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Toxic Tradings aka Marshland Muscles

INTRO[]

A tip led to a raid on a compound south-west of Florida. A pharmaceutical factory has connections with the Russian mob. You’ve been tagged with a DEA and FBI joint task force after Delta Green read the report and caught wind of highly unusual chemicals that were also found during another raid in 1998. Agents are ordered to figure out who is behind this operation and make sure that the Unnatural elements get covered up.

TRUTH[]

Propavsheye, “The Missing”, is a Ukrainian mafia involved in smuggling huge amounts of chemicals and other ingredients to GRU-SV8, Russia’s own version of Delta Green. The chemicals are used to grow stem cells and help reconstruct dead tissues. They’re running a pharmaceutical manufacturing shell company named LifeTech in the US to move them back to Russia.

The CEO of the shell company, Michael DeFond whose name is covering for them however has caught wind of the truth of the operation. After learning that he is suffering from colon cancer, he decided to steal some of the drugs and company money for himself, calling the Feds to take care of the rest. He’s now in a room at a Holiday Inn. taking drugs and growing several healthy new colons. The mob is pissed and have sent their goons to clean up their trail and get back at DeFond for fucking them over.

THE COMPOUND[]

The facility is a large industrial facility built near a swamp, with the appearance of a huge distillery or chemical factory.  Searching the area turns up chemical drums dropped to nearby swamps to get rid of the leftover waste. It has three areas, the loading, the laboratory manufacturing and administrative area.

The loading area has places for trucks and forklifts to move the chemical barrels. The place is pretty quiet, with half a dozen workers who are moving barrels of pharmaceutical chemicals to the trucks. However, they are guarded by another half a dozen corporate guards. They won’t surrender unless they’re met with superior firepower. They are paid handsomely to make sure that everything gets to be moved to a warehouse in Tampa, where they’ll be shipped off to some place where the Feds can't get their hands on the drugs.

Shooting barrels will leak the toxic material, causing horrible corrosive damage to anyone unprotected. Anyone touching it with their skin (with Luck roll to see if it will splatter on you if you are standing too close) takes D6 damage to DEX, CHA or STR, but increases CON the same amount on a successful CONx5 roll. On a failure, you instead take equivalent damage to CON.

Laboratory has the chemicals with workers and two scientists with them to make sure the process goes correctly. Shooting there is dangerous, with tanks of high pressure that can blast steam if shot (though making good cover if needed). This stuff isn’t toxic as before, but still corrosive and will do D6 damage if failed at a CONx5 test and half (rounded up) if succeeded.

The small administrative area is just a single room in the corner of the facility. There is some paperwork that has been put into the shredder by the panicked attendant. Threatening workers with deportation or quickly saving the fire and trying to make sense through the half-way shredded documents tells that the boss of the company is working downtown, not here.

FINDING THE CEO[]

Finding his home address and office is easy, but actually tracking him down is going to be a bit more difficult. He has used his credit card in the last 24 hours to take out $500 dollars from a gas station ATM. After that he ditched his car and took a taxi to a Holiday Inn, where he spends his night. This can be figured out with some Bureaucracy and Accounting. Tracking him down can be done by going through the camera footage of traffic cameras, which can be done through Bureaucracy or accessing the database through Computer Science (or SIGINT if you want to force your way in), but it takes hours to do manually. If taken too long, use TROUBLE section

His office is downtown. There’s a secretary who rarely does any actual work., DeFond hasn’t been to his office in months, but his office computer is still logged in.. There are documents on the computer detailing the works of the company. They are moving these chemicals to be used in boosting the cell regeneration process and allowing growth of muscle tissue in areas, where there would be none.

DeFond’ssmall but expensive house is in the better part of the town. No one answers the door. Breaking in through the front or smashing through the patio door works, though the neighbors might notice if too much noise is being made. In his bathroom there are leftover pills that he’s been taking.Taking one will increase CON by D2 for 24 hours, but it will lower STR, DEX or CHA by 1 (Handler’s choice). In his study, he has a bunch of bills for paying for a colonoscopy and doctor’s appointments.

TROUBLE[]

The mob has sent three of their hitmen, “Dogman”, “Mr. Ant” and “Mr. Skull” after DeFontas well. They go through the usual places where the CEO might be (his house, office, pharmacy he goes to, etc.) going through the stuff not so discreetly and getting rid of people who are in their way.

“Dogman” is a black bearded former soldier who fought in Afghanistan. He lost is hearing after a bomb went of near by him, making him useless in the battlefield. The mob took him in to utilize his skills. He was the first one of the three to try out the drug, which surprisingly cured his hearing. However, it also caused his nose and mouth to bloat and his ears to grow twice the size.

“Mr. Ant” is a roughed up former militia and suffers from chronic pain caused by a hit gone wrong. To compensate for this, he took some of the medicine and through it he has grown two arms on his side. He uses four pistols for maximum efficiency (or so he thinks).

“Mr. Skull” is a skinny pale man with a thick forehead and who likes to suffocate his victims with a plastic bag. He also took drugs for pain after getting hit in the head by another gangster and who has now grown a head bump akin to a pachycephalosaurus.

