[Delta Green 2] The Madness Dossier (1 Viewer)

Jim Hague

Foreign Agent
20 Year Hero!
So, to preserve the excellent CoC 7 thread here, I've started up this here thread for my take on the excellent Madness Dossier using the new edition of Delta Green.

For those who came in late: The Madness Dossier is a different take on cosmic horror. In 535 CE, reality and history themselves were overturned by an unknown disaster. The twist here is that history as we know it was created from that point, and the prior history with a humanity enslaved by Babylonian deities (maybe) and monsters (definitely) was more-or-less erased. In the 19th century, the old history broke through during an archaeological dig, leading ultimately to the creation of Project SANDMAN, a group of deep-black agents, brain hackers, and memetic scientists desperately fighting a war against an enemy that gets stronger as more people know it exists. SANDMAN operates without oversight, behind the scenes, waging a war to stabilize accepted reality and destroy the irruptors at a terrible cost. PKD-esque hidden histories and realities, mind control, and the moral corrosion of the SANDMAN agents are big themes.

For my campaign, we started with BRP, briefly swerved into GUMSHOE, and finally settled on the new Delta Green rules-set. Given the similarities between the settings, it seemed like a good fit...and man, it has been. With a couple of small tweaks, DG 2 has proven to be a beyond capable rules-set for the campaign. The Kill rules resulted in a major NPC going down hard during the first round of a major firefight a few sessions back, Willpower-as-mitigation is great, and the slimmed-down rules for skills keep things moving at a zippy pace.

If you're interested, I've got an Obsidian Portal site for the campaign here. The floor is open for questions, ideas, discussion!
 

RogerBW

Robot Revolution Fodder
Validated User
I'm mildly curious to know why you didn't go with GURPS, given the amount of special powers that need conversion.

(Disclaimer: credited playtester on the book.)
 

Jim Hague

Foreign Agent
20 Year Hero!
Sadly, while I love the information in GURPS books, I burned out on the system. It's just not my speed these days, so I aim for lighter stuff. As it turns out, adapting some of the stuff from RuneQuest and Luther Arkwright was dead easy and mapped well to the memetics presented in the book.
 

Michael Tree

Active member
20 Year Hero!
Very cool idea. I've been thinking of converting this to another system too, when I feel like running a horror game. What did you borrow from RuneQuest and Luther Arkwright?
 

Jim Hague

Foreign Agent
20 Year Hero!
Very cool idea. I've been thinking of converting this to another system too, when I feel like running a horror game. What did you borrow from RuneQuest and Luther Arkwright?

Primarily adapting some psychic abilities to sub in for Memetics. Originally, I was also using Prana and Stability, but settling on DG 2 made that entirely unnecessary.
 

Blackwingedheaven

Crystal Human
15 Year Compatriot!
I love The Madness Dossier, so I'm thrilled to see someone else running a game in the setting. You might have also just sold me on Delta Green, so kudos. =)
 

Stevie D

Validated User
Validated User
I like the twist in the story that our timeline is the aberration. I cannot guarantee that plot device will not end up in my arsenal at some point ;)
 

Jim Hague

Foreign Agent
20 Year Hero!
I like the twist in the story that our timeline is the aberration. I cannot guarantee that plot device will not end up in my arsenal at some point ;)

Yup, History A is the Big Lie...and that's part of the moral dilemma, along with needing to use the weapons of the enemy, like memetic mind control, to fight said enemy.

In my take on the campaign, well, there are...other histories:

Broadly, the term ‘extra-historical entities’ is used to refer to non-native lifeforms and manifestations rising from the manifold Other Histories. While SANDMAN was founded on the premise that EHEs originated solely from History B, recent encounters have proven this is not the case.

Irruptors


“Irruptors” is the generic term for entities native to the Other Histories who irrupt into History A to attempt to restore or immanentize their own. As threat classification is concerned, irruptors are servitors of greater EHEs and concepts, and dependent on the current state of the A-historical membrane of an area, may have difficulty operating under A-historical physical conditions.

