WIDOWMAKERS - Part Six
Hey all, apologies about the delay. Got very busy and then distracted. here it is, the last installment of WIDOWMAKERS. Enjoy. Juvenile Brood of Eihort statblock is from 'Love Bug' by Mellonbread.
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Site HA-33 is now a cordoned-off plot of land, the land around it is filled with motion sensors and cameras, and signs warning trespassers that they are entering private property, and that they will be detained or shot if they do not leave. A gravel road off the highway is the only way in by land, and is blocked by a gate a quarter-mile from the turnoff which is watched by cameras, and then blocked again further on by another gate at the entrance to Site HA-33, which is manned by two Breckenridge Corporation guards. By air, the facility is accessible by helicopter via the facility's landing pad.
The above-ground complex consists of:
She explains that as March is trying to keep Project COMBO and its research a relative secret, even from the rest of Majestic-12. Agitating one of the leaders and causing them to "lash out" could play directly into Delta Green's hand. If one of the UA staff gets aggressive with their March Tech handlers, it would provoke March Tech to respond, which will further agitate the UA leaders, causing them to buck even more and creating escalating tension. If one of the UA leaders lashes out at the public, that will give the agents something to escalate their investigation, and the scrutiny from law enforcement will put March under tension.
If Burke is driven to the brink, his sanity finally collapses and one of two things happen. Make a WPX5 test, if he succeeds, he puts the barrel of his Glock 18 to the roof of his mouth and pulls the trigger, if he fails, he weeps only long enough for Eihort to totally assume control of his body, acting directly through him, forever.
If Burke dies, then Strickland is made the leader of Universal Alignment, his promotion is short lived, however, as Mark Foote will begin the Uprising that night.
If he lives, nothing much happens, though Majestic will begin taking the agent's disruption of their operation much more seriously. STINGRAY will advise them to withdraw.
Once he’s had enough. Strickland retrieves the hunting shotgun he keeps in his basement, as well as his fishing tackle box and prepares for war. He boobytraps the windows and doors of his house, hanging fish hooks at eye level in front of the doors, and glueing pieces of broken glass underneath and around windows. Once he’s made his preparations, he will attack either the first agent he can get a clear shot at from his home, or even just the first person he thinks is with the agents (a man delivering mail, someone loitering outside his house, anyone wearing a suit and sunglasses). He intends to use their deaths to summon Eihort to a pit he’s dug in his basement so it can destroy those that oppose the group.
If this comes to pass, NROD and UA move to paint Strickland as the patsy, planting a false confession on his computer to having used psychedelic substances to psychologically abuse and “indoctrinate” members of Universal Alignment in order to the turn the group into something akin to the Rajneeshpuram. Once it becomes clear the authorities aren’t buying the cover-up, March Tech begins Liquidation
If pushed, it will lash out. He will enlist two of the Breckenridge guards to neutralise the agents, telling them that the agents are foreign intelligence and that the orders are coming from higher-ups in the air force (this is a lie). They will attempt to take the agents alive for questioning, but have been cleared to kill the agents if they resist. Their plan will be to enter by night, catch the agents in their sleep, bind and gag them at gunpoint, and transport them to the Universal Alignment Campus. Foote watches from nearby with a sniper rifle, ready to pick off the agents if this plan goes poorly. Of course, March Technologies is furious when they hear of this, and will send their NRO DELTA agents to get answers out of Foote.
If Foote is killed in the attack, Majestic liquidates.
Mark Foote will call a meeting for the Breckenridge security staff in the basement of one of the main offices on the Campus. He will open by showing the powers of regeneration afforded to him by the Eihort spawn, and will explain that the power of this alien symbiote is what Universal Alignment is really for. He then summons Eihort to the basement, forcing Burke (if he's alive) to help. Once summoned, Eihort begins making its bargain to the security staff. If you want, you can have them each make a SANx5 roll (which is about 10 less SAN then they had originally), those that fail give into the bargain and are insinuated with Eihort's brood, those that succeed are killed by Eihort. Alternatively, you can just say half take the bargain, and half die.
The Breckenridge guards with Eihort brood in them follow Foote's (and by extension, Eihort's) commands out of abject fear, knowing that failure to obey would result in one of the most painful deaths imaginable. They kill the NRO DELTA agents on the Campus and begin rounding up the other staff, herding them into the basement to face Eihort.
The slaying of the NRO DELTA agents is immediately noticed by Majestic, who initiate a protocol at SATURN SALOON to kill the Eihort victims they have in containment. All hell breaks lose as many of them attempt to fight back. This delays their response at the campus, once the situation at SATURN SALOON is contained, a BLUE FLY team is scrambled to attack the Campus, resulting in a prolonged shoot out. If local authorities (tipped off by Delta Green) are already there, NRO DELTA agents posing as AFOSI take control of the standoff, allowing BLUE FLY to do its business.
Of course, in play, things will likely not go exactly this way. The agents will likely know of the Uprising as soon as it starts and will muster local authorities to respond. The "standoff" will likely turn quickly into a shootout between local cops and Delta Green against the corrupted Security staff, driven to suicidal fervour to defend the Campus on the pain of death by Eihort, lack of sanity, and remarkable durability afforded to them by their new affliction.
