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[CoC Conversion] Delta Green: Puppet Shows and Shadowplays (feedback?)
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<blockquote data-quote="VorpalBunny" data-source="post: 355968" data-attributes="member: 4772"><p><strong>Puppet Shows and Shadow Plays</strong></p><p></p><p><em>A Delta Green Scenario by Adam Scott Glancy converted for use with the Call of Cthulhu d20 Roleplaying Game</em></p><p></p><p><strong>New Skill:</strong></p><p><strong>Forensics (Int; Trained Only)</strong></p><p>Forensics is the knowledge of and ability to detect and interpret physical evidence at crime scenes, usually concerning corpses. The Knowledge (medicine) skill is a very good complement to Forensics, and as such a character with 5 or more ranks in Knowledge (medicine) adds a +2 synergy bonus to Forensics checks.</p><p></p><p><strong>The Buried Car</strong></p><p>- A Spot check (DC 12) is required to see the exposed white roof. </p><p>- A Wilderness Lore or Intelligence check (DC 15) will reveal the coyote tracks around the car. (0/1d2 SAN, and roll a Fortitude save (DC 16) or become nauseated (<em>CoC d20 p.91</em>) from the stench of the driver). </p><p>- A Search check (DC 18) will find two sets of fingerprints inside the car. </p><p></p><p><strong>The Begay Ranch</strong></p><p>- Spot checks (DC 15) will notice the circling vultures. </p><p>- Search and Wilderness Lore checks (DC 13) will identify coyote tracks all over the area of each grave.</p><p>- A Wilderness Lore check (DC 10) will confirm that this is unusual behavior for coyotes. </p><p>-A successful track roll (DC 13) using the Track feat, will reveal that all the tracks were made by the same coyote. </p><p>-A Forensics or Search check (DC 15) will reveal multiple needle-like wounds in all the carcasses. </p><p>-A Forensics or Search check (DC 20) will also show that traces of a tranquilizer are evident in all the carcasses’ central nervous systems. </p><p>-A successful Knowledge (chemistry) check (DC 15) will reveal the truth about the tranquilizer.</p><p></p><p><strong>Anonymous Benefactor</strong></p><p>- Each successful Research check (DC 10) reveals a different fact.</p><p></p><p><strong>The Sacred Cave</strong></p><p></p><p>-A successful opposed Diplomacy check or an Intimidate check (DC 18) will get the investigators a meeting with the shamen. </p><p>-The investigators can research coyotes and their place in Apache lore with a successful Research check or Knowledge (occult) roll (DC 15)</p><p>-A successful Knowledge (occult), Knowledge (anthropology) or Research check (DC 20) will discover the ritual</p><p>-Roll under Wis x5 or get “help” to successfully complete the ritual with a 1/1d4 SAN loss. </p><p></p><p><strong>Searching the Cave</strong></p><p></p><p>-A Forensics check (DC 15) will reveal the method and time of death of the three men. </p><p>-A successful Search check (DC 10) will lift bloody fingerprints from the bones. </p><p></p><p><strong>The Traveler’s Ship</strong></p><p></p><p>- Anyone within fifteen feet of the ship if it explodes suffers 8d6 damage. A Reflex save (DC 20) is up to the Gamemaster.</p><p></p><p><strong>Santana’s Path</strong></p><p></p><p>- A successful Spot check (DC 20) finds the remains of one of the Traveler’s meals or circling vultures.