Operation Bookkeeping

Agent Briefing

Jared Hopworth, a wanted fugitive by the FBI, has recently been spotted. He is working with the Ukrainian/Russian mafia and is currently hiding in one of their safehouses at the harbor. Jared, also known by the alias “Boneturner”, is a very wanted man. We do not know how many people and factions are looking for him nor what he did to deserve that. What we do know is that he is in possession of a paranormal book. This is a time sensitive mission, you need to get to him first. It’s a possibility that some of the people looking for him share our interest in his book, but we aren’t sure.

The FBI is monitoring the harbor. It’s suspected that contraband is stored in the warehouses but they have no solid proof. If you could sneak in and take a couple pictures you could instigate an FBI raid. Could be useful if you get into some trouble with the mobsters or any third pirates that show up. Try not to expose any FBI agents to the supernatural..

Mission Goals

  • 1. G ather information about The Book, then Destroy it.
  • 2. Question Jared about potential Groups of Interest looking for him. If you deem his knowledge about the supernatural a threat, terminate him, it will be covered up as mafia cutting loose ends, otherwise bring him in to the FBI.
  • 3. Acquire photographic evidence of illegal activity inside the warehouses. (Optional)

Evacuation diagram of the Warehouses.

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What's really going on

The Library of Jürgen Leitner is an organization whose mission is to get hold of, study and contain all supernatural books, and potentially use them for betterment of humanity.

Some time ago one of their Libraries was raided by unknown forces. Supernatural books they had there were released into circulation.

Even though secrecy was their priority, their existence has been uncovered by some. Before this event the organization acquired books through legal ways, buying them from unfortunate individuals or libraries that wanted them gone.

Now seeing as there are forces who are actively working against them, they have created special Task Forces (JLTF) whose mission is to capture books in any way necessary when they can’t be obtained the regular way.

All books they capture are marked as belonging to the Library of Jürgen Leitner. This has a dual purpose. These books now have an ‘address’ and an esoteric warning of danger they represent.

Jared Hopworth came across a book called “ The Boneturner's Tale ”. It’s a thick black hardcover book with no author listed. Instead of the author's name, it says Property of Jürgen Leitner’s Library. The book is written from the perspective of someone who calls themselves the Bonesmith. They follow the pilgrims from “The Canterbury Tales” on their journey. The book allows the reader to distort their appearance and grants them full control over the structure of bones. The Reader can pluck bones from anyone without breaking their skin or disturbing the muscles and ligaments. They can sculpt bones like they are made of putty.

Jared was a criminal even before he found this book in his local library. With his new found power he went on a rampage testing them out. He became obsessed with making himself the perfect man by finding parts of other people he liked and integrating them into himself. This of course made him look very disturbing.

Through the years Jared has made many enemies. He mostly worked as a horrific torturer who was quick to anger if the deals he made were broken in any way. This would usually result in many criminals dead or maimed, which would put a target on his back so he would run and try to change his appearance though he would find this though as he saw himself as beautiful and changing anything on his face would make him ‘ugly’. Finally he settled with the Ukrainian/Russian mafia. They have a fair deal and both parties uphold it.

Timeline

Its 1900 hours DG agents are getting briefed. They are aware of 2 main ways in and they have basic information about how Mafia operates and its mentality.

Ways In

Agents should be made aware of the possible ways in by the Handler.

Car/Truck undercover

It will take them 1h t o get to the Harbor by a ground vehicle.

Info about the mafia is limited as the investigation is still young but it is known that they are quite unorganized. You could probably get in undercover as a shipment of something. Be it weapons, booz or anything else you find fitting. These lower ranking goons you’ll be facing don’t care if something isn’t on the ill kept record, it’s only important that something arrives so they can report it to their boss the next week.

Agents will drive up to the guardhouse with a barrier gate (building 4.). This is the main entrance. It has a normal looking harbor guard. The agents are free to try and get past the guard in any way they see fit and the Handler deems realistic. If the guard (who is on mafia's payroll) suspects anything he will secretly alert the mobsters. Either way he will let the agents pass. They will be assured into warehouse number 3. The mobsters inside are chilling. Chatting them up (30min) will reveal a way into warehouse 1&2.

Warehouse_1 Warehouse_2
Office
3 RPG-7s & 6 Rockets Cocaine 1d6Kg
Storage
3 AK-74UM Crates Cigarette Packs 4d6k
Vodka 3d100L
Searching a room takes 30min

If they have been found out they will be ambushed instead. They will be questioned/tortured, as the Mafia thinks they are undercover FBI agents. It’s up to the Handler to decide how this part goes. After 90min they will take them to Warehouse 0 for the Boneturner to ask them some questions.

USEFUL SKILLS : Disguise , Persuade

Drive 60% or Crit will allow the agents to drive through the barrier gates and into the warehouse of their choosing, taking everyone by surprise. Of course stealth goes out of the window from there on.

The Ferry Boat

If the agents try to look at other ways to get in they will see that a small ferry boat will arrive near their objective around 21:30. From the landing, it is easy to drive/walk up to the back gate barrier. It has no guards and view to it is blocked by rows of shipping containers. Agents can sneakily go through those rows by foot and make it to any warehouse undetected, in 30min. They can also just drive in with their vehicle and do a combined luck roll or the driver can just do a Drive roll for not getting spotted.

USEFUL SKILLS : Navigate 20% - lets the agents go through the maze of shipping containers in 15min.

Searching 50% in the cargo hold will reveal a couple odd vehicles (the Handler can add red herrings but must mention) a strange brown library van. On its sides it says Mobile Library of Jovan Lackov in Golden Letters. Inspecting this van will reveal that it’s pretty heavy duty almost seeming armored up.

