Agent TEMPORE Must Die!
Great Race
In this scenario players do not play as Delta Green agents, instead they are Great Race Operatives transported into the minds of humans, to carry out a specific mission, that mission being, the death of Ollie Andrews (TEMPORE), at 7 PM, on a Wednesday. (The location or specific date is not important and can be whatever the Handler wishes)
As a Handler, emphasize that the players are not human in this scenario, while acting out how a great race would think is impossible to us mere primates, it is still fun to roleplay as a total alien intelligence so make sure to utilize that.
There are 3 available pregens, the players are free to come up with more as long as they are in the same vein.
- Laura Chambers - A nurse at the local hospital. She’s quite popular among her community and is close to her family.
- Aiden Lee - A police officer in the same precinct as TEMPORE. A loyal husband and a father of 2 boys.
- Devin Mathis - An escaped convict in hiding. Was about to be caught, but somehow managed to escape authorities (with the help of the Great Race intervention).
The Plan
As well as knowledge about being a Ythian (pg 200 of HG) from the start the players know this:
- Information about TEMPORE (see Background)
- In order for the Construct to be maintained he must perish on a Wednesday at 7 PM.
- He is also a person of interest to his cell of agents who consider him compromised and want to capture him alive, if not interfered they will do so a day before his needed death.
- The Operatives will all meet together 2 days before the event must take place. (this is where play begins)
- After his death the Operatives must return using a transfer device and not be impeded.
Of course the Operatives know much more, but that will be revealed in play depending on the results of the dice. The consequences and why TEMPORE’s death is needed is out of scope for this scenario, but the players are free to come up with their own wild butterfly effects that his death will produce.
Playing as Operatives
In the Handler’s Guide, Operatives are treated as having “Total Knowledge” meaning that they have 75% in every skill, of course playing like this would be quite boring, and so for this scenario an alternative method is given to the players.
In the mind of a human, the great race is partially lobotomizing itself, and while still having access to vast knowledge, it is not as perfect, this is treated as a skill at 50%.
For each player roll 6 D100s. Record all results and keep them in a list easily accessible by every player. Now instead of rolling every action, the players must choose one of these results which will act as the results of a roll for a skill check, after this is done remove that number from the list. This also applies to any roll that the Handler does, and the players have to switch it out to one from the list.
(Feel free to decrease or increase the amount of D100s rolled, if you believe the number outlined here is unreasonable)
After running out of results, this is treated as the Operatives reaching an area of the timestream they have not properly scouted out, and normal rules for rolling apply from that moment forward, they lose 1/1D6 SAN from Helplessness.
Sanity for the Operatives
The Operatives do not experience SAN loss in a traditional sense. They can never reach 0 SAN, their minimum always being 1.
They do not experience SAN loss for Violence or the Unnatural, all of their losses come from Helplessness as they fail to properly predict the situation. They almost never lose SAN while being aware of their current timestream (still having the list of the D100s), however upon exhausting their knowledge every bad roll or unplanned situation may result in them losing SAN, decided upon by the Handler.
Upon reaching a Breaking point or Temporary Insanity the Operatives suffer -20% to all their rolls for 1D4 turns, they also now understand that they must return and scout out a different route to execute the plan, as such they immediately will attempt to build a Transfer Device, deeming this timeline a temporary setback.
The Operatives do not possess any bonds.
TEMPORE
Background
Ollie Andrews or agent TEMPORE, is a member of the Outlaws and a retired 40 something policeman.
After his last few missions raiding cults, he has obtained several unnatural tomes, and slowly been growing more obsessed with them. He is not a full madman yet, but he is on track to be one, as such his cell is deeming him a security risk, and intends to capture and interrogate him.
This of course doesn’t matter to the Great Race, all that matters is that he dies on a Wednesday at 7 PM.
For now TEMPORE is enjoying his life in retirement in a small apartment, and chooses to study the unnatural casually during his free time, on a Wednesday evening, he has tickets for a concert of his favorite band that he intends to visit on the date of his needed death, though if suspecting he’s being targeted, he will go into hiding.
T-Cell
Agent TELSON, TREBLE and TAPUL, are all members of the same cell as TEMPORE, and ever since the last few missions have long suspected him of being compromised, as such their new mission is now to capture and interrogate him on what he knows, and what has he done.
They will spend the first day scouting out the territory, and will try to ambush him on the second day (one day before his predetermined death), they might kill him depending on what he says, but it will not be on the same time as the Construct requires.
Noticing the Operatives however, might cause them to shift focus on the strange group of people also seemingly tailing TEMPORE, they might assume the Operatives are a group of cultists coming back in revenge or other various reasons. This might be what the Operatives want, to divert their attention. It’s possible that T-Cell has knowledge about the Great Race to some extent, or “Pnakotic Intelligences”, that is up to the Handler, however even if they do, the true goal and identity of the Great Race will always elude humanity.