</p><p></p><p><strong>Aftermath</strong></p><p></p><p>- Tear gas grenade: (Fort save [DC 25] or become the equivalent of <em>nauseated</em> (Call of Cthulhu d20 Roleplaying Game page 91) for 2d6 rounds. Blast radius 15 ft., disperses in 10 rounds.</p><p></p><p><strong>The Majestic-12 Option</strong></p><p></p><p>-A Spot check opposed by the MJ-12 agent’s Hide check will reveal a sedan or van shadowing the investigators. </p><p>- Tasers: On a successful ranged attack 1d4 electrical damage and Fort save [DC 15] or stunned for 1d6 rounds.</p><p></p><p><strong>Typical Story Goals:</strong></p><p></p><p>· Discover the Scared Cave</p><p>· Discover the Traveler’s host</p><p>· Recover the Traveler’s ship.</p><p>· Destroy Santana/the Traveler</p><p>· Survive/Eliminate the MJ-12 agents (optional)</p><p></p><p><strong>NPC Stats:</strong></p><p></p><p><strong>The Traveler:</strong> CR 3; Tiny Aberration; HD 3d8+24; hp 37; Init +4 (Dex); Spd 5 ft.; AC 16 (touch 16, flat-footed 12); Atk +8 melee (paralysis, neurofilament whip); Face/Reach 2½ ft. by 2½ ft./0 ft. (5 ft. with filament); SA Paralysis (Fort save [DC 19]; initial paralysis 1 minute; secondary paralysis 30 minutes); SQ Fast healing 5; SV Fort +9, Ref +5, Will +9; Str 1, Dex 18, Con 26, Int 33, Wis 22, Cha 22</p><p><em>Skills & Feats:</em> Weapon Finesse (neurofilament)</p><p><em>Sanity Loss:</em> 0/1d6</p><p><em>Killing the Traveler:</em> When implanted in a host, the Traveler has the equivalent of three-quarter cover (the ~2ft. Traveler is roughly 25% the size of a 6 ft. host). If an attack roll exceeds the AC of the host enough to hit the Traveler with cover then the Traveler has be hit. The host will absorb 1 point of damage per attack that damages the Traveler. For example: An investigator shoots the host (AC 12) with an M-16A1. The investigator has a +5 ranged attack bonus and rolls a 19. The Traveler has an effective AC of 23 when implanted in a host (16 [AC]+ 7 [cover]). Since the modified attack is 24 (19+5) the investigator has hit the Traveler. The investigator rolls damage dice and gets 10. The host absorbs one point of damage, and the remaining nine points go to the Traveler. Since it had 37 hit points to start with, it’s not dead and will regenerate 5 hit points next round. Fire and electricity damage are as listed in the adventure.</p><p></p><p><strong>Master Sergeant Emanuel Santana, Living Host to the Traveler:</strong> 6th-Level Offense Option; CR 6; Medium-size Humanoid (Native American/Apache); HD 6d6+18; hp 39; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +9 melee (1d4+4, unarmed) or +5 melee (1d4+4/19-20, combat knife) or +6 ranged (2d6/x3, Colt Python revolver) or +7 ranged (2d10/x3, Lee-Enfield Mark III rifle); SV Fort +8, Ref +3, Will +1; Str 18, Dex 12, Con 16, Int 15, Wis 9, Cha 8; SAN 0</p><p><em>Skills & Feats:</em> Climb +13, Hide +8, Intuit Direction +8, Jump +11, Listen +6, Move Silently +10, Search +9, Sleight of Hand +8, Speak Other Language (Spanish) +9, Spot +6, Tumble +8, Wilderness Lore +6; Martial Artist, Weapon Focus (Lee-Enfield Mark III), Weapon Proficiencies (pistols, rifles)</p><p><em>Equipment:</em> Colt Python revolver, Lee-Enfield Mark III rifle, combat knife, backpack containing the Traveler’s starship.</p><p><em>Notes:</em> When Santana dies, use the next set of stats from that point forward.</p><p></p><p><strong>Master Sergeant Emanuel Santana, Host to the Traveler:</strong> CR 5; Medium-size Undead; HD 6d12; hp 39; Init -1 (Dex); Spd 30 ft.; AC 11 (touch 9, flat-footed 11); Atk +7 melee (1d6+4, slam); SQ Undead, damage reduction 5/+1; SV Fort +2, Ref +1, Will +3; Str 18, Dex 8, Con -, Int 13, Wis 7, Cha 6.