Foote might hole himself up in the administration building and fight out the siege to the last man, or might attempt to escape into the Connecticut wilderness, which can lead to a dramatic manhunt.
After the dust settles, the agents would be wise to make themselves very scarce, or prepare to bullshit like they've never bullshit before, as NRO DELTA (posing as AFOSI) will have many, many questions, and any indicate the agents were acting on behalf of Delta Green immediately makes them a target.
Noah Burke is spirited away by NRO DELTA, who orchestrate the deaths of Robert Strickland and Mark Foote (whether they succeed is up to you). An order is handed down for the security personnel at SATURN SALOON to begin killing the Eihort victims, and like with the Uprising, they resist.
Of course, there's lots of ways this can go wrong, if NRO DELTA fails to kill Mark Foote, he bugs out and tries to disappear, which can lead again to a manhunt. The Eihort victims at SATURN SALOON might actually overpower their captors and attempt to summon Eihort itself in the middle of the Majestic blacksite. That's to say nothing of how Delta Green's meddling will affect things.
OUTLOOK GROUP conditioning has eliminated his agoraphobia and anxiety, or at least, the appearance of it. Noah is an exceptional bluff and radiates confidence, though this confidence slips away at the mere suggestion of violence, and completely crumbles under stress.
NOAH BURKE
Chosen of Eihort
STR 10 CON 10 DEX 11 INT 14 POW 14 CHA 16
HP: 10 WP: 14 SAN: 20 BREAKING POINT: 16
BONDS: None.
MOTIVATIONS AND DISORDERS: Dissociative Identity Disorder ( his body is sometimes controlled by alien intelligences ).
Anxiety Disorder
Depression
Having a normal life again
Keeping his masters happy
Adapted to Helplessness
FOREIGN LANGUAGES: German 60%, Latin 45%, Sumerian 18%, Arabic 19%
SKILLS: Archaeology 65%, Bureaucracy 48%, Firearms 45%, History 63%, HUMINT 40%, Persuade 61%, Survival 44%, Unnatural 29%
ARMOUR: 3 points of milky white chitin beneath his flesh.
ATTACKS: Glock 18 45% damage 1d10
RITUALS KNOWN: One Who Passes the Gateways, Healing Balm, Obscure Memory, Call Forth Those from Beyond (Child of Eihort)
ERUPTION: if Burke fails to appease Eihort, or if he is killed in a way that doesn’t destroy his body, the brood inside of him will erupt from his body (see “Child of Eihort”)
SUBMIT: If Noah Burke goes temporarily insane, his dissociative identity disorder causes his consciousness to literally leave his body and for his master, Eihort, to pilot his body. This is not quite as if the agents were standing directly in the presence of the Great Old One’s power, but it does make killing Burke significantly more complicated.
Killer With a Conscience
STR 14 CON 15 DEX 14 INT 14 POW 14 CHA 10
HP: 14 WP: 14 SAN: 62 BREAKING POINT: 56
BONDS: Gene Caster (partner) 7, Rebecca Freis (mother) 3,
MOTIVATIONS AND DISORDERS:
Getting humanity out from under the greys
Protecting America from the secrets that would destroy it
Replacing Lepus
Rekindling her relationship with her Mother
Clearing her Conscience
Adapted to Violence
FOREIGN LANGUAGES: Spanish 35%
SKILLS: Alertness 75%, Athletics 79%, Craft (Electronics) 50%, Craft (Locksmithing) 50%, Criminology 68%, HUMINT 44%, Firearms 60%, First Aid 43%, Heavy Machinery 30%, Heavy Weapons 35%, Melee Weapons 57%, Military Science (74%), Persuade 65%, Stealth 78%, Survival 60%, Unarmed Combat 81%, Unnatural 5%
ARMOUR: Reinforced Kevlar Vest (4 armour)
ATTACKS: H&K MP5 submachine gun 60%, Lethality 10%
Sig Sauer P226 60% Damage 1d10
Ka-Bar Knife 57% 1d6+1, Armour Piercing 3
MORE THAN HUMAN: Caster has been altered by MAJESTIC’s Project CATALYST. Using a highly altered, cultivated sample of a Limbo Stalker larva, they’ve given Caster abilities that exceed a normal human’s. Caster can repair damage to her vital organs, and recover from otherwise lethal trauma. Caster cannot be stunned, and regenerates 1 HP every round as long as she has more than 0 HP. She does however, need to eat and drink excessively to maintain her strength and weight.
BERNICE CARTFIELD
STR 11 CON 13 DEX 10 INT 16 POW 17 CHA 12
HP: 12 WP: 17 SAN: 65 BREAKING POINT: 51
BONDS: None.
MOTIVATIONS AND DISORDERS:
Genophobia (Fear of physical touch / intimacy)
Staying above the rest
Killing Percival Bristow
Never being a victim again
Making her money
FOREIGN LANGUAGES: Latin 30%, Spanish 30%
SKILLS: Accounting 30%, Anthropology 23%, Archaeology 21%, Art (calligraphy) 70%, Alertness 48%, Bureaucracy 50%, Criminology 40%, Persuade 64%, Craft (Forgery) 70%, Disguise 15%, Dodge 44%, Drive 32%, Firearms 45%, History 50%, Occult 55%, Psychology 15%, Stealth 35%, Unnatural 16%
ARMOUR: None.
