrible discovery: Every person in town
has small quantities of the protomatter on their skin, and the air they breathe is likewise contaminated.
The water from every tap in town (that is fed by the reservoir) literally runs purple: Protomatter
has replaced all the microorganisms normally found in the water. Residents have been drinking
the protomatter, and they all have it in their systems. Agents lose 0/1D4 SAN from the unnatural
for realizing this information. Since the agents have been here for several days, eating meals and
drinking liquids prepared with the “water,” they have the substance in their systems, too. This
realization costs 1/1D6 SAN from helplessness.

If they use it on themselves, end with twist that G was abducted last night. They replace the Agent’s
digestive organs, liver, and kidneys with more efficient organs that process food, drink, and the like to
the point that there are no solid waste products. A successful Medicine test using an X-ray machine,
or a Surgery test to takes samples safely, reveals the truth. New intestines restructure cellulose into
digestible sugars and absorb indigestible minerals in such a way that renders them harmless and easily
filtered from the blood by the kidneys. The agent may still urinate but never defecates again. As absurd
as this may sound, the player is likely to find it rather disturbing over time. The Agent no longer needs
very much food at all to survive, but his or her appetite suffers no change. The Agent is constantly
thirsty, as the complex digestive processes require more liquid than a human baseline. The Agent’s
urine presents in a variety of unusual and disturbing colorations. If the Agent continues eating normal
amounts, weight very quickly piles on as the surplus of newly digestible sugars are stored as fat. In
fact, the bulk of each meal goes directly into fatty tissues. A hearty meal could add kilograms of mass.
Once the Agent realizes this, symptoms are unlikely to be so severe to raise alarm without first seeing
if the condition persists. When it does and the Agent realizes something strange has happened, it
costs the Agent 1/1D6 SAN from the unnatural and 0/1 SAN for each companion. The best
moment for the nightmarish revelation would be if the Agent uses the protomatter-detection
compound in private. It paints an impossible network of extensive purple scars across the
abdomen, scars hidden with protomatter just like Billy Ray Spivey’s.

Roll Luck to catch Jane Allen peeking out window, otherwise they find the file on Adams laptop.
Although only three weeks pregnant, she is already at the six-month stage of development. Each
week that goes by encompasses two months’ worth of development by the infant. She gives birth ten
days after the start of the scenario. Frightened by what was happening to her, and by what happened to
Spivey, Allen sought help in the form of Scott Adams. Pouring out her problems to him, she sought
refuge and he gave it. Allen is now holed up in another room at the Shut-Eye, a room rented by Adams
“for storage of research materials.” No one at the Shut-Eye knows that anyone is there. Adams told
them not to disturb the room.
Reservoir leads to farmhouse in the woods about 2 miles back behind it. The Agents need to make
successful Stealth rolls to observe without alerting the aliens to their presence. The barn looks normal
from the outside. The inside of the barn below the loft, however, is quite different. All walls on the
ground level have been reinforced with a sort of spray epoxy that makes them very strong, soundproof,
and lightproof. The ground-level doors are sealed as a result. Looking down from the loft, the agents
see that all interior walls on the ground floor have been removed, leaving a large open area about 20
meters long by 10 meters wide (60 by 30 feet). Within, a large number of strange instruments rest.
The majority of these are too alien to be understood, all sorts of bizarre apparati, everything sharing a
weirdly fungal, biological look. 1/1D4 Unnatural. There are five tubes filled with some transparent
liquid, which each hold a different Grey/Human Hybrid with varying success levels. One of them
holds a human teenage girls dead body. 1/1D6 Unnatural.

There are several flat surfaces that are obviously operating tables, complete with numerous strange
instruments nearby. Holograms shimmer in the air, showing constantly changing views of humans and
livestock inside and out. A large enclosed vat at one end of the barn holds a large quantity of raw
protomatter, which is drawn out through a valve. At any given time, there are from three to six Greys
present. They bustle about checking machines and examining hologram recordings of dissections and
alterations. If the Agents watch for more than ten minutes, they witness one of the aliens take some
protomatter from the vat while another removes the young girl’s body from the tube. They begin an
operation aimed at replacing those cells most damaged by deadly trauma with protomatter, attempting
to bring the girl back to life. This experiment consumes several hours and costs 1/1D6 SAN from
helplessness to watch in its entirety (0/1D4 if the Agent wisely turns away). The experiment fails, and
the girl does not respond to the attempts at resuscitation. If the Agents attack, the Greys respond
immediately with their lightning guns. Once an attack begins, a mental alert is sent out, and any Greys
outside the barn return within 3D6 minutes. (There are six in total, including any found in the barn.) A
better option is destroying the barn from the outside. The epoxy-like material that coats the ground
floor walls won’t stand up to heavy weapons, but the best tactic is probably to use explosives to
collapse the roof and loft. This crushes and kills Greys, destroying their equipment in the process.