</p><p><em>*Skills & Feats:</em> Climb +13, Hide +6, Intuit Direction +7, Jump +11, Listen +5, Move Silently +8, Search +8, Sleight of Hand +6, Speak Other Language (Spanish) +8, Spot +5, Tumble +6, Wilderness Lore +5; Martial Artist, Weapon Focus (Lee-Enfield Mark III), Weapon Proficiencies (pistols, rifles)</p><p>*The Traveler can continue manipulating all of Santana’s skills and Feats as if he were still alive. The only difference is the change in Santana’s ability scores.</p><p><em>Undead (Ex):</em> Immune to poison, stunning, and disease. Ignores all mind-effecting spells, not subject to critical hits, subdual damage, ability damage or ability drain. Immune to any effect requiring a Fortitude save (unless it affects objects).</p><p><em>Sanity Loss:</em> 1/1d8</p><p></p><p><strong>Dr. Joseph Gutierrez, Medical Examiner and Potential Traveler Host:</strong> 4th-Level Defense Option; CR 4; Medium-size Humanoid (Hispanic); HD 4d6+12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Atk -1 melee (1d3+1, scalpel); SV Fort +7, Ref +3, Will +4; Str 13, Dex 14, Con 16, Int 17, Wis 11, Cha 16; SAN 55</p><p><em>Skills & Feats:</em> Drive +7, Forensics +13, Heal +7, Hide +8, Knowledge (biology) +10, Knowledge (medicine) +13, Knowledge (pharmacy) +10, Listen +6, Move Silently +7, Research +10, Search +12, Spot +6; Sharp-Eyed, Skill Emphasis (forensics), Skill Emphasis (medicine)</p><p><em>Equipment:</em> Lab coat, scalpel</p><p></p><p><strong>“Ms. Green,” Delta Green representative:</strong> 6th-Level Defense Option; CR 6; Medium-size Humanoid (African American); HD 6d6+6; hp 27; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +3 melee (1d3 subdual, unarmed) or +5 ranged (1d10/x3, SIG-Sauer P225); SV Fort +6, Ref +6 Will +6; Str 10, Dex 13, Con 12, Int 18, Wis 15, Cha 15; SAN 71</p><p><em>Skills & Feats:</em> Bluff +11, Computer Use +13, Cthulhu Mythos +1, Diplomacy +11, Disguise +11, Drive +10, Hide +10, Knowledge (psychology) +13, Listen +11, Move Silently +10, Sense Motive +11, Sleight of Hand +10, Spot +11; Dodge, Iron Will, Weapon Focus (SIG-Sauer Model P225), Weapon Proficiency (pistols)</p><p><em>Equipment:</em> SIG-Sauer Model P225 pistol, tear gas grenade</p><p></p><p><strong>Sample Fed Agent (FBI, U.S. Marshals, etc.):</strong> 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +2 (Dex); Spd 30 ft.; AC 13/17* (touch 12, flat-footed 11/15); Atk +4 melee (1d4+1, unarmed) or +5 ranged (1d10/x3, Beretta M92) or +5 ranged (2d6/x3, Colt M-16A2); SV Fort +3, Ref +3, Will +4; Str 13, Dex 14, Con 14, Int 15, Wis 13, Cha 10; SAN 65</p><p><em>*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller.</em></p><p><em>Skills & Feats:</em> Bluff +5, Computer Use +5, Drive +8, Gather Information +5, Knowledge (law) +7, Knowledge (psychology) +7, Listen +6, Move Silently +5, Research +6, Search +8, Sense Motive +6, Spot +7; Martial Artist, Weapon Proficiencies (pistols, rifles)</p><p><em>Equipment:</em> Beretta M92 pistol, M-16A2 rifle, reinforced vest.</p><p></p><p><strong>Sample Cop (State Troopers, Tribal Police, etc.):</strong> 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +1 (Dex); Spd 30 ft.; AC 12/16* (touch 11, flat-footed 11/15); Atk +6 melee (1d3+3 subdual, unarmed) or +6 melee (1d4+3, billy club) or +4 ranged (1d10/x3, Beretta M92) or +0 ranged (2d10/x4, Mossberg M590); SV Fort +3, Ref +4, Will +2; Str 16, Dex 13, Con 15, Int 13, Wis 12, Cha 13; SAN 60</p><p><em>*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller.