The Grey Who Loved Me

The Grey Who Loved Me



Summary

The Agents and an Opposition search for alien activity near an off-the-grid commune. Among the community’s oddballs are Unnatural lovers in hiding - an escaped, human-Grey experiment and a Deep One hybrid.

Background

The Mi-go experimented with inserting human minds into their servitor Greys. They succeeded. Deemed too dangerous, they culled their creations, but one escaped. Flint Sterling, as it named itself, disguised itself with Mi-go hypergeometry and human behaviours.

As an unfortunate side effect, Sterling is compelled to conduct stereotypical alien experiments (crop circles, animal mutilation, probings, etc.). It can resist, but any stressor increases the urge. Worse, it requires imbibing protomatter. Sterling can remove part of itself, inject it into a living creature, and once fully converted into protomatter, reabsorb it for nourishment. It struggles to be satiated with animals, with higher intellect creatures being more ‘filling,’ and it has increasingly resorted to human meals.

In the past year, Sterling came across the commune, and within it, a hidden Deep One hybrid, Celeste. Mutually recognising the Unnatural, suspicion turned into love. Sterling briefly hid his predilections, but when Celeste saw through it, she began assisting Sterling’s experiments. As Sterling grew hungrier and weaker, they targeted Donald Hynek, thinking the old shut-in wouldn't be missed.

They were wrong.

Briefing

Donald Hynek, a Phenomen-X contributor, documented alien activity on his remote property: blurry evidence of crop circles, ghostly lights, and mutilated animals. He also frequently alluded to trouble with ‘God-damned Hippies’ next to his property. In the past few days he has gone missing. The Agents’ superiors suspect (with varying specificity, depending on who the superiors are) some truth to Hynek’s experiences, and task the Agents with investigating any potential Unnatural source.

Opposition

Depending on which era the scenario takes place, the Agents and Opposition will have different and competing objectives. Opposition should be equal in number to the Agents.

  • Outlaws: Investigate any Unnatural/Alien threat and eliminate it.
  • Program: Investigate the apparent Grey threat (as the Directors recognise it) and, if possible, retrieve it (for March Technologies inspection).
  • Group: Investigate and deal with the Unnatural threat.
  • MJ12 (BLUEFLY/NRO-Delta): Retrieve the apparent Grey entity. Acceptability of collateral damage depends on the group.

Clues

Everyone in the commune is suspicious, but the Couple should stand out. Discovering who kidnapped Hynek is not the focus, but rather how to deal with them and the other commune members.

Conversely, should the Agents pursue other targets, tensions with one group should create reactions from others, leading to the Couple making a move to fight, deceive, bargain, or escape.

Should events stall, Opposition escalates the situation.

Hynek’s Estate

A large, rural property covering a farm house, fields, and wildlands. There are signs of violence in the house (broken furniture, drops of blood, broken back door), a bullet hole in a wall and casing in the floor (Hynek fired one shot before being subdued), and old crop circles in the fields. A new trail through the fields leads to the river (Celeste swam with Hynek to her cave while Sterling walked back). There seems to have been hasty efforts to clear footprints, but the print of a small-sized shoe remains in places, and on the muddy bank of the river is a large, partially webbed, barefoot print.

Journals and computer files describe the ‘alien’ occurrences as well neighbourly troubles, with the commune’s location and brief descriptions of the inhabitants (‘druggy-bus-swingers, odd-couple, creepy-tent-freaks, tree-rambo’).

Commune

Located in a forested strip of land between a river and the fields along Hynek’s Estate’s southeast boundaries, a day’s hike from the nearest town.

Couple

Who: Flint Sterling, diminutive man (human-Grey experiment), and Celeste, bulky woman (Deep One Hybrid).

Where: A cosy cabin by the river, with a cave beneath housing Sterling’s ‘lab’ and Celeste’s pool connecting to the river via submerged tunnel (Alertness/Search 40%).

What they have: Love for one another and vast Unnatural expertise. A lab full of cobbled together Mi-go technology and an occasionally-functioning flying saucer only usable by Sterling (50% it doesn’t explode on takeoff), and disturbing, utterly pointless ‘experiments.’ Celeste’s pool (complete with Gate to the deepest ocean trenches), where she swims, sleeps, communes, and changes. Donald Hydek, alive, mutilated, and transforming into promomatter, captive in the ‘lab’ (1/1D6 SAN)

What they know: They are hunted, but loath to flee, having found stability, and each other, in the commune. Both fear the stress could cause them to lose their human-like ‘normality,’ and are unsure if their love can survive their true natures.

Sterling says he heard a gunshot last night while on a walk, and could say it was suspicious to then see Saint Phil later on in the night. Celeste says she went to sleep early.

What they want: To be left alone, and they will do anything for one another if threatened.