Alertness 50% on the top deck will see 4 very serious individuals who look Nordic by origin along with some other weird characters.

Confrontation with Jared

Gentlemen's agreement - he will offer a “fair” melee fight to anyone who wants to take his book. He won’t use his supernatural powers and will only attack using his massive fists. He is willing to fight up to 3 opponents at the same time. When one of them falls a new one can take his place. His opponents are free to use any melee weapon they choose. He will try to leave his opponents unconscious and will not kill them as a sign of courtesy and respect. In return when he's down to 5 HP he will surrender and give them what they want, while congratulating them on a well fought fight. Violation of any of these rules will result in him using his powers to decimate his cheating opponents.

Third Party

They arrived by ferry. JLTF will show up at building 0. at 200 hours in their armored van. They will confront Jared and kindly ask him for the book. Even telling him his powers aren’t dependent on the book. They are reluctant to fight him. Jared will give them the same offer that he would give the agents but they will rudely cut him off by a hale of led.

If they see DG Agents they will ask them about their side and mission before talking to Jared. After 6 rounds 1d4 Mobsters will enter the gunfight; And every 1d6 rounds after that until they are all there.

Warehouse_0 Warehouse_3
Office
Boneturner 1d6+1 mobsters
Storage
Empty 2d4 Mobsters

Conclusion

If friendly with the Library of JL, DG will realize that every ‘Central Library’ in the world has one of their agents/informants. They can give them any paranormal books to keep out of circulation.

Stat Blocks

“Jared Hopworth”
The Boneturner – Long spindly fingers, unnaturally thick arms. Both muscly and bony body with thigh stretched skin over it. He has an oversized Trench coat to  try and hide it. Jared is about 200 cm tall and has a handsome chiseled face with short blond hair and a very deep voice.

STR 25 DEX 15 CON 18 INT 18 POW 18 CHA 3

HP: 45

ARMOR: 1

SAN LOSS: 0/1 due to his appearance

Normal Attacks:

Unarmed Strike 50% damage 1d5

Supernatural Attacks:

Grab Bone: 50% He reaches for one of your appendages. For damage do a Surgery roll. Fumble does nothing; Fail does 1d4 SAN dmg; Hit does 1d6 SAN DMG and he pulls out one of your limb bones. It's up to the handler to decide what happens. Crit does 1d8 SAN damage, 5 physical damage; pins you in place and heals himself for 1d4 HP.

Contra: 50% If you hit him with a melee weapon he will grab it with his body and pin you.

Skills:

Anthropology 20%, Athletics 80%, Alertness 40%, Boneturning (Craft: Sculpting) 60% Dodge 60%, Occult 80%, Surgery 50%, Unarmed Combat 50%, Unnatural 65%

Rituals: None?

Special:

Three Hearts (Limited Lethality immunity) – Jared has added 2 more hearts to his body to keep up. When he gets lethally shot one heart is destroyed.

Final Spasm One his HP is reduced to 0 or he has suffered 3 Lethal shots, Jared will be alive for 1d6 round more. In that time he will try to grab any alive human being and take their heart. After that he will try to escape by any means necessary, he will even leave the book to save himself. In these final moments he’s using all his muscles to simulate blood flow. Upon grabbing a new heart he will regain 10 HP.

Motivation:

BioUpgrade – If for whatever reasons the agents try to help him he will reward them by fully healing them and offering to “upgrade them”. He will take one of their bones and replace it with a ‘better’ one. This will permanently increase their CON score by 1d4 but they will suffer 1d8 SAN dammage.

Nice Bones – All agents do a Luck roll. If they succeed, they have nice bones. Jared wants them. Those persons will have his priority when he is attacking. He will let them know they have nice bones. If the Agents help Jared he will forcefully “upgrade them” no matter what the agent with nice bones says.

Fine Addition – Using his power of bone turning he can add 1d4 HP when he is successful in his supernatural attacks.

“Mobsters”

In tracksuits and wife beaters with gold chains.

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STR 13 DEX 11 CON 13 INT 9 POW 10 CHA 10

HP: 12 ARMOR: 0

WP: 10

Attacks:

AK-74U 35% - Light Carbine stats

Skills:

Firearms 35%, Heavy Weapons 15%, Melee weapons 40%, Occult 20%

Special:

Motivation:

- If each time one of them dies they all do a WP roll, if they fail they run away or surrender. - If Jared is on his Final Spasm they will all scatter.

- Adapted to violence and to Jared.

“Jürgen Leitner Task Force”

In dark brown tactical armor with golden JL initials on their arm patches.

STR 12 DEX 12 CON 12 INT 11 POW 12 CHA 9

HP: 12 ARMOR: 6 Tactical body armor and Kevlar helmets

Attacks:

CZ Scorpion Evo 3 60% Range 50m, Damage 1d10, Lethality 15%

Skills:

Firearms 60%, Heavy Weapons 30%, Drive 60%, Occult 60% Unnatural 5%

Special:

Motivation: Getting the book and getting out alive. They are open to negotiation and information trade. For example they will gladly answer all the questions agents have about them as an organization and the book in exchange for said book.

- Adapted to violence, hopelessness and to Jared.

Credits

Operation Bookkeeping was written by LoneWaffle for the 2022 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1cLX58o5NWi7gwltV1KRMnpSfcIcpDvEZvdKDlYkvREU/edit

The intellectual property known as Delta Green is ™ and © the Delta Green Partnership. The contents of this document are © their respective authors, excepting those elements that are components of the Delta Green intellectual property.