</em></p><p><em>Skills & Feats:</em> Computer Use +5, Drive +6, Gather Information +6, Hide +3, Intimidate +5, Knowledge (law) +7, Listen +5, Move Silently +3, Search +6, Sense Motive +5, Spot +6, Wilderness Lore +5; Point Blank Shot, Weapon Proficiencies (melee weapons, pistols)</p><p><em>Equipment:</em> Beretta M92 pistol, Mossberg M590 shotgun, reinforced vest.</p><p></p><p><strong>Sample Deputized Volunteer (Apache Ranchers and Shepherds):</strong> 5th-Level Defense Option; CR 5; Medium-size Humanoid; HD 5d6+10; hp 27; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Atk +3 melee (1d3+2 subdual, unarmed) or +3 ranged (2d10/x3, Remington Sportsman 74) or +3 ranged (special, Winchester M1897); SV Fort +5, Ref +2, Will +3; Str 15, Dex 15, Con 15, Int 13, Wis 10, Cha 13; SAN 50</p><p><em>Skills & Feats:</em> Climb +7, Hide +6, Intuit Direction +6, Knowledge (Arizona geography) +7, Knowledge (San Carlos local) +8, Listen +6, Move Silently +7, Ride (horse) +10, Search +7, Speak Other Language (Apache) +7, Spot +7, Wilderness Lore +8; Animal Affinity, Weapon Proficiencies (rifle, shotgun)</p><p><em>Equipment:</em> Winchester M1897 shotgun (3d6/2d6/1d6/x4 for buckshot or 2d10/x4 for slug) or Remington Sportsman 74 rifle</p><p></p><p><strong>Sample NRO DELTA Agent:</strong> 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +2 (Dex); Spd 30 ft.; AC 13/17* (touch 12, flat-footed 11/15); Atk +5 melee (1d4+2, unarmed) or +5 ranged (1d10/x3, Glock Model 18) or +5 ranged (1d10/x3, H&K MP5); SV Fort +3, Ref +3, Will +4; Str 15, Dex 14, Con 14, Int 15, Wis 12, Cha 10; SAN 60</p><p><em>*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller.</em></p><p><em>Skills & Feats:</em> Craft (electronics) +7, Drive +8, Hide +4, Intimidate +5, Knowledge (electronics) +7, Listen +6, Move Silently +6, Open Lock +8, Search +7, Sleight of Hand +6, Spot +6, Tumble +4; Martial Artist, Weapon Proficiencies (pistols, submachine guns)</p><p><em>Equipment:</em> Glock Model 18 pistol (as Model 17, except selectable semi- or full-automatic), H&K MP5 SSD w/ silencer, reinforced vest</p></blockquote><p></p>
[QUOTE="VorpalBunny, post: 355968, member: 4772"] [b]Puppet Shows and Shadow Plays[/b] [i]A Delta Green Scenario by Adam Scott Glancy converted for use with the Call of Cthulhu d20 Roleplaying Game[/i] [b]New Skill:[/b] [b]Forensics (Int; Trained Only)[/b] Forensics is the knowledge of and ability to detect and interpret physical evidence at crime scenes, usually concerning corpses. The Knowledge (medicine) skill is a very good complement to Forensics, and as such a character with 5 or more ranks in Knowledge (medicine) adds a +2 synergy bonus to Forensics checks. [b]The Buried Car[/b] - A Spot check (DC 12) is required to see the exposed white roof. - A Wilderness Lore or Intelligence check (DC 15) will reveal the coyote tracks around the car. (0/1d2 SAN, and roll a Fortitude save (DC 16) or become nauseated ([i]CoC d20 p.91[/i]) from the stench of the driver). - A Search check (DC 18) will find two sets of fingerprints inside the car. [b]The Begay Ranch[/b] - Spot checks (DC 15) will notice the circling vultures. - Search and Wilderness Lore checks (DC 13) will identify coyote tracks all over the area of each grave. - A Wilderness Lore check (DC 10) will confirm that this is unusual