ATTACKS: Beretta M92 45% Damage 1d10
RITUALS KNOWN: Charnel Meditation, Call Forth Those from Beyond (Feaster from the Stars), Withering, Speaking Dream, Transmutation.
STR 18 CON 22 DEX 15 INT 15 POW 18
HP: 20 WP: 18
ARMOR: 8 Points of milky, white chitin, RESILIENT
SKILLS: Athletics 80%, Alertness 50%, Stealth 70%, Unnatural 40%
ATTACKS: Grapple and Feed 50% (See FEED)
Insinuate 70& (See INSINUATE)
RESILIENT: A firearm's successful lethality roll against a mature Brood of Eihort does not destroy the Spawn outright, but instead deals damage equal to its lethality rating, this extends to ramming the Spawn with a small vehicle. Lethality rolls from explosions have full effect. Hypergeometry has full effect.
NON-TERRENE: The Brood of Eihort is at home in nearly any environment. Radiation, pressure, cold, vacuum, and other inimical environments have no negative effects on it.
UNNATURAL BIOLOGY: Each Brood of Eihort's body and internal organs are uniquely configured in ways that would baffle any biologist. Called shots for vitals is impossible and deals no special damage.
FEED: The round after successfully grappling a target, a Brood of Eihort can feed on its body and blood. This reduces the agent's STR or CON by 1D4, and increases that stat score, or WP score, for the Brood of Eihort, the Spawn chooses which stat to damage.
INSINUATE: In a prolonged process against a grappled target, a matured Brood of Eihort is able to insinuate its brood into a living target, it can do this by stabbing a ovipositor into the target's midsection, or by stabbing it down their throat into their stomach.
PHOTOPHOBIA: The Brood of Eihort aren't damaged by sunlight, but instinctively avoid entering it unless forced.
RITUALS: Exchange Personalities, One Who Passes the Gateways
SAN Loss: 1/1D8
We Pass From View is an obscure occult text penned by the English cultist Roland Franklyn, laying out the dogma of his cult, which operated in Brichester in the UK during the 60s. The core of his cult's theology is that "the number of souls in the universe is limited...and that humanity must therefore acknowledge an infinite number of simultaneous incarnations." . Among the claims made in the book is that the deceased must be cremated in order for the soul to be reincarnated. Otherwise, the "burrowers of the core may drag off his body from the grave with him still in it to the feast of Eihort." The edition that Bernice Cartfield held in her position was an original printing with hand-written annotations in the margins and back matter with instructions for two rituals - it does not match Cartfield’s own handwriting.
Rituals Contained: Balk Brood, Pentagram of Power, Speech of Night [Speaking Dream\.
This text, allegedly written by the members of an English mystery cult and transcribed from visions delivered to them by their patron, "Glaaki", details the protocols, mysteries, and worship of Eihort, the Lord of Labyrinth, described both as a race and a god, seemingly some sort of hive-minded race of arachnid-like "spiders" that live beneath the earth. Eihort spawn are typically very small like woodlice or ticks, but will multiply inside the bodies of living victims until they literally burst from them.Once a certain amount of them are concentrated, they meld together into a singular, gigantic spider, referred to as "Eihort" or an Eihort.
Rituals Contained: Beckoning of the Dread Masters (Whispers of the Dead [Eihort, Lord of the Labyrinth] and [Glaaki, Inhabitant of the Lake]), Balk Brood, Speech of Night (Speaking Dream), Wrath of the Dread Masters (Wrath of Sekhmet)
This ritual involves a rhythmic incantation to be repeated by the operator over the body of a human insinuated with the Brood of Eihort. At the climax of ritual, the operator must succeed a POWx5 contest against the Brood of Eihort inside the victim
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SATURN SALOON
Nike Missile Site HA-33 was sold by the Department of Defense Drummond Dynamics, a subsidiary of March Technologies, in the late 1980s. The Department of Defense was happy to let it go, as their alternatives would be to sell it to the State of Connecticut, who weren't very interested in buying back a small plot of land and being saddled with all the legal liability that came with a decommissioned missile launch site. As far as anyone knows, it is a storage annex for March Technologies, a well-connected and wealthy defense technology contractor. The site's missile batteries were disassembled and the facilities were expanded to accommodate a fully-furnished bio-lab, its researchers, and security personnel. It is staffed by a team of 7 March Technologies researchers who had previously worked with Project ARC DREAM & a two security teams, one consisting of 6 Breckenridge security guards, the other of 6 NRO DELTA operators, as well as a small team of lab technicians, air-craft controllers, and other staff that are needed in the maintenance of such a facility. Breckenridge guards guard the outer facility, and are not permitted to enter or see the interior of the facility, whereas Majestic researchers and NRO DELTA operators have the run of the grounds. In Majestic documentation and communication Site HA-33 is referred to as SATURN SALOON (abbrev. SATSAL).Site HA-33 is now a cordoned-off plot of land, the land around it is filled with motion sensors and cameras, and signs warning trespassers that they are entering private property, and that they will be detained or shot if they do not leave. A gravel road off the highway is the only way in by land, and is blocked by a gate a quarter-mile from the turnoff which is watched by cameras, and then blocked again further on by another gate at the entrance to Site HA-33, which is manned by two Breckenridge Corporation guards. By air, the facility is accessible by helicopter via the facility's landing pad.