DEALING WITH THE CEO[]

Michael DeFond, the CEO of LiveTech, is hiding. Three months ago, he was diagnosed with late stage colon cancer. The doctor told him it was inoperable.. This led him to steal his company's prototype drug and to cure himself. When he found out the Russians were going after him, he emptied out LiveTech’s accounts and fled. He’s willing to pay money, trade some of the drugs or even kill to get rid of the people who want him dead.

DeFond tries to begin the “healing process” in a Holiday Inn an hour away from the office. That does not go as he plans, and he starts to slowly mutate into a large wrinkly man with a bulging stomach and salmon colored skin. While grotesque looking, he’s not under any pain (at the moment).

He’ll talk and try to stay calm about his situation, but at the same time he wants to keep going with his process to make sure there won’t be any physical complications. If he’s convinced that the drugs are going to hurt him more in the longer run and that they can help him to get treatment (unlikely) or they can coerce him into going with them since the Russians are right up their tail (more likely), he’ll go with the agents without struggling and surrenders himself to the officials/Delta Green. If put into a fight or flight situation, he will rather run than fight. He’s not a strong man, despite his current looks.

NPCs[]

MICHAEL DEFOND[]

CEO desperately dealing with cancer and angry mobsters.

STR 6, CON 20 DEX 7, INT 10, POW 10, CHA 6

HP 13, WP 11, SAN 39,  Adapted to Helplessness

ARMOR: 1 point of armor from an extra thick layer of muscles.

SKILLS: Accounting 50%, Alertness 40%, Athletics 30%, Bureaucracy 40%, Criminology 50%, Drive 50%, Firearms 20%, HUMINT 40%, Persuade 50%,Unarmed Combat 40%, Unnatural 1%

ATTACKS:

Fist (40%, 1D4-2)

SAN LOSS: 0/1 SAN

“MR. SKULL”[]

Sadist with a thick forehead.

STR 10, CON 16, DEX 10, INT 10, POW 9, CHA 5

HP 14, WP 9, SAN 24, Adapted to Violence

SKILLS: Alertness 50%, Athletics 50%, Criminology 50%, Drive 50%, Firearms 50%, Foreign Language (Russian) 80%, Persuade 50%, Search 40%, Stealth 60%, Unarmed Combat 50%

ATTACKS: RMB-93 (50% 2D8)

Headbutt (50% 1D8)

Plastic Bag (50% Special)

PLASTIC BAG: Works only from surprise. If it succeeds, the target is pinned. Once every turn the target makes a CONx5 test. if it fails, your Agent suffers 1D6 HP damage. If the CON test succeeds, the target suffers 1 HP damage instead. This continues until the target escapes and can breathe again or he or she dies.

HARD HEAD: Called shots to Mr. Skull’s head do not count as criticals.

SAN LOSS: 0/1 SAN

“MR. ANT”[]

Lousy hitman with two extra arms.

STR 7, CON 18, DEX 8, INT 11, POW 10, CHA 7

HP 14, WP 10, SAN 32, Adapted to Violence

SKILLS: Alertness 50%, Athletics 50%, Bureaucracy 40%, Criminology 50%, Drive 50%, Firearms 40%, Foreign Language (Russian) 80%, Search 40%, Unarmed Combat 60%

ATTACKS: Makarov pistols (40%, 4D10)

Multiple fists (80% 1D4-2)

FOUR-ARMED:  ant has multiple arms, which allow him to make four attacks. He gets to do a maximum of four attacks with light pistols and small melee weapons, but other weapons only get +20% with the support of his hands.

SAN LOSS: 0/1 SAN

“DOGMAN”[]

Hairy enforcer with droopy ears.

STR 10, CON 14, DEX 11, INT 10, POW 10, CHA 6

HP 12, WP 10, SAN 23, Adapted to Violence,  PTSD

SKILLS: Alertness 90%, Athletics 50%, Criminology 50%, Drive 50%, Firearms 50%, Foreign Language (Russian) 80%, Melee Weapons 60%, Search 60%, Stealth 40%, Unarmed Combat 50%

ATTACKS: Combat Knife (60%, 1D6, 3 AP)

Bite (50%, 1D4-1)

ENHANCED HEARING: Dogman has regrown his eardrums through the drugs, which allows him to hear things in higher frequencies and allows to be more alert. No surprise attack works against him. However, hearing very high frequencies can overflow him, giving him -20% on his actions.

SAN LOSS: 0/1 SAN

COMPOUND GUARDS[]

Gets paid to get dirty

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

HP 11, WP 10, SAN 45

ARMOR: 3 points from Kevlar vests, worn on top of outer garments.

SKILLS: Alertness 50%, Athletics 50%, Drive 50%, Firearms 40%, Search 50%, Unarmed Combat 60%

ATTACKS:

Stun gun (60%, -20% on rolls for 1D20 turns)

M9 Pistol (40%, 1D10)

Fist (60%, 1D4)

Credits[]

Operation TANGERINE REMEDY was written by zomner for the 2022 Shotgun Scenario contest.

Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents of this document are © zomner, excepting those elements that are components of the Delta Green intellectual property.

Operation TANGERINE REMEDY is not available here under CC-BY-SA.


Source: https://docs.google.com/document/d/19XQQ5NwyoK1YESeCcyiUvYmto5dzAULAR5u-SaJlC0Q/edit

For preservation purposes, an exported PDF of the original submission can be found here.

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