Stuck on Repeat

// Stuck on Repeat //

“It’s far longer than you can remember”

Introduction

The Agents are called in as a Secondary Cleanup Detail for a Primary Strike Delta Green Team, who are leading an assault on a classified Department of Energy lab. The instructions are clear. Follow minutes behind the Primary team, clean up any loose ends, extract any possible anomalous material, and get out.

The Primary Strike Team entered the facility without complications. To the Secondary Agents, everything is going according to the plan.

The Primary Strike Team has been here longer than just a few minutes.

Far longer than they can remember.

The Agents are unknowingly tasked with figuring out how to access the secure lab and stop an experiment, whilst being stalked by insane Delta Green agents, all within a looping time frame of eight minutes.

What's going on?

The DoE researchers have been experimenting with an alien material, supplied and funded by March Technologies, that reacts when running high powered lasers through it. They are actually opening a portal to Azathoth, the nuclear chaos at the center of the universe, and making a repeating loop of reality.

For the remainder of the scenario, the NPC agents of the Primary Strike Team will be referred to as Primary agents, and the player Agents will be referred to as Secondary Agents.

The Primary agents have been trapped in this ten second loop as the experiment repeated about four billion times. They are quite insane at this point, having been living ~1,267 years in ten second increments  and will murder anyone they see outside of their own Primary team.

After 1,267 years, the material is charged enough to cease the initial ten second loop. As the Secondary Agents arrive on site and in range, the researchers have reduced the laser power, and restarted the experiment. A new, longer time loop begins, with the Primary agents and Secondary Agents trapped in its maw.

The Loop

Handlers - Keep a timer going once the scenario begins, set for 8 minutes, and try to reflect real time play. When the timer reaches zero, play resets back to the road leading to the facility, with an all encompassing green flash, electronics screaming incomprehensible tonal whistles, and an acrid smell of ozone.

The researchers are not aware of the loop because they are located at the source of the incursion. Everyone outside the interior lab within a half mile radius is aware of and trapped in the loop, while everyone outside this radius is not aware of anything going on.

What Resets

  • Secondary Agents return to starting position driving up with the radio turning on.
  • Primary agents return to the security office, having just wired the grenade trap.
  • The timer starts again at 8 minutes
  • Health resets to initial values along with any injuries.
  • Willpower resets to initial values.
  • Any dead players come back with a 1/1D10 SAN loss as the memories of dying are traumatic.
  • Any changes to the environment reset, and all items picked up will be reset.

What carries over

  • Any items searched for will not require a new roll, as the Agents will remember the location of the item.
  • Every loop inflicts a SAN loss of 1D6 as the experience feels innately wrong, like memories layered.
  • All SAN scores.
  • All Bond scores.
  • SAN checks only need to be done the first time it is encountered.

How to Run Primaries

  • The Primary agents are beyond any coherent communication with each other and the Secondary Agents, but they will remember the Secondary Agents from loop to loop and change tactics to get the upper hand if they were bested. The Primary agents should be played with rudimentary tactics, like the lunatics they currently are, not the Delta Green Strike Team they were.
  • They are attempting to kill everyone in a misguided attempt to close the loop.
  • Not coherent enough to gain access to the lab.

The Facility

Road
  • The facility is located deep on uninhabited government land in Nevada, away from any prying eyes.
  • Forested drive up.
  • The radio in the car wakes as they see the building, filling the air with the sound of fluting, piping and distant screaming. 1/1D4 SAN for violence.
  • This is the start of the experiment, and the loop begins here. Do not tell Agents, and start your timer secretly.
Security Booth and Gate
  • Gate is open.
  • No one greets Agents as they approach.
  • The Brekenridge security guard is dead at his station, shot in the head with a pistol. A forensics roll can tell that this wound was just minutes ago.
  • Service Pistol (1D10, 15 shots) on his belt.
  • Camera feeds are currently scrambled.
  • If rewound, the tapes show the Primary Agents arriving at the facility two minutes ago, killing the security guard, opening the gate, shooting an employee as she exited her car, and stealing her keycard to access the main front entrance. Once inside, they murder an employee at the front desk and the security guard with shotgun blasts, and make their way to a security door. The feed then gets scrambled for ten seconds before showing the armory door hanging open, with blood pooling on the floor. The camera feed then scrambles going forward. 1/1D4 SAN for violence.
  • A relevant computer or engineering check or skill of 50% can reveal that the scrambling seems to be because of some outside interference. All nearby cameras will not record when a loop is in progress.
Parking
  • Eight Ford Explorers.
  • Dead female employee facedown on the ground. Lanyard has been cut with a knife.
Main Entrance
  • Keycard reader located outside.
  • Automatic door is propped open with a jamb.
  • Dead secretary and guard at the badging desk, killed with shotgun blasts.
  • If the desk is searched for 2 minutes or halved with a successful search roll, a keycard can be found.
Offices
  • Door to the office cubicles is locked, it can be accessed with a keycard.
  • Empty and dull except for several computers and small kitchenettes.
  • Computers can be hacked with a successful computer or other relevant roll, or a skill of 60%, or a password can be found on a hidden sticky note with a successful search roll.
  • Once the computer is unlocked, the lab access code ZZJHASMwtPK can be found, along with details about the nature of the alien material and how it is theorized to hold nuclear energy.
Restrooms
  • A janitor is found in the men's restroom, ranting about loops, 1/1D4 SAN.
  • He has a keycard.
Mechanical Room
  • Locked, accessible with a keycard.
  • Power generator is located here, and can be turned off.
  • If turned off, the power in the facility dies, but the alien material continues to charge on its own volition, much like a waterfall over a cliff, and the loop will not be stopped. The scientists will exit the lab in search of the power issue, however.
Security Office
  • Security office door hangs open ominously.
  • Two dead security guards, almost unrecognizable after multiple gunshots to the face, chest and stomach. 1/1D4 SAN from violence.
  • The weapons locker is trapped with a wired hand grenade (10m range 15% Lethality) set by the Primary Agents to detonate when opened, unless seen with a successful Alertness roll or skill over 70%.
Laboratory
  • The door is locked, heavy and unbreachable.
  • Can be unlocked by the code ZZJHASMwtPK.
  • Dark tinted goggles hang on hooks outside the door.
  • A relevant science or engineering roll of 60% can tell they are not for protecting against radiation, but only allowing peripheral vision.
  • The walls are lined with a heavy metal, and can be identified with an applicable science or engineering roll. It is a metal used for radiation dampening, soundproof and unable to be breached.
  • A basketball sized sphere is being fed lasers in the center of the room. When looked at directly, it induces severe vertigo with a failed CONx5 roll and drives the Agent to the ground. The goggles on the hook prevent this.
  • Four researchers work at various stations around the room, and are hostile towards people interrupting their experiment. Will attempt to call for security and physically block Agents from breaking the sphere, turning to violence if necessary.
  • There is a shutoff switch in the room, which will halt the lasers and will permanently end the loop, but requires 4 individuals to pull levers simultaneously.
  • If broken, it releases nuclear energy for 1D10 damage in radiation burns. Long term cancer is left up to the Handler. This permanently ends the loop.