The above-ground complex consists of:
- A helipad
- A barracks and operations centre for the Breckenridge security detail.
- Dormitories for research staff, NRO DELTA, and BLUE FLY.
- The bunker entrance, a reinforced steel door. The bunker itself is made from reinforced concrete, and it can withstand a direct artillery strike.
- "Kennels", this is where human test subjects are being kept, the people here have been insinuated with the Brood of Eihort. Occasionally they are sane and lucid, but sometimes they're not. Majestic has no idea their minds are being swapped with distant aliens who are very, very confused by their surroundings.
- Several biolabs for dissecting and examining human test subjects as well as the Brood of Eihort.
- A security control room that can initiate emergency lockdown procedures.
- A lab where Majestic scientists experiment with the Brood of Eihort's abilities to generate what appear to be extradimensional spaces.
PSYWAR
At the meeting with STINGRAY, she will indicate to your agents that March Technologies has become increasingly frustrated with the administration of Universal Alignment, and that by her appraisal, all of them, even Collier, the Security chief, has become severely psychologically destabilized, and could easily be pushed further.She explains that as March is trying to keep Project COMBO and its research a relative secret, even from the rest of Majestic-12. Agitating one of the leaders and causing them to "lash out" could play directly into Delta Green's hand. If one of the UA staff gets aggressive with their March Tech handlers, it would provoke March Tech to respond, which will further agitate the UA leaders, causing them to buck even more and creating escalating tension. If one of the UA leaders lashes out at the public, that will give the agents something to escalate their investigation, and the scrutiny from law enforcement will put March under tension.
Noah Burke
Burke is perhaps the most difficult to conduct psychological operations against, as he is almost constantly under the watch of NRO DELTA. But dedicated and inventive agents may devise some truly devious ways of getting under Burke's skin and whittling him down.If Burke is driven to the brink, his sanity finally collapses and one of two things happen. Make a WPX5 test, if he succeeds, he puts the barrel of his Glock 18 to the roof of his mouth and pulls the trigger, if he fails, he weeps only long enough for Eihort to totally assume control of his body, acting directly through him, forever.
If Burke dies, then Strickland is made the leader of Universal Alignment, his promotion is short lived, however, as Mark Foote will begin the Uprising that night.
If he lives, nothing much happens, though Majestic will begin taking the agent's disruption of their operation much more seriously. STINGRAY will advise them to withdraw.
Robert Strickland
Strickland is perhaps the most vulnerable of the Universal Alignment Senior Staff to psychological warfare. As Strickland lives off Campus and doesn't have NRO DELTA agents watching him at all hours, screwing with him is relatively easy. In the original playthrough, the agents exploited his paranoia by requesting a pair of agents from FBI's field office in New Haven to watch Strickland from outside his house, and (when his house wasn't being watched) breaking in with a bottle full of LSD and coating it on the doorknobs of his house. STINGRAY characterizes him as extremely anxious and paranoid.Once he’s had enough. Strickland retrieves the hunting shotgun he keeps in his basement, as well as his fishing tackle box and prepares for war. He boobytraps the windows and doors of his house, hanging fish hooks at eye level in front of the doors, and glueing pieces of broken glass underneath and around windows. Once he’s made his preparations, he will attack either the first agent he can get a clear shot at from his home, or even just the first person he thinks is with the agents (a man delivering mail, someone loitering outside his house, anyone wearing a suit and sunglasses). He intends to use their deaths to summon Eihort to a pit he’s dug in his basement so it can destroy those that oppose the group.
If this comes to pass, NROD and UA move to paint Strickland as the patsy, planting a false confession on his computer to having used psychedelic substances to psychologically abuse and “indoctrinate” members of Universal Alignment in order to the turn the group into something akin to the Rajneeshpuram. Once it becomes clear the authorities aren’t buying the cover-up, March Tech begins Liquidation
Mark Foote
Unbeknownst to almost everyone involved with Project COMBO / Universal Alignment, Foote has gone way over the edge and is already a full-fledged cultist of Eihort.If pushed, it will lash out. He will enlist two of the Breckenridge guards to neutralise the agents, telling them that the agents are foreign intelligence and that the orders are coming from higher-ups in the air force (this is a lie). They will attempt to take the agents alive for questioning, but have been cleared to kill the agents if they resist. Their plan will be to enter by night, catch the agents in their sleep, bind and gag them at gunpoint, and transport them to the Universal Alignment Campus. Foote watches from nearby with a sniper rifle, ready to pick off the agents if this plan goes poorly. Of course, March Technologies is furious when they hear of this, and will send their NRO DELTA agents to get answers out of Foote.
If Foote is killed in the attack, Majestic liquidates.
If he lives, he returns to the Campus, where NRO DELTA attempt to apprehend him as part of a cover-up, their attempt will fail, and Foote will initiate the Uprising.