Relations: On good standing with everyone thanks to Celeste’s fishing, Sterling’s medical expertise, and their enthralling conversation.

Polycule

Who: Five individuals, led by the bold but caring Sarah Tillerman.

Where: An old school bus, covered with plants and graffiti, stripped of seats and full of bedding, and plywood fitted around the undercarriage to make a basement.

What they have: Each other, open minds and hearts, optimism for the world, and in the basement, a lab and nursery (Alertness 30% to smell/hear) with enough drugs to have a good time for a long, long while.

What they know: Selling drugs makes enough cash to keep the commune afloat. While open to outsiders, state operators immediately make them fear their dealings have drawn attention. They don’t have any suspicions about the Couple (besides wishing they’d be a bit more ‘open’ with their relationship), know John Doe is some sort of ex-spook, and Tillerman has seen the Repenters disposing of at least one creep in the past.

Last night, Tillerman heard a distant gun shot, and saw someone go into the Reporter's tent later in the night.

What they want: To see the commune prosper, even if it's at the expense of some of their fellow denizens, but not all of them.

Relations: Friendly with the Couple, on good terms on a person-to-person basis with the Repenters but ambivalent as a group, and wary but appreciative of John Doe.

Repenters

Who: Six individuals, led by the off-putting but welcoming ‘Saint Phil.’

Where: A circus tent with a ring of camping tents inside surrounding a platform for ‘sermons,’ and beneath it, an unseen graveyard of the unrepentant.

What they have: Belief in every conspiracy theory and absolute faith in their fellow repenters. A collection of once-well-used but now seldom-touched knives, trash bags, ropes, and old revolvers. A dozen corpses turning to bones and dust.

What they know: Death. Each Repenter was a murderer until they found absolution in the recognition of repentance by another taker of life. They offer repentance to fellow killers, and those who refuse are dealt with quietly, buried beneath the sermon stage. They know John Doe was a killer, and want to offer repentance, but aren’t yet confident they can ‘handle’ his refusal. They are unaware of the Polycule's fundraising. They have unending theories regarding the Couple (Merpeople! Martians! Elvis and Diana!).

Saint Phil heard a shot a few nights ago while walking, and later met Sterling on his own nightly ramble along the river.

What they want: To grow the Reprenters and remove murderers from the world.

Relations: Protective of the Polycule’s innocence, wary but hopeful of John Doe’s potential, thankful for the Couple’s talents.

John Doe

Who: Absolute unit.  Ex-Cowboy-era Delta Green agent in hiding.

Where:  A treehouse (Alertness 40% to spot) in the centre of the commune, where he observes all.

What they have: Far too much knowledge, too little sanity, well-used ‘tools of the trade’.

What they know: Far too much.  The Polycule’s under-the-table commerce and the Repenters’ killings are insignificant compared to the coming apocalypse. He knows the Couple’s true natures, but seeing their relationship, and connections with the commune, has lit a small light of hope that somehow, maybe, humanity can coexist with some Unnatural entities. He is also aware that any mistakes on their part will bring down holy hell on the commune, and his own hidden existence.

He heard splashing in the river, saw Sterling and Saint Phil walking later.

What they want: To live out his days blissfully irrelevant to the inevitable apocalypse, ideally without having to murder anyone.

Relations: Respected by all for  keeping the commune safe. Nicking the occasional goody from the Polycule keeps him entertained, the sermons from the Repenters keep him oddly balanced, and watching the Couple keeps him terrified and hopeful.

Resolution

Should the Agents do nothing, the Opposition raids the commune, eventually the Couple shed their human identities, Sterling streaking away in its saucer, Celeste creating a Gate to Deep One city in her pool, leaving their fate unknown to the Agents.


Stats

Flint Sterling

Star-struck human-Grey amalgamation

STR 8 CON 8 DEX 10 INT 15 POW 15 CHA 15

HP 8 WP 15

SKILLS: Alertness 40%, Athletics 25%, Dodge 25%, Experiment! 40%, Firearms 25%, First Aid 60% HUMINT 50%, Medicine 50%, Persuade 25%, Resist Experimenting! 60%, Science (Macrodimensional Physics) 30%, Search 40%, Tool Use 35%, Unarmed Combat 25%, Unnatural 50%

ATTACKS: Unarmed 25%, 1D4-1

Cobbled-together electric wand 35%, Lethality 10% (see Cobbled-together Tools)

Cobbled-together macrodimensional scalpel 35%. Lethality 5%, Armor Piercing 3 (see Cobbled-together Tools)

Cobbled-together Tools: Half-remembered schematics of Mi-go tools (see Handler Guide p.218)

Protomatter secretion/absorption: May lose 1 HP to inject protomatter into a living target (may require Unarmed Combat roll). Target is converted fully into protomatter, one HP per hour. Absorbing the protomatter restores Sterling's HP, WP, and SAN.