Ending

Reward 1D10 SAN if the Agents make it out alive, with an additional 1D6 SAN for if the sphere is extracted and turned into Delta Green, and an additional 1D6 SAN if the Primary Strike Team was incapacitated and extracted for study.

Characters

Researchers

Have no clue what is truly happening

STR 8 CON 10 DEX 10 INT 18 POW 10 CHA 10

HP 9 WP 7 SAN 40 BREAKING POINT 30

DISORDERS AND ADAPTATIONS: None.

SKILLS: Bureaucracy 50%, Computer Science

40%, Persuade 40%, Science

(Physics) 80%

ATTACKS: Unarmed 40% (Damage 1D4–1).

Heavy improvised weapon 30% (Damage 1D6 from a wrench,

fire extinguisher, chair, or computer monitor).

Ewan Thompson

Having the longest day of his life, age 29

STR 12 CON 14 DEX 12 INT 9 POW 9 CHA 16

HP 13 WP 9 SAN 0 BREAKING POINT 0

SKILLS: Alertness 40%, Athletics 40%, Craft (Electrician)

50%, Craft (Electronics) 40%, Craft (Mechanic) 50%,

Drive 30%, Firearms 40%, Heavy Machinery 50%,

HUMINT 45%, Persuade 75%.

ATTACKS: Unarmed 40%, damage 1D4−1.

Heavy improvised weapon 30% (Damage 1D6 from a wrench,

fire extinguisher, chair, or computer monitor).

Primary agent Ella Jarvis

Delta Green agent, age 41

STR 11 CON 12 DEX 11 INT 13 POW 10 CHA 12

HP 12 WP 13 SAN 0 BREAKING POINT 0

ARMOR: 3 points from a Kevlar vest.

BONDS: None remaining.

DISORDERS: Adapted to helplessness. Adapted to violence. Psychopathy.

SKILLS: Alertness 50%, Athletics 50%, Bureaucracy 60%,

Criminology 50%, Dodge 40%, Drive 40%, Firearms

60%, Forensics 40%, HUMINT 50%, Law 50%,

Occult 20%, Persuade 50%, Pharmacy 50%, Science

(Environmental) 60%, Search 50%, Survival 50%,

Unarmed Combat 60%.

ATTACKS: Shotgun (with slugs) 60%, damage 2D6.

SIG Sauer P226 pistol 40%, damage 1D10.

H&K MP5 60%, Lethality 10%, 3 AP.

Unarmed 60%, damage 1D4−1.

Flash-bang grenade, thrown, Athletics, 20 m range, 1 use,

10 m radius, -40% victim’s penalty.

Primary agent Joanna Cortez

Delta Green agent, age 38

STR 10 CON 11 DEX 10 INT 13 POW 13 CHA 12

HP 11 WP 13 SAN 0 BREAKING POINT 0

ARMOR: 3 points from a Kevlar vest.

BONDS: None remaining.

DISORDERS: Adapted to violence. Adapted to helplessness. Psychopathy.

SKILLS: Alertness 60%, Bureaucracy 40%, Criminology

70%, Disguise 50%, Drive 60%, Firearms 40%,

Foreign Language (French) 40%, Foreign Language

(Spanish) 50%, HUMINT 60%, Law 40%, Navigate

50%, Occult 40%, Persuade 60%, SIGINT 40%,

Stealth 60%, Unarmed Combat 70%.

ATTACKS: Shotgun (with shot) 60%, damage 2D10 at

close range, armor counts double.

SIG Sauer P228 pistol 40%, damage 1D10.

H&K MP5 60%, Lethality 10%, 3 AP.

Unarmed 70%, damage 1D4−1.

Flash-bang grenade, thrown, Athletics, 20 m range, 1 use,

10 m radius, -40% victim’s penalty.

Map

AD_4nXeOGiFI4qEEl7sHIVvw0go92lpZO6-SuDNsdJ7plihr_I3iaGfNwxEgr9H7kSSIUj99vovcJNWY15KbVZTcPSkdI_xJ0kB6PMBvcvsKrtdxZKeAMv-uAn_o9jz4Ejq2HI4?key=QOKZFd-VXbhrxhKlXJfYXcje

Credits

Stuck on Repeat was written by PrinceDabsALot for the 2024 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1fiJCBkoyK6bGHrCMpLZ6kiQW6vnxpiuQpbQAnfBtGrU/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.