Alternatives
I'm giving the most attention to the effects of psychological warfare on the leaders of Universal Alignment because this is the way that the original player group destabilized that group. There are other methods to bring about the end of Universal Alignment.Exposure
If the agents can gather sufficient evidence, most likely through spying on Universal Alignment and its staff, as well as the Majestic personnel that come in-and-out of their facility occasionally, they could bring that evidence to the FBI and make a convincing argument that Universal Alignment is killing and covering-up the deaths of its students for reasons unknown. A team of FBI SWAT turning up Universal Alignment could absolutely catch the cult off guard. Its "protectors" won't shoot at the cops, though Mark Foote might. Majestic will try to discreetly pack up their operation at SATURN SALOON before using bureaucratic pressure to have the FBI investigation moved to the jurisdiction of the AFOSI, discretely spreading misinformation to the FBI that Universal Alignment was an Air Force psychological operations research group that got out of control.
Excision
Agents who learn the ritual 'Balk Brood' may get the impression that using it on Noah Burke could save him. Although getting Burke alone long enough to conduct the ritual might be tough (and keeping him alive after it concludes might also prove challenging), he would be very grateful, but also in abject fear. Majestic would be furious, and Mark Foote (and Eihort) would also be furious that Majestic couldn't hold up its end of the bargain. This would likely trigger the Uprising.ENDGAMES
For simplicity's sake, Widowmakers has two primary endgames that can be initiated depending on what actions players take. Some specific methods are listed above. The Uprising is a Waco-style siege on the Universal Alignment compound while Majestic tries to discreetly pack up their operation and skip town, Liquidation is a brutal liquidation of Universal Alignment and its assets by Majestic with lethal force.THE UPRISING
One of the ways for Project Combo / Universal Alignment to implode is for the cultists of Eihort go to rogue in defiance of Majestic. Think of this as Eihort "taking its ball and going home".Mark Foote will call a meeting for the Breckenridge security staff in the basement of one of the main offices on the Campus. He will open by showing the powers of regeneration afforded to him by the Eihort spawn, and will explain that the power of this alien symbiote is what Universal Alignment is really for. He then summons Eihort to the basement, forcing Burke (if he's alive) to help. Once summoned, Eihort begins making its bargain to the security staff. If you want, you can have them each make a SANx5 roll (which is about 10 less SAN then they had originally), those that fail give into the bargain and are insinuated with Eihort's brood, those that succeed are killed by Eihort. Alternatively, you can just say half take the bargain, and half die.
The Breckenridge guards with Eihort brood in them follow Foote's (and by extension, Eihort's) commands out of abject fear, knowing that failure to obey would result in one of the most painful deaths imaginable. They kill the NRO DELTA agents on the Campus and begin rounding up the other staff, herding them into the basement to face Eihort.
The slaying of the NRO DELTA agents is immediately noticed by Majestic, who initiate a protocol at SATURN SALOON to kill the Eihort victims they have in containment. All hell breaks lose as many of them attempt to fight back. This delays their response at the campus, once the situation at SATURN SALOON is contained, a BLUE FLY team is scrambled to attack the Campus, resulting in a prolonged shoot out. If local authorities (tipped off by Delta Green) are already there, NRO DELTA agents posing as AFOSI take control of the standoff, allowing BLUE FLY to do its business.
Of course, in play, things will likely not go exactly this way. The agents will likely know of the Uprising as soon as it starts and will muster local authorities to respond. The "standoff" will likely turn quickly into a shootout between local cops and Delta Green against the corrupted Security staff, driven to suicidal fervour to defend the Campus on the pain of death by Eihort, lack of sanity, and remarkable durability afforded to them by their new affliction.
Foote might hole himself up in the administration building and fight out the siege to the last man, or might attempt to escape into the Connecticut wilderness, which can lead to a dramatic manhunt.
After the dust settles, the agents would be wise to make themselves very scarce, or prepare to bullshit like they've never bullshit before, as NRO DELTA (posing as AFOSI) will have many, many questions, and any indicate the agents were acting on behalf of Delta Green immediately makes them a target.
LIQUIDATION
The other way things can spiral out of control is if March Technologies / Majestic decides that things are getting too hot, and that this project needs to be abandoned completely, or at the very least, picked up again at a later date at another location.Noah Burke is spirited away by NRO DELTA, who orchestrate the deaths of Robert Strickland and Mark Foote (whether they succeed is up to you). An order is handed down for the security personnel at SATURN SALOON to begin killing the Eihort victims, and like with the Uprising, they resist.
Of course, there's lots of ways this can go wrong, if NRO DELTA fails to kill Mark Foote, he bugs out and tries to disappear, which can lead again to a manhunt. The Eihort victims at SATURN SALOON might actually overpower their captors and attempt to summon Eihort itself in the middle of the Majestic blacksite. That's to say nothing of how Delta Green's meddling will affect things.