All irruptors can sense reality subduction zones, the presence of Other Historical artifacts or entities, etc. History B irruptors seem to be genetically modified creations of the Anunnakku, although whether the Anunnakku started with animal, human, or alien DNA may be unknowable. Many closely resemble various demons from Sumerian (and later Akkadian and Babylonian) myth, which gives credence to the theory that the Anunnakku first arose, or first enslaved mankind, in the fourth millennium B.C. in Sumer.

Thanks to research at Site POLYBIUS, Project SANDMAN has expanded the definition of irruptor to include creatures originating in the Other Histories – the ‘demons’ and ‘machine angels’ of the Horror and the Steady State, the so-called Enochians, are one example, as are the ill-understood Esuritio.

Despite their classification as servitors, SANDMAN agents are advised to not underestimate these threats — their points of origin, physical abnormalities, and paranatural abilities make irruptors a serious danger to humanity, the membrane, and History A.

The Incarnae: Rulers of the Other Histories

“The time has come,” the Walrus said,
“To talk of many things:
Of shoes—and ships—and sealing-wax—
Of cabbages—and kings—
And why the sea is boiling hot—
And whether pigs have wings.” – Lewis Carroll, The Walrus and the Carpenter


Careful research conducted at some cost to Project assets has, in the century and more since SANDMAN was founded, given some insight into the Incarnae, powerful (and sometimes non-physical) beings native to the Other Histories. The first type known are the Annunakai, the memetic ‘gods’ of History B.

Site POLYBIUS has discovered four other ontological-existential threats to History A:

* The infectious ‘steady state’ of the Enochian God-Machine that seeks to irrupt its physical substance into History A to delay the heat-death of the exo-historical stack it has filled.

* An entropic ‘pocket history’ of the God-Machine its inhabitants call ‘the Horror’, which opposes the God-Machine (and may be discarded quantum foam from the God-Machine) but manifests as corrosive entropy in history A.

*The unknown exo-historical origin point of the Esuritio.

*The fictional exo-historical pocket history of Nürnheim, created by the Archons of same as a form of ‘lifeboat’ against the Ontoclysm of 535.

The highest forms of ‘life’ in these exo-historical stacks exist only partially as physical entities, fortunately; their irruption into History A would require either a suitable host or a Class Five breach in the membrane. In cases like the Horror and the God-Machine, the Incarnae are the exo-historical stack, with their irruptors acting as memetic-viral ‘cells’ when operating in History A.

All of the Incarnae are inimical to History A, no matter how their servitors represent their goals. Due to their nature, the membrane and History A cannot exist alongside them, and contact between the two realities is always catastrophic in nature. In one case (see OPERATION FLYTRAP), the membrane of History A was, via esoteric means, strengthened enough to use as a penetrator into Nürnheim and the concentrated burst of contradictory reality used to eliminate the RED QUEEN. Another one of the Annunaki may have been destroyed during a Project operation in Tunisia in 1961 involving a high-yield thermonuclear test device.

As the literal defining consciousnesses of their individual stacks and pocket histories, the Incarnae wield vast powers stretching far beyond memetics. They are, for all intents, the very laws and matter their domains contain. As such, it is highly inadvisable to confront them on their home ground. To date, only a single team, FATAL APOLLO, has encountered an Incarnae-controlled exo-historical stack and survived; the encounter in question was very nearly fatal.
 

Praetorian

Freelancer
Validated User
Jim,

One of my hesitations with Madness Dossier was that it felt a bit like too many disparate setting pieces sorta mashed together. On one hand you have this cool concept about sorta-deep time and the Annunaki, and then you get these monsters with some babylonian aspects, and then... over there... you have a reality war a bit like Mage: the Ascension. The vagueness about the ultimate bad guys also fuzzied the picture the setting created.

So, with that said:

1) Have you done anything to tighten the setting? Particularly the motivation and nature of the baddies?

2) What was your vision for the characters as you conceptualized the campaign? Did the players oblige, or do something different?

3) (on a very self serving point) Did you use DG's skills unaltered? What about the federal agencies -- were those useful at all?
 

Users who are viewing this thread

Back
Top Bottom