If the agents prevail at the barn or if they flee, they find a black helicopter sitting in the field outside the
barn. Nearby are five heavily-armed commandos with their leader, a thin, cruel-looking man in a black
suit and tie. When the Agents emerge from the barn, the commandos train the laser sights of
submachine guns on them and order them to lay down their weapons. An Agent with HUMINT or
Military Science (Land) gets the sense that these men are itching to pull the trigger. There’s no bigger
thrill in the world. If the Agents comply, the leader walks forward and demands to know what
happened in the barn. Whatever the Agents choose to tell him, he grins, three gold teeth glinting.
“Why, you folks look a little green around the gills to me. Why don’t you just run along and we’ll
pretend this never happened?” The commandos are agents of NRO Section DELTA, the
MAJESTIC wetworks team, and the thin man is Alex Lepus, their chief. If the barn was burned, the
NRO DELTA men withdraw into their helicopter and leave. They keep their guns on the Agents until
they depart. If the barn is still standing, a pair of technicians come out of the chopper in bulky
orange biohazard suits. They carry bulky aluminum equipment containers into the barn. After half an
hour, the techs come back to the chopper with their containers somewhat heavier with alien
technology scavenged from the scene. The NRO DELTA crew lifts off as thermite grenades
destroy the barn.
Agents return to their hotel to find it ransacked. MJ-12 took everything-including Jane Allen.
Checking with the spray shows no more infection though- destroying the equipment in the barn
renders all protomatter inert. As they arrive at the hotel, protomatter goes inert. Assuming some
semblance of a victory (since about the only other option is death), the town of Groversville resumes a
normal life. The protomatter loses efficacy with an hour of the equipment in the barn being
destroyed, causing substantial and probably fatal problems for all “altered” individuals or
animals, including any such unfortunate Agents. Jane Allen’s child or fetus dies at this time. When
the protomatter goes inert, all incisions open up. Every witness not afflicted loses 1/1D6 SAN
from violence. An afflicted Agent passes out from shock. They die unless stabilized within two
minutes by a First Aid roll, or Surgery at +20%. Their comrades then have one hour to get them
to the nearest trauma center, in Murfreesboro, 45 minutes away. After the white-knuckle car
ride, the victim can attempt a CON×5 roll at −20% to survive surgery. Having survived, the
Agent loses 1/1D8 SAN from helplessness and must make another CON×5 roll or suffer
permanent injury. Every Agent then has a very important question to answer: Do they tell Delta
Green about this ordeal? If the conspiracy learns of it, the afflicted Agent mysteriously vanishes soon
after the operation. The Agent returns in a couple of weeks with no memory of what happened but with
a permanent loss of 2 CON

Debrief- Knoxville Office 2 days later


TEUTON and Emerson sitting in conference room. Emerson says he talked to ALPHONSE, and
they’re looking into it. But give them full info on The Accord. MJ-12 is fully cooperating with The
Greys and allowing and even assist in human experimentation and torture in exchange for
technology. Delta Green isn’t sure how “consensual” this relationship is anymore. Imply that there is
something worse behind The Greys. If they press TEUTON with HUMINT or Persuade, he tells
them more about “The War” they’re about to get into. He tells them to pay attention to the news the
next couple months and have either a good cover or a way to move their family to a safehouse without
too many questions if need be.

HOME
Jay gets “Love Abby”note. Research shows Jaycey Linz was a minor footnote in weird fiction of the
1920’s. Police reports claim he went missing in The Hotel Broadalbin in 1937. Nothing more can be
found on him. Looking into Hotel Broadalbin finds nothing at all, it has never existed. 1/1D4
Helplessness. +1 Corruption if he researches.
STAT BLOCKS
Sheriff Dan Oakley & Deputies

HP 17 ARMOR: +4 from a reinforced kevlar vest.


STR 17
CON 16 BONDS: Entirely under the influence of the protomatter.
DEX 13
INT 10
POW 12
CHA 12

SKILLS:
Alertness 56% ATTACKS:
Drive 52% Baton 53%, damage 1D6+2.
Firearms 42% Unarmed 54%, damage 1D4+1.
First Aid 30% Beretta M92 pistol 42%, damage 1D10
Law 38% Mossberg shotgun 62%, damage 2D8
Melee Weapons 53%
Persuade 40%
Stealth 31%
Survival 39%
Unarmed Combat 54%.