STATBLOCKS
Noah Burke
Noah Burke is not a crazed lunatic feverishly devoted to Eihort. His relationship to his master is much less of an adoring zealot and more of a hopeless, guilt-ridden prisoner. Burke’s memory is patchy. When Eihort - or others - arrest control of his body, his mind goes elsewhere, to alien worlds he only partially remembers that fill him with awe and terror. He only barely remembers the Boston years and they fill him with guilt and horror. He knows that Eihort needs victims, and that the reward for those victims is sublime, his physical health is excellent and despite his demons, people seem naturally attracted to his personality. He knows that Eihort understands his every thought, and that trying to puzzle out a way of exorcising him is an easy way of having the brood nesting inside him suddenly spring to life, ripping him apart in the process. He has contemplated suicide before, he wonders if it would even work. If his sanity is ever to reach 0, make a WPX5 test, if he succeeds, he puts the barrel of his Glock 18 to the roof of his mouth and pulls the trigger, if he fails, he weeps only long enough for Eihort to totally assume control of his body, acting directly through him, forever.OUTLOOK GROUP conditioning has eliminated his agoraphobia and anxiety, or at least, the appearance of it. Noah is an exceptional bluff and radiates confidence, though this confidence slips away at the mere suggestion of violence, and completely crumbles under stress.
NOAH BURKE
Chosen of Eihort
STR 10 CON 10 DEX 11 INT 14 POW 14 CHA 16
HP: 10 WP: 14 SAN: 20 BREAKING POINT: 16
BONDS: None.
MOTIVATIONS AND DISORDERS: Dissociative Identity Disorder ( his body is sometimes controlled by alien intelligences ).
Anxiety Disorder
Depression
Having a normal life again
Keeping his masters happy
Adapted to Helplessness
FOREIGN LANGUAGES: German 60%, Latin 45%, Sumerian 18%, Arabic 19%
SKILLS: Archaeology 65%, Bureaucracy 48%, Firearms 45%, History 63%, HUMINT 40%, Persuade 61%, Survival 44%, Unnatural 29%
ARMOUR: 3 points of milky white chitin beneath his flesh.
ATTACKS: Glock 18 45% damage 1d10
RITUALS KNOWN: One Who Passes the Gateways, Healing Balm, Obscure Memory, Call Forth Those from Beyond (Child of Eihort)
ERUPTION: if Burke fails to appease Eihort, or if he is killed in a way that doesn’t destroy his body, the brood inside of him will erupt from his body (see “Child of Eihort”)
SUBMIT: If Noah Burke goes temporarily insane, his dissociative identity disorder causes his consciousness to literally leave his body and for his master, Eihort, to pilot his body. This is not quite as if the agents were standing directly in the presence of the Great Old One’s power, but it does make killing Burke significantly more complicated.
Robert Strickland
Robert Strickland is best described as a wayward child of the peace-love movement. This a wiry, thin man with long hair and a beard, and tired eyes beneath wire frame spectacles. He favors loose-fitting silk or Hawaiian shirts and speaks softly. Getting roped into Universal Alignment is his life's greatest regret, and he has become feverishly paranoid of NRO DELTA as a result.ROBERT STRICKLAND
Feverishly Paranoid Cultist of Eihort
STR 9 CON 11 DEX 12 INT 14 POW 13 CHA 9
HP: 10 WP: 13 SAN: 15 BREAKING POINT: 0
BONDS: None.
MOTIVATIONS AND DISORDERS: Paranoia
Obsessive Compulsive Disorder
Dissociative Identity Disorder
Remembering the cave
Keeping his secret
Adapted to Helplessness
SKILLS: Accounting 58%, Alertness 32%, Athletics 45%, Bureaucracy 67%, Computer Science 35%, Firearms 22%, Law 58%, SIGINT 44%, Stealth 30%, Unnatural 5%
ATTACKS: Remington 870 52% damage 2d6
RITUALS KNOWN: One Who Passes Gateways, Call Forth Those from Beyond (Eihort)
ERUPTION: if Strickland fails to appease Eihort, or if he is killed in a way that doesn’t destroy his body, the brood inside of him will erupt from his body (see “Child of Eihort”)
SUBMIT: If Strickland goes temporarily insane, his dissociative identity disorder causes his consciousness to literally leave his body and for his master, Eihort, to pilot his body. This is not quite as if the agents were standing directly in the presence of the Great Old One’s power, but it does make killing him significantly more complicated.
MARK FOOTE
Senior Cultist and Burke’s Fixer
STR 12 CON 13 DEX 10 INT 11 POW 12 CHA 9
HP: 12 WP: 15 SAN: 31 BREAKING POINT: 24
BONDS: Noah Burke, 6
MOTIVATIONS AND DISORDERS: Dissociative Identity Disorder
Intermittent Explosive Disorder
Obsession (Carnivorous Diet)
Maintaining my vitality
Being the strongest
Adapted to Helplessness and Violence
SKILLS: Alertness 55%, Athletics 60%, Bureaucracy 30%, Craft (mechanic) 30%, Demolitions 50%, Drive 41%, Firearms 53%, First Aid 55%, Forensics 40%, Heavy Machinery 50%, Navigate 50%, Search 40%, Unarmed Combat 60%
ATTACKS: .40 pistol 55%, damage 1D10.
M14 Carbine 55%, damage 1D12, Armour Piercing 3.
Unarmed Combat 60%, damage 1D4
RITUALS KNOWN: One Who Passes the Gateways, Call Forth Those From Beyond (Eihort), Exaltation of the Flesh, Wrath of Sekhmet.