behavior for coyotes. -A successful track roll (DC 13) using the Track feat, will reveal that all the tracks were made by the same coyote. -A Forensics or Search check (DC 15) will reveal multiple needle-like wounds in all the carcasses. -A Forensics or Search check (DC 20) will also show that traces of a tranquilizer are evident in all the carcasses’ central nervous systems. -A successful Knowledge (chemistry) check (DC 15) will reveal the truth about the tranquilizer. [b]Anonymous Benefactor[/b] - Each successful Research check (DC 10) reveals a different fact. [b]The Sacred Cave[/b] -A successful opposed Diplomacy check or an Intimidate check (DC 18) will get the investigators a meeting with the shamen. -The investigators can research coyotes and their place in Apache lore with a successful Research check or Knowledge (occult) roll (DC 15) -A successful Knowledge (occult), Knowledge (anthropology) or Research check (DC 20) will discover the ritual -Roll under Wis x5 or get “help” to successfully complete the ritual with a 1/1d4 SAN loss. [b]Searching the Cave[/b] -A Forensics check (DC 15) will reveal the method and time of death of the three men. -A successful Search check (DC 10) will lift bloody fingerprints from the bones. [b]The Traveler’s Ship[/b] - Anyone within fifteen feet of the ship if it explodes suffers 8d6 damage. A Reflex save (DC 20) is up to the Gamemaster. [b]Santana’s Path[/b] - A successful Spot check (DC 20) finds the remains of one of the Traveler’s meals or circling vultures. [b]Aftermath[/b] - Tear gas grenade: (Fort save [DC 25] or become the equivalent of [i]nauseated[/i] (Call of Cthulhu d20 Roleplaying Game page 91) for 2d6 rounds. Blast radius 15 ft., disperses in 10 rounds. [b]The Majestic-12 Option[/b] -A Spot check opposed by the MJ-12 agent’s Hide check will reveal a sedan or van shadowing the investigators. - Tasers: On a successful ranged attack 1d4 electrical damage and Fort save [DC 15] or stunned for 1d6 rounds. [b]Typical Story Goals:[/b] · Discover the Scared Cave · Discover the Traveler’s host · Recover the Traveler’s ship. · Destroy Santana/the Traveler · Survive/Eliminate the MJ-12 agents (optional) [b]NPC Stats:[/b] [b]The Traveler:[/b] CR 3; Tiny Aberration; HD 3d8+24; hp 37; Init +4 (Dex); Spd 5 ft.; AC 16 (touch 16, flat-footed 12); Atk +8 melee (paralysis, neurofilament whip); Face/Reach 2½ ft. by 2½ ft./0 ft. (5 ft. with filament); SA Paralysis (Fort save [DC 19]; initial paralysis 1 minute; secondary paralysis 30 minutes); SQ Fast healing 5; SV Fort +9, Ref +5, Will +9; Str 1, Dex 18, Con 26, Int 33, Wis 22, Cha 22 [i]Skills & Feats:[/i] Weapon Finesse (neurofilament) [i]Sanity Loss:[/i] 0/1d6 [i]Killing the Traveler:[/i] When implanted in a host, the Traveler has the equivalent of three-quarter cover (the ~2ft. Traveler is roughly 25% the size of a 6 ft. host). If an attack roll exceeds the AC of the host enough to hit the Traveler with cover then the Traveler has be hit. The host will absorb 1 point of damage per attack that damages the Traveler. For example: An investigator shoots the host (AC 12) with an M-16A1. The investigator has a +5 ranged attack bonus and rolls a 19. The Traveler has an effective AC of 23 when implanted in a host (16 [AC]+ 7 [cover]). Since the modified attack is 24 (19+5) the investigator has hit the Traveler. The investigator rolls damage dice and gets 10. The host absorbs one point of damage, and the remaining