Everybody is Agent Johnson
Everybody is Agent Johnson
by Patrick G and Colin Richards
Character sheet and a few digital props can be found here: Everybody is Agent Johnson Props
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Table of Contents
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Handler Information
All players are playing the same character, Agent JOHNSON, but they do not know it. Each player is definitively the “real” agent Johnson.
Each Agent is being duplicated through a ritual. he Handler can decide what the nature of this ritual is; whether it invokes Shub Niggurath to spawn clones, birthing them from the fruit of a monstrous tree, or develops a Tindalosian Mirror, reflecting Agent Johnson through time and space, over and over, or something else entirely.
Before the game, mention to the players that “your identities are important to this game, make sure you don’t reveal your name or codename to the other players.”
It’s ok to be inconsistent with the mechanics of the scenario. The Agents don’t know what’s going on.
If you need a scenario title for the Agents, use Operation: HESTIA.
For a copy of Agent Johnson’s character sheet, map of the building, robocall and table of SAN effects, see here: LINK
Being Johnson
Agents Johnson all have the same DEX. For combat, per the agent’s handbook, page 50, “if DEX scores tie … actions occur at the same time or the Handler can choose some tiebreaker”.
If any Agent Johnson projects sanity loss onto a bond, ALL Agent Johnsons reduce that bond score by the projected amount.
For a table of SAN checks and effects, see [[[#h.977h3jafj0xs | HERE]]].
Finally, When an Agent dies, hand them their replacement character. It’s Agent Johnson. He eats breakfast, takes the call, and enters the Hausdorff.
What’s Really Happening
Agent Johnson is being summoned to the Hausdorff Building by one of their cell mates, the completely insane Agent JENNA. Agent Johnson is duplicated repeatedly inside the Hausdorff Building. These Agents Johnson usually fight to the death, which fuels an even larger ritual; summoning and trapping Mi-Gos into the enormous trash incinerator in the basement. Like when P4 group used a Calling to ambush and kill lesser Deep Ones in the 30s, Agent Jenna believes she is saving the world, and has killed twelve Mi-Gos so far with no intention of stopping here.
Introduction
Read or paraphrase the following:
“You are just finishing breakfast when you get the call. Unknown number. “Congratulations! You’ve just won a free ticket to the opera. Please collect your prize today, 10am, Room 404, Hausdorff Building” You finish your breakfast and drive to the meeting.
The Hausdorff Building is old and seemingly abandoned. The unlocked front doors allow entry into an art deco lobby with white, cracked marble and dusty brass fittings. Fluorescent lights flicker overhead. It is HOT in the building; the heat appears to be on, even in July. Skipping the elevator, you take the stairs to the fourth floor. As you ascend you hear the sound of a door shutting from somewhere above you. Perhaps one of your fellow agents has already arrived?
As you pass the other floors you spy the signs of construction: Hammers, saws, and other tools are strewn amongst errant piles of plywood and buckets of sealant.
The fourth floor, however, is all dimly lit corridors, empty offices, and rows of low, mildewing cubicles. Finally you arrive at room 404. You open the door, and enter the room.”
Meet-and-Greet (4th floor)
Room 404 is strange, having [number of Agents] walls and corners, with a door on each wall (teardrop shaped for one Agent, eye shaped for two). In the center of the room is desk and a filing cabinet filing cabinets flank the door(s). On the desk is a gun (S&W model 13 revolver, firearms, 20m range, 1d12, 6 bullets). Each door opens and the Agents all enter at the same time.
As the Agents step through the doors, have them introduce themselves by describing what they are wearing and give a physical description. Ask them what their necktie looks like. Realizing that Everybody is Agent Johnson costs 1/1d4 SAN from the unnatural.
Start playing in DEX order, which is the same for all Agent Johnsons. Per the agent’s handbook, page 50, “if DEX scores tie … actions occur at the same time or the Handler can choose some tiebreaker”.
Some Agents will likely flee, some will try to talk the others down, but ideally at least one will go for the gun.
Badly injuring an Agent Johnson costs 0/1d4 SAN from violence, and killing one costs 1/1d6 SAN from the unnatural.
If an Agent Johnson projects sanity loss onto a bond, ALL Agent Johnsons reduce their bonds.
When an Agent dies, hand them their replacement character. It’s Agent Johnson.
Filing cabinets beside the desk and along the walls contain large quantities of printed copies of a strange, bristlingly geometric symbol.
A successful Occult roll will reveal this symbol is similar to symbols related to cycles of rebirth, the transition of the seasons, etc. Hypergeometry. A successful Search roll allows an agent to find a passport-sized photo of Agent Johnson with the words “I hate them more” scrawled on the back. The same photo appears in the same place in the same filing cabinet on each wall.
If the violence peters out, the agents seem unsure of where to go next, or seem on the verge of coming to a peaceful agreement, alertness will notice a banging noise coming from the basement, like a metal door being slammed over and over.
Full Hausdorff (Exploring)
The Handler must decide between two options:
- The building is closed: The building is recursive. Doorways lead to rooms they shouldn't. The exit leads to a second floor office. The Agents are trapped. All outgoing cell phone calls go to all other agent Johnsons.