Feverishly Paranoid Cultist of Eihort
STR 9 CON 11 DEX 12 INT 14 POW 13 CHA 9
HP: 10 WP: 13 SAN: 15 BREAKING POINT: 0
BONDS: None.
MOTIVATIONS AND DISORDERS: Paranoia
Obsessive Compulsive Disorder
Dissociative Identity Disorder
Remembering the cave
Keeping his secret
Adapted to Helplessness
SKILLS: Accounting 58%, Alertness 32%, Athletics 45%, Bureaucracy 67%, Computer Science 35%, Firearms 22%, Law 58%, SIGINT 44%, Stealth 30%, Unnatural 5%
ATTACKS: Remington 870 52% damage 2d6
RITUALS KNOWN: One Who Passes Gateways, Call Forth Those from Beyond (Eihort)
ERUPTION: if Strickland fails to appease Eihort, or if he is killed in a way that doesn’t destroy his body, the brood inside of him will erupt from his body (see “Child of Eihort”)
SUBMIT: If Strickland goes temporarily insane, his dissociative identity disorder causes his consciousness to literally leave his body and for his master, Eihort, to pilot his body. This is not quite as if the agents were standing directly in the presence of the Great Old One’s power, but it does make killing him significantly more complicated.
Mark Foote
Mark Foote is a big man, 6'3" and heavily muscled with a square head. He keeps his hair buzzed, his uniform at work is dark slacks with a holster for his pistol and pink polo shirts, which he somehow manages to still look intimidating in. He is a man of few words and decisive action.MARK FOOTE
Senior Cultist and Burke’s Fixer
STR 12 CON 13 DEX 10 INT 11 POW 12 CHA 9
HP: 12 WP: 15 SAN: 31 BREAKING POINT: 24
BONDS: Noah Burke, 6
MOTIVATIONS AND DISORDERS: Dissociative Identity Disorder
Intermittent Explosive Disorder
Obsession (Carnivorous Diet)
Maintaining my vitality
Being the strongest
Adapted to Helplessness and Violence
SKILLS: Alertness 55%, Athletics 60%, Bureaucracy 30%, Craft (mechanic) 30%, Demolitions 50%, Drive 41%, Firearms 53%, First Aid 55%, Forensics 40%, Heavy Machinery 50%, Navigate 50%, Search 40%, Unarmed Combat 60%
ATTACKS: .40 pistol 55%, damage 1D10.
M14 Carbine 55%, damage 1D12, Armour Piercing 3.
Unarmed Combat 60%, damage 1D4
RITUALS KNOWN: One Who Passes the Gateways, Call Forth Those From Beyond (Eihort), Exaltation of the Flesh, Wrath of Sekhmet.
STINGRAY
STINGRAY aka GWENDOLINE CASTERKiller With a Conscience
STR 14 CON 15 DEX 14 INT 14 POW 14 CHA 10
HP: 14 WP: 14 SAN: 62 BREAKING POINT: 56
BONDS: Gene Caster (partner) 7, Rebecca Freis (mother) 3,
MOTIVATIONS AND DISORDERS:
Getting humanity out from under the greys
Protecting America from the secrets that would destroy it
Replacing Lepus
Rekindling her relationship with her Mother
Clearing her Conscience
Adapted to Violence
FOREIGN LANGUAGES: Spanish 35%
SKILLS: Alertness 75%, Athletics 79%, Craft (Electronics) 50%, Craft (Locksmithing) 50%, Criminology 68%, HUMINT 44%, Firearms 60%, First Aid 43%, Heavy Machinery 30%, Heavy Weapons 35%, Melee Weapons 57%, Military Science (74%), Persuade 65%, Stealth 78%, Survival 60%, Unarmed Combat 81%, Unnatural 5%
ARMOUR: Reinforced Kevlar Vest (4 armour)
ATTACKS: H&K MP5 submachine gun 60%, Lethality 10%
Sig Sauer P226 60% Damage 1d10
Ka-Bar Knife 57% 1d6+1, Armour Piercing 3
MORE THAN HUMAN: Caster has been altered by MAJESTIC’s Project CATALYST. Using a highly altered, cultivated sample of a Limbo Stalker larva, they’ve given Caster abilities that exceed a normal human’s. Caster can repair damage to her vital organs, and recover from otherwise lethal trauma. Caster cannot be stunned, and regenerates 1 HP every round as long as she has more than 0 HP. She does however, need to eat and drink excessively to maintain her strength and weight.
BERNICE CARTFIELD
Backstory laid out in Unspeakable Oath Issue #19BERNICE CARTFIELD
STR 11 CON 13 DEX 10 INT 16 POW 17 CHA 12
HP: 12 WP: 17 SAN: 65 BREAKING POINT: 51
BONDS: None.
MOTIVATIONS AND DISORDERS:
Genophobia (Fear of physical touch / intimacy)
Staying above the rest
Killing Percival Bristow
Never being a victim again
Making her money
FOREIGN LANGUAGES: Latin 30%, Spanish 30%
SKILLS: Accounting 30%, Anthropology 23%, Archaeology 21%, Art (calligraphy) 70%, Alertness 48%, Bureaucracy 50%, Criminology 40%, Persuade 64%, Craft (Forgery) 70%, Disguise 15%, Dodge 44%, Drive 32%, Firearms 45%, History 50%, Occult 55%, Psychology 15%, Stealth 35%, Unnatural 16%
ARMOUR: None.