nine points go to the Traveler. Since it had 37 hit points to start with, it’s not dead and will regenerate 5 hit points next round. Fire and electricity damage are as listed in the adventure. [b]Master Sergeant Emanuel Santana, Living Host to the Traveler:[/b] 6th-Level Offense Option; CR 6; Medium-size Humanoid (Native American/Apache); HD 6d6+18; hp 39; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +9 melee (1d4+4, unarmed) or +5 melee (1d4+4/19-20, combat knife) or +6 ranged (2d6/x3, Colt Python revolver) or +7 ranged (2d10/x3, Lee-Enfield Mark III rifle); SV Fort +8, Ref +3, Will +1; Str 18, Dex 12, Con 16, Int 15, Wis 9, Cha 8; SAN 0 [i]Skills & Feats:[/i] Climb +13, Hide +8, Intuit Direction +8, Jump +11, Listen +6, Move Silently +10, Search +9, Sleight of Hand +8, Speak Other Language (Spanish) +9, Spot +6, Tumble +8, Wilderness Lore +6; Martial Artist, Weapon Focus (Lee-Enfield Mark III), Weapon Proficiencies (pistols, rifles) [i]Equipment:[/i] Colt Python revolver, Lee-Enfield Mark III rifle, combat knife, backpack containing the Traveler’s starship. [i]Notes:[/i] When Santana dies, use the next set of stats from that point forward. [b]Master Sergeant Emanuel Santana, Host to the Traveler:[/b] CR 5; Medium-size Undead; HD 6d12; hp 39; Init -1 (Dex); Spd 30 ft.; AC 11 (touch 9, flat-footed 11); Atk +7 melee (1d6+4, slam); SQ Undead, damage reduction 5/+1; SV Fort +2, Ref +1, Will +3; Str 18, Dex 8, Con -, Int 13, Wis 7, Cha 6. [i]*Skills & Feats:[/i] Climb +13, Hide +6, Intuit Direction +7, Jump +11, Listen +5, Move Silently +8, Search +8, Sleight of Hand +6, Speak Other Language (Spanish) +8, Spot +5, Tumble +6, Wilderness Lore +5; Martial Artist, Weapon Focus (Lee-Enfield Mark III), Weapon Proficiencies (pistols, rifles) *The Traveler can continue manipulating all of Santana’s skills and Feats as if he were still alive. The only difference is the change in Santana’s ability scores. [i]Undead (Ex):[/i] Immune to poison, stunning, and disease. Ignores all mind-effecting spells, not subject to critical hits, subdual damage, ability damage or ability drain. Immune to any effect requiring a Fortitude save (unless it affects objects). [i]Sanity Loss:[/i] 1/1d8 [b]Dr. Joseph Gutierrez, Medical Examiner and Potential Traveler Host:[/b] 4th-Level Defense Option; CR 4; Medium-size Humanoid (Hispanic); HD 4d6+12; hp 26; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Atk -1 melee (1d3+1, scalpel); SV Fort +7, Ref +3, Will +4; Str 13, Dex 14, Con 16, Int 17, Wis 11, Cha 16; SAN 55 [i]Skills & Feats:[/i] Drive +7, Forensics +13, Heal +7, Hide +8, Knowledge (biology) +10, Knowledge (medicine) +13, Knowledge (pharmacy) +10, Listen +6, Move Silently +7, Research +10, Search +12, Spot +6; Sharp-Eyed, Skill Emphasis (forensics), Skill Emphasis (medicine) [i]Equipment:[/i] Lab coat, scalpel [b]“Ms. Green,” Delta Green representative:[/b] 6th-Level Defense Option; CR 6; Medium-size Humanoid (African American); HD 6d6+6; hp 27; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +3 melee (1d3 subdual, unarmed) or +5 ranged (1d10/x3, SIG-Sauer P225); SV Fort +6, Ref +6 Will +6; Str 10, Dex 13, Con 12, Int 18, Wis 15, Cha 15; SAN 71 [i]Skills & Feats:[/i] Bluff +11, Computer Use +13, Cthulhu Mythos +1, Diplomacy +11, Disguise +11, Drive +10, Hide +10, Knowledge (psychology) +13, Listen +11, Move Silently +10, Sense Motive +11, Sleight of Hand +10, Spot +11; Dodge, Iron Will, Weapon Focus (SIG-Sauer