Execution
There are numerous ways the Operatives could come up with a way that TEMPORE might pass away at the given time, they could interfere with the concert stage, causing a freak accident to happen at 7 PM, or organize a shootout between T-Cell and TEMPORE, or they could convince him somehow to commit suicide on that exact date and time, it is up to the Operatives to utilize their rolls to make sure that everything plays out just as intended.
Of course the Operatives might run into problems by crashing into the personal lives of their human vessels, at the start this shouldn’t be an issue, but as strange casualty closes in and they have less knowledge of the future, then it might cause some complications.
Upon finishing (or failing) the mission they must then return using a device, they can easily build it with materials at hand, but it will require some time. Smart Operatives would build the device beforehand.
Timeline
This is a rough timeline of what might happen in the coming days, of course this may change depending on the actions of the Operatives.
Time | Actions |
Monday 7 AM | TEMPORE wakes up in his apartment. The Operatives all meet up in the same location. |
Monday 8 AM -11 AM | TEMPORE relaxes at home. T-Cell arrives and begins scouting out TEMPORE. |
Monday 12 PM - 1 PM | TEMPORE visits a fast food restaurant for lunch. |
Monday 2 PM - 10 PM | TEMPORE spends the rest of the day home. |
Tuesday 7 AM | TEMPORE wakes up in his apartment. |
Tuesday 8 AM - 7 PM | TEMPORE chooses to spend most of his day in his home, sometimes going out for 20 minute walks outside. |
Tuesday 8 PM - 9 PM | TEMPORE goes out for a late evening grocery run, this is where T-Cell will attempt to apprehend him. |
Wednesday 8 AM - 4 PM | If not captured, TEMPORE will spend most of his day at his home, in preparation for the concert. |
Wednesday 5 PM - 8 PM | TEMPORE enjoys the concert of his favorite band. |
STAT BLOCKS
NPCS
Agent TEMPORE (Ollie Andrews)
The domino piece
STR 12, CON 14, DEX 11, INT 10, POW 13, CHA 12
HP: 13 WP: 13 SAN: 39 Breaking Point: 16
Attacks: Mossberg shotgun 70% 2D8 damage, Sig Sauer pistol 70% 1D10 damage
Skills: Alertness 60%, Athletics 50%, Bureaucracy 30%, Computer Science 20%, Criminology 40%, Drive 50%, Firearms 70%, First Aid 30%, Occult 50%, Persuade 40%, Law 40%, Stealth 50%, Unarmed Combat 60%, Unnatural 12%
Rituals: Exaltation of the Flesh, The Voorish Sign, Healing Balm, Song of Power
Agent TELSON (Melissa Bell)
Enthusiastic program manager
STR 11, CON 11, DEX 13, INT 13, POW 10, CHA 14
HP 11, WP 10 SAN 45 Breaking Point 40
Attacks: Walther PPK 40% 1D8 damage
Skills: Alertness 40%, Bureaucracy 60%, Computer Science 40%, Firearms 40%, Law 50%, HUMINT 60%, Persuade 50%, History 40%, Occult 30%, Unnatural 4%
Agent TREBLE (Noah Reynolds)
Tired veteran
STR 14, CON 14, DEX 12, INT 12, POW 12, CHA 8
HP 14, WP 12 SAN 53 Breaking Point 48
Attacks: FN Fal rifle 80% 1D12 + 2 damage, Glock 17 pistol 80% 1D10 damage
Skills: Alertness 70%, Athletics 60%, Demolitions 40%, Military Science (Land) 40%, Drive 60%, Dodge 40%, Firearms 80%, Heavy Weapons 50%, First Aid 50%, Occult 40%, Stealth 50%, Unarmed Combat 70%, Melee Weapons 50%, Unnatural 4%
Agent TAPUL (Karma Jordan)
FBI forensics lead
STR 11, CON 11, DEX 13, INT 14, POW 12, CHA 11
HP 11, WP 12 SAN 57 Breaking Point 48
Attacks: Sig Sauer pistol 60% 1D10 damage
Skills: Alertness 70%, Athletics 40%, Bureaucracy 40%, Criminology 50%, Dodge 50%, Computer Science 20%, Forensics 80%, Firearms 60%, Occult 20%, Pharmacy 60%, First Aid 40%, Medicine 40%, Surgery 20%, Unarmed Combat 60%, Unnatural 2%
Pregens
Laura Chambers
Friend of the community.