GREYS
Mi-go automaton, 6 in total in Groversville

HP 8
STR 8
CON 8
DEX 10

SKILLS:
Alertness 40%
Dodge 25%
Firearms 55%

ATTACKS:
‘Tesla Coil’, fires weird heat ray, 1D12
Paralysis Bubble Some Greys carry a silvery sphere that can increase the local inertia of all particles
surrounding the target, creating a “bubble prison” in which time seems to stop for up to an hour. It
takes an Alertness test to get out of the way when the bubble focuses. Coming out of a bubble costs
0/1D6 SAN from the unnatural.
SAN LOSS: 0/1D4 from the unnatural
NRO Delta Chief Alex Lepus
Sadistic-psychopathic hardcore badass, age 48

HP 19
STR 13
CON 15
DEX 14
INT 15
POW 14
CHA 8
WP 14
SAN 53
BREAKING POINT 42

MOTIVATIONS AND DISORDERS: Protecting MAJESTIC means the war never ends. Perfecting
the craft of assassination. Exterminating Fairfield’s little buddies. Intermittent explosive disorder.
Adapted to violence.

ARMOR: Reinforced Kelvar vest (Armor +4).

SKILLS:
Alertness 76%
Athletics 64%
Dodge 40%
Drive 42%
Firearms 94%
Heavy Weapons 50%
HUMINT 33%
Melee Weapons 60%
Unarmed Combat 63%
Unnatural 3%

SPECIAL TRAINING: Lockpicking (DEX), Parachuting (DEX), SCUBA (Swim).

ATTACKS:
SIG Sauer P228 pistol 94%, damage 1D10.
Ka-Bar knife 60%, damage 1D6+1, Armor Piercing 3.
Kevlar garrote 63%; requires attacking from surprise; damage 1D6 per turn and target is pinned.
Unarmed 63%, damage 1D4

NRO DELTA Killer


HP 16
STR 14
CON 13
DEX 13
INT 12
POW 13

ARMOR: +6 from full tactical armor

SKILLS:
Alertness 61%
Athletics 66%
Dodge 52%
Drive 53%
Firearms 72%
Melee Weapons 55%
Unarmed Combat 60%
Stealth 67%.

SPECIAL TRAINING: Lockpicking (DEX), Parachuting (DEX), SCUBA (Swim).

ATTACKS:
MP5 with suppressor, collapsible stock, and laser sight 72%, damage 1D10 in semi-automatic or
Lethality 10% with a three-round burst.
SIG Sauer P220 pistol (.45 caliber) 72%, damage 1D10.
Ka-Bar knife 55%, damage 1D6+1, Armor Piercing 3.
Unarmed 60%, damage 1D4.

LASER SIGHT: Each NRO DELTA agent’s submachine gun is equipped with a targeting laser that
adds +20% to hit if the agent has not been injured since his last action. It is good out to 200 meters.
AN/PVS-7 NIGHT VISION DEVICE: The AN/PVS-7 (from Army/Navy Portable Visual Search) is a
set of night-vision goggles with a light-enhancement tube. It provides infrared light enhancement and
has autogating to block sudden light intensification. It allows operating in reduced light, but sight-
intensive skill tests such as Drive, Pilot, and ranged attacks are at a −10% penalty

Day 2
RECAP
Tagged by MJ-12 in Diner
1 Grey down, Gum Farmstead burnt down with perfect cover up
White Honda seen pulling awa
Adams' has files on Greys and their weapons experimentation, MAJESTIC, and he's been working on a
huge story about something
DAY 3
Emerson calls, he has spray. Meet him at diner for breakfast. Two MJ-12 guys there but Emerson 
doesn’t care. “We aren’
Reservoir leads to farmhouse in the woods about 2 miles back behind it. The Agents need to make 
successful Stealth rolls to
Agents return to their hotel to find it ransacked. MJ-12 took everything-including Jane Allen. 
Checking with the spray shows
STAT BLOCKS
Sheriff Dan Oakley & Deputies 
HP 17                                    ARMOR: +4 from a reinforced kevlar vest.
NRO Delta Chief Alex Lepus
Sadistic-psychopathic hardcore badass, age 48 
HP 19 
STR 13 
CON 15 
DEX 14 
INT 15 
POW 14 
CHA
HP 16
STR 14 
CON 13 
DEX 13 
INT 12 
POW 13 
ARMOR: +6 from full tactical armor 
SKILLS:
Alertness 61% 
Athletics 66%
Dodge

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