Model P225), Weapon Proficiency (pistols) [i]Equipment:[/i] SIG-Sauer Model P225 pistol, tear gas grenade [b]Sample Fed Agent (FBI, U.S. Marshals, etc.):[/b] 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +2 (Dex); Spd 30 ft.; AC 13/17* (touch 12, flat-footed 11/15); Atk +4 melee (1d4+1, unarmed) or +5 ranged (1d10/x3, Beretta M92) or +5 ranged (2d6/x3, Colt M-16A2); SV Fort +3, Ref +3, Will +4; Str 13, Dex 14, Con 14, Int 15, Wis 13, Cha 10; SAN 65 [i]*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller.[/i] [i]Skills & Feats:[/i] Bluff +5, Computer Use +5, Drive +8, Gather Information +5, Knowledge (law) +7, Knowledge (psychology) +7, Listen +6, Move Silently +5, Research +6, Search +8, Sense Motive +6, Spot +7; Martial Artist, Weapon Proficiencies (pistols, rifles) [i]Equipment:[/i] Beretta M92 pistol, M-16A2 rifle, reinforced vest. [b]Sample Cop (State Troopers, Tribal Police, etc.):[/b] 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +1 (Dex); Spd 30 ft.; AC 12/16* (touch 11, flat-footed 11/15); Atk +6 melee (1d3+3 subdual, unarmed) or +6 melee (1d4+3, billy club) or +4 ranged (1d10/x3, Beretta M92) or +0 ranged (2d10/x4, Mossberg M590); SV Fort +3, Ref +4, Will +2; Str 16, Dex 13, Con 15, Int 13, Wis 12, Cha 13; SAN 60 [i]*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller.[/i] [i]Skills & Feats:[/i] Computer Use +5, Drive +6, Gather Information +6, Hide +3, Intimidate +5, Knowledge (law) +7, Listen +5, Move Silently +3, Search +6, Sense Motive +5, Spot +6, Wilderness Lore +5; Point Blank Shot, Weapon Proficiencies (melee weapons, pistols) [i]Equipment:[/i] Beretta M92 pistol, Mossberg M590 shotgun, reinforced vest. [b]Sample Deputized Volunteer (Apache Ranchers and Shepherds):[/b] 5th-Level Defense Option; CR 5; Medium-size Humanoid; HD 5d6+10; hp 27; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Atk +3 melee (1d3+2 subdual, unarmed) or +3 ranged (2d10/x3, Remington Sportsman 74) or +3 ranged (special, Winchester M1897); SV Fort +5, Ref +2, Will +3; Str 15, Dex 15, Con 15, Int 13, Wis 10, Cha 13; SAN 50 [i]Skills & Feats:[/i] Climb +7, Hide +6, Intuit Direction +6, Knowledge (Arizona geography) +7, Knowledge (San Carlos local) +8, Listen +6, Move Silently +7, Ride (horse) +10, Search +7, Speak Other Language (Apache) +7, Spot +7, Wilderness Lore +8; Animal Affinity, Weapon Proficiencies (rifle, shotgun) [i]Equipment:[/i] Winchester M1897 shotgun (3d6/2d6/1d6/x4 for buckshot or 2d10/x4 for slug) or Remington Sportsman 74 rifle [b]Sample NRO DELTA Agent:[/b] 3rd-Level Offense Option; CR 3; Medium-size Humanoid; HD 3d6+6; hp 16; Init +2 (Dex); Spd 30 ft.; AC 13/17* (touch 12, flat-footed 11/15); Atk +5 melee (1d4+2, unarmed) or +5 ranged (1d10/x3, Glock Model 18) or +5 ranged (1d10/x3, H&K MP5); SV Fort +3, Ref +3, Will +4; Str 15, Dex 14, Con 14, Int 15, Wis 12, Cha 10; SAN 60 [i]*The first number is for claw attacks and rifles larger than 7.62x51 mm, the second is for rifles 7.62x51 mm and smaller. Skills & Feats:[/i] Craft (electronics) +7, Drive +8, Hide +4, Intimidate +5, Knowledge (electronics) +7, Listen +6, Move Silently +6, Open Lock +8, Search +7, Sleight of Hand +6, Spot +6, Tumble +4; Martial Artist, Weapon Proficiencies (pistols, submachine guns) [i]Equipment:[/i] Glock Model 18 pistol (as Model 17, except selectable semi- or full-automatic), H&K MP5 SSD w/ silencer, reinforced vest [/QUOTE]
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