ATTACKS: Beretta M92 45% Damage 1d10
RITUALS KNOWN: Charnel Meditation, Call Forth Those from Beyond (Feaster from the Stars), Withering, Speaking Dream, Transmutation.
Juvenile Brood of Eihort
STR 3, CON 3, DEX 14, INT 8, POW 8
HP 3, WP 8
SKILLS: Alertness 50%, Athletics 50%, Stealth 50%
ATTACKS: Bite (50%, D4)
PHOTOPHOBIA: Broodlings aren’t damaged by daylight, but it stops them from attacking, unless they’re cornered.
SAN Loss: 0/D4
HP 3, WP 8
SKILLS: Alertness 50%, Athletics 50%, Stealth 50%
ATTACKS: Bite (50%, D4)
PHOTOPHOBIA: Broodlings aren’t damaged by daylight, but it stops them from attacking, unless they’re cornered.
SAN Loss: 0/D4
Matured Brood of Eihort
This creature appears as an enormous, spindly, and strangely asymmetrical white arachnid with an odd number of legs and eyes. A fully formed Brood of Eihort is roughly the size of a UPS truck.STR 18 CON 22 DEX 15 INT 15 POW 18
HP: 20 WP: 18
ARMOR: 8 Points of milky, white chitin, RESILIENT
SKILLS: Athletics 80%, Alertness 50%, Stealth 70%, Unnatural 40%
ATTACKS: Grapple and Feed 50% (See FEED)
Insinuate 70& (See INSINUATE)
RESILIENT: A firearm's successful lethality roll against a mature Brood of Eihort does not destroy the Spawn outright, but instead deals damage equal to its lethality rating, this extends to ramming the Spawn with a small vehicle. Lethality rolls from explosions have full effect. Hypergeometry has full effect.
NON-TERRENE: The Brood of Eihort is at home in nearly any environment. Radiation, pressure, cold, vacuum, and other inimical environments have no negative effects on it.
UNNATURAL BIOLOGY: Each Brood of Eihort's body and internal organs are uniquely configured in ways that would baffle any biologist. Called shots for vitals is impossible and deals no special damage.
FEED: The round after successfully grappling a target, a Brood of Eihort can feed on its body and blood. This reduces the agent's STR or CON by 1D4, and increases that stat score, or WP score, for the Brood of Eihort, the Spawn chooses which stat to damage.
INSINUATE: In a prolonged process against a grappled target, a matured Brood of Eihort is able to insinuate its brood into a living target, it can do this by stabbing a ovipositor into the target's midsection, or by stabbing it down their throat into their stomach.
PHOTOPHOBIA: The Brood of Eihort aren't damaged by sunlight, but instinctively avoid entering it unless forced.
RITUALS: Exchange Personalities, One Who Passes the Gateways
SAN Loss: 1/1D8
Tomes and Spells
We Pass From View
In English Study Time: Days, Unnatural +4%, SAN Loss 1D4+1, though skimming the book only for rituals will only cost 1 SAN, though with no gain to unnatural.We Pass From View is an obscure occult text penned by the English cultist Roland Franklyn, laying out the dogma of his cult, which operated in Brichester in the UK during the 60s. The core of his cult's theology is that "the number of souls in the universe is limited...and that humanity must therefore acknowledge an infinite number of simultaneous incarnations." . Among the claims made in the book is that the deceased must be cremated in order for the soul to be reincarnated. Otherwise, the "burrowers of the core may drag off his body from the grave with him still in it to the feast of Eihort." The edition that Bernice Cartfield held in her position was an original printing with hand-written annotations in the margins and back matter with instructions for two rituals - it does not match Cartfield’s own handwriting.
Rituals Contained: Balk Brood, Pentagram of Power, Speech of Night [Speaking Dream\.
The Revelations of Glaaki Volume VI
In English. Study Time: Days. Unnatural +3%, SAN loss 1D4.This text, allegedly written by the members of an English mystery cult and transcribed from visions delivered to them by their patron, "Glaaki", details the protocols, mysteries, and worship of Eihort, the Lord of Labyrinth, described both as a race and a god, seemingly some sort of hive-minded race of arachnid-like "spiders" that live beneath the earth. Eihort spawn are typically very small like woodlice or ticks, but will multiply inside the bodies of living victims until they literally burst from them.Once a certain amount of them are concentrated, they meld together into a singular, gigantic spider, referred to as "Eihort" or an Eihort.
Rituals Contained: Beckoning of the Dread Masters (Whispers of the Dead [Eihort, Lord of the Labyrinth] and [Glaaki, Inhabitant of the Lake]), Balk Brood, Speech of Night (Speaking Dream), Wrath of the Dread Masters (Wrath of Sekhmet)
Balk Brood
Complex Ritual, Study Time: Days, 1D8 SAN. Activation: Hours, 9 WPThis ritual involves a rhythmic incantation to be repeated by the operator over the body of a human insinuated with the Brood of Eihort. At the climax of ritual, the operator must succeed a POWx5 contest against the Brood of Eihort inside the victim
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