STR 11, CON 11, DEX 14, INT, 20, POW 18, CHA 7
HP 11, WP 18, SAN 50, Breaking Point 40
Attacks: Scalpel 50% 1D4 damage AP 3
Skills: Temporal Knowledge 50%, Athletics 40%, Jury-Rig 75%
TEMPORAL KNOWLEDGE: As temporal explorers, the Great Race have access to endless epochs of knowledge from all times and cultures. Knowing a challenge is coming, they can learn all they must know before it begins, however strange changes in casualty may limit this sometimes, causing them to err.
UNKNOWN TIMESTREAM: After running out of the initial D100s, the Operatives have entered an unexplored timeline, as such they now must roll their Temporal Knowledge skill when doing a check, this is very unpredictable and should be hopefully avoided.
JURY-RIG: : Compared to the power of the Great Race, human science is pathetic. Agents of the Great Race can warp modern devices into far more effective technology. This requires them accessing the relevant materials (up the Handler) and having enough time to put it together, though it usually only takes a few minutes, the list of what can be acquired by the great race can be seen in the Handler’s Guide
TEMPORAL TRAVEL (LIMITED): The Great Race can move their consciousness through time to inhabit creatures with sufficient capacity to support their intellect. Humanity, at its best, offers a dim vessel within which to hold the mind of a member of the Great Race. Once in human form, the Great Race agent must construct a device (see JURY-RIG) to move its consciousness back. Without this odd machine, the member of the Great Race is trapped within the human form.
Aiden Lee
On the force.
STR 12, CON 14, DEX 10, INT, 20, POW 18, CHA 7
HP 13, WP 18, SAN 50, Breaking Point 40
Attacks: Glock 17 pistol 50% 1D10 damage.
Skills: Temporal Knowledge 50%, Athletics 60%, Jury-Rig 75%
TEMPORAL KNOWLEDGE: As temporal explorers, the Great Race have access to endless epochs of knowledge from all times and cultures. Knowing a challenge is coming, they can learn all they must know before it begins, however strange changes in casualty may limit this sometimes, causing them to err.
UNKNOWN TIMESTREAM: After running out of the initial D100s, the Operatives have entered an unexplored timeline, as such they now must roll their Temporal Knowledge skill when doing a check, this is very unpredictable and should be hopefully avoided.
JURY-RIG: : Compared to the power of the Great Race, human science is pathetic. Agents of the Great Race can warp modern devices into far more effective technology. This requires them accessing the relevant materials (up the Handler) and having enough time to put it together, though it usually only takes a few minutes, the list of what can be acquired by the great race can be seen in the Handler’s Guide
TEMPORAL TRAVEL (LIMITED): The Great Race can move their consciousness through time to inhabit creatures with sufficient capacity to support their intellect. Humanity, at its best, offers a dim vessel within which to hold the mind of a member of the Great Race. Once in human form, the Great Race agent must construct a device (see JURY-RIG) to move its consciousness back. Without this odd machine, the member of the Great Race is trapped within the human form.
Aiden Lee
Escaped by chance.
STR 15, CON 11, DEX 10, INT, 20, POW 18, CHA 7
HP 13, WP 18, SAN 50, Breaking Point 40
Attacks: Bat 50% 1D6 + 1 damage.
Skills: Temporal Knowledge 50%, Athletics 50%, Jury-Rig 75%
TEMPORAL KNOWLEDGE: As temporal explorers, the Great Race have access to endless epochs of knowledge from all times and cultures. Knowing a challenge is coming, they can learn all they must know before it begins, however strange changes in casualty may limit this sometimes, causing them to err.
UNKNOWN TIMESTREAM: After running out of the initial D100s, the Operatives have entered an unexplored timeline, as such they now must roll their Temporal Knowledge skill when doing a check, this is very unpredictable and should be hopefully avoided.
JURY-RIG: : Compared to the power of the Great Race, human science is pathetic. Agents of the Great Race can warp modern devices into far more effective technology. This requires them accessing the relevant materials (up the Handler) and having enough time to put it together, though it usually only takes a few minutes, the list of what can be acquired by the great race can be seen in the Handler’s Guide
TEMPORAL TRAVEL (LIMITED): The Great Race can move their consciousness through time to inhabit creatures with sufficient capacity to support their intellect. Humanity, at its best, offers a dim vessel within which to hold the mind of a member of the Great Race. Once in human form, the Great Race agent must construct a device (see JURY-RIG) to move its consciousness back. Without this odd machine, the member of the Great Race is trapped within the human form.
Credits
Agent TEMPORE Must Die! was written by Tairbaz for the 2024 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1c1otrJmL9OGDEUdju4y9FBDAVXXZelCEmuuIbv2GQBM/edit