- The building is open: If the Agents flee the building or call for help, this short scenario becomes significantly more complex. It is up to the Handler whether or not they would like this game to become a city-wide game of cat-and-mouse, with Agents Johnson hunting each other down. Cell phones work as expected. See movie Primer for an example of multi-phones.
For a fast exit, an Agent could jump out a window. See page 62 of the Agent’s Handbook for damage.
The building was under construction before Agent Jenna started her ritual, and various tools and weapons can be found throughout:
- Crowbar, melee weapons, 1d8
- Sledge hammer, melee weapons, 1d10
- Circular saw, melee weapons -20%, 2d10
- Ramset nail gun, firearms, melee range only, can be Fought Back against, 1d10
Bodies Bodies Bodies (Elevator)
In the elevator shaft is a massive pile of dead Agent Johnsons. The pile of bodies fills the elevator shaft halfway between the 3rd and 4th floor. The bodies at the bottom are in a severe state of decomposition. The bodies at the top are still warm. Discovering this costs 1/1d8 SAN.
Into the Dark (Stairs to Basement)
A locked steel security door behind the elevator in the main lobby is marked “Employees Only”. It leads to a stairway down, with several landings. It is pitch black, the fluorescent lights have all been smashed. Trash and debris litter the stairs. Ask who is using the flashlight on their phone, and who is going first.
A successful alertness roll will find, under a pile of construction debris, a small green curved metal box. It has raised letters that read “FRONT TOWARDS ENEMY”. It is a claymore mine (20% lethality). After finding the first mine, Search is more appropriate for locating two more mines further down the stairs (one at chest height, tucked behind the railing, another bolted to the underside of a step). The stairwell below the mines is pockmarked with bullet holes from small arms fire and buckshot.
The Fiery Furnace (Basement)
At the bottom of the stairs is another steel door with frosted security glass, showing the light on behind it. Through the door is Agent Jenna.
A sleeping bag lies crumpled in a corner, and the floor is criss-crossed by chalk lines. The walls are covered in strange, geometric symbols. The massive industrial furnace dominates the space, and something unidentifiable and kaleidoscopic thrashes within, emitting strange light from the vents.Agent Jenna stands before them, sawed-off shotgun in hand. Though her sawed-off is long since empty, she uses it to threaten the agents and buy her time to cast a spell or draw and use her pistol. Jenna’s goal is to kill the remaining agents, either herself or by convincing them to kill one another.
She’ll plead with the agents that they have to die in order to kill more Mi-Go and thus save the world.
Example: “Look at the work I’ve been doing. I’ve killed 12 of these things, you understand? This is for the sake of the world. You have to die. Please.”
Resolution?
If the Agents kill Jenna the ritual will be broken and the enraged Mi-Go in the furnace will be let loose. It has 6HP remaining. If they kill Jenna AND the Mi-Go, they’re free to try to reclaim their lives outside.
Wordcount: 1482
Statblocks
Agent Jenna
Has become the Mission, age 45?
STR 7 CON 9 DEX 8 INT 18 POW 17 CHA 6 HP 8 WP 17 SAN 0
BONDS: Mother, 6. Teammate Agent Johnson, 4. Teammate Agent James, 4.
MOTIVATIONS AND DISORDERS:
Destroying the Mi-Go.
Keeping the Unnatural at bay.
Understanding the Unnatural.
Megalomania.
Sociopathy.Addicted to hypergeometry.
Adapted to violence.
SKILLS: Alertness 79%, Accounting 64%, Bureaucracy, 35%, Occult 69%, Search 68%, SIGINT 63%, Unnatural 51%, Firearms 40%.
ARMOR
Reinforced kevlar vest, armor rating 4
ATTACKS:
Unarmed, 40%, damage 1d4−2.
Light pistol, 40%, 1d8 (Concealed).
Withering, 99%, cost: 12 WP, 3HP, 0 SAN. Deals 1d20 HP to target in line of sight
RITUALS: The Call of Dagon, Call Forth Those From Outside (Dimensional Shambler, Mi-Go, Yog-Sothoth), The Elder Sign, Exchange Personalities, Obscure Memory, Summon Agent Johnson, Withering.
Mi-go
See page 218 of the Handler’s Guide. It has 6HP and cannot use the Shortcut ability unless Jenna’s ritual is disrupted or she is dead.
San loss recommendations
| Discovering that Everybody is Agent Johnson | 1/1d4 | Unnatural |
| Badly injuring an Agent Johnson (first time) | 0/1d4 | Violence |
| Killing an Agent Johnson (first time) | 1/1d6 | Unnatural |
| Discovering that the elevator shaft is full of Agent Johnson's corpses to the 4th floor | 1/1d8 | Helplessness |
| Discovering an unrecognizable corpse | 0/1 | Violence |
| Discover the corpse of another Agent Johnson (if this is a “new” Agent Johnson) | 0/1d4 | Unnatural |
| A bond's score is reduced to 0 | 0/1d4 | Helplessness |
| Getting a good look at the Mi-Go | 1/1d6 | Unnatural |
Credits
Everybody is Agent Johnson was written by Patrick G and Colin Richards for the 2025 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1n4hGkj5d71CHzxhwQMMVu0qPUO-cV5ucy4g_sYplz6k/edit