Celeste

Deep One Hybrid avoiding her fate

STR 17 CON 15 DEX 12 INT 13 POW 12 CHA 10

HP 16 WP 12

ARMOR: 1 point of flabby hide

SKILLS: Alertness 30%, Athletics 40%, HUMINT 50% Persuade 50%, Stealth 30%, Sulk and Despair 70%, Swim 70%, Unarmed Combat 40%, Unnatural 10%

ATTACKS: Claws 40%, damage 1D6, Armor Piercing 2

Graple 40%

PARTIALLY AMPHIBIOUS: Can remain submerged for hours or days at a time.

RITUALS: The Call of Dagon, Create Stone Gate, Open gate.

SAMPLE (HARD) OPPOSING FORCE

Deadly as they come, whoever they are

STR 15 CON 15 DEX 10 INT 12 POW 10 CHA 12

HP 15 WP 10 SAN 40

ARMOR: 5 points tactical body armor

SKILLS: Alertness 50%, Athletics 50%, Drive 40%, Firearms 50%, First Aid 30%, Heavy Weapons 40%, HUMINT 30%, Military Science (Land) 30%, Navigate 40%, Persuade 30%, Unarmed Combat 50%

ATTACKS: Unarmed 50%, damage 1D4-1

Combat Dagger 50%, 1D6

SMG w/ suppressor, laser, holographic sight,  50% (90% if no damage taken since last turn), Base Range 100m, Damage 1D10, Lethality 10%

Medium Pistol 50%, Base Range 15m, Damage 1D10

Flash-bang Grenade 50%, Base Range 20m, Radius 10m, Victim’s Penalty -40% (1D6 turns)

SAMPLE (SOppositionT) OPPOSING FORCE

Can see through you as well as shoot through you

STR 10 CON 10 DEX 10 INT 14 POW 14 CHA 13

HP 10 WP 14 SAN 40

ARMOR: 3 points kevlar

SKILLS: Alertness 30%, Athletics 50%, Criminology 50%, Drive 40%, Firearms 40%, Forensics 30%, Heavy Weapons 40%, HUMINT 60%, Navigate 30%, Persuade 50%, Search 50%, Unarmed Combat 40%

ATTACKS: Unarmed 40%, damage 1D4-1

Knife 40%, 1D4

Medium Pistol 40%, Base Range 15m, Damage 1D10

SARAH TILLERMAN & POLYCULE

Lovers smugglers

STR 8 CON 8DEX 10 INT 12 POW 12 CHA 13

HP 8 WP 12 SAN 60

SKILLS: Alertness 30%, Art (Graffiti) 30%, Athletics 30%, Craft (Drugs) 30%, Criminology 40%, HUMINT 30%, Persuade 50%, Pharmacy 10%, Search 30%, Stealth 30%

ATTACKS: Unarmed 40%, Damage 1D4-1

SAINT PHIL & REPENTERS

Removing killers from the world, one murder at a time

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

HP 11 WP 10 SAN 30

SKILLS: Alertness 50%, Art (Conspiracy) 50%, Athletics 40%, Dodge 40%, Criminology 500%, Firearms 25%, HUMINT 50%, Persuade 50%, Search 40%, Stealth 40%, Unarmed Combat 50%

ATTACKS: Unarmed 50%, Damage 1D4-1

Knife 50%, Damage 1D4

Garotte 50%, special (Agents Handbook p.96)

Club 50%, 1D6

Wood Axe 50%, 1D10

Heavy Pistol 25%, Base Range 20m, Damage 1D12

JOHN DOE

Let sleeping dogs lie, or die

STR 16 CON 16 DEX 15 INT 12 POW 10 CHA 12

HP 16 WP 10 SAN 10

ARMOR: 3 points kevlar

SKILLS: Alertness 75%, Athletics 70%, Demolitions 50%, Drive 40%, Firearms 70%, First Aid 50%, Heavy Weapons 60%, HUMINT 60%, Navigate 60%, Persuade 40%, Search 50%, Stealth 75%, Unarmed Combat 80%, Unnatural 20%

ATTACKS: Unarmed 80%, damage 1D4-1

Combat Dagger 80%, 1D6

Heavy Rifle (M24) w/ laser and scope 70% (90% if no damage taken since last turn), Base Range 150m, Damage 1D12+2, Armor Piercing 5

Submachine Gun 70%, Base Range 50m, Damage 1D10, Lethality 10%

Pipe Bomb 50%, Lethality 15%, Kill Radius 10m

Credits

The Grey Who Loved Me was written by Michael 'JR' Reid for the 2025 Shotgun Scenario contest.
Source: https://docs.google.com/document/d/1Co21cYaqsfONg5PO604IEcgFnEMYQ1q64dQlJHiEo44/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.