Fennec's Apartment

Where I'll probably dump all my TRPG things.
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Knight
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Fennec's Apartment

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Machi, ████ District, ███████ Prefecture, Japan

An averaged-sized town of 7,500 estimated people. It is located 85 miles away from ██████ City. The only thing to note about the town is its high rate of missing persons. As of January 1st, 2022, 6,754 missing person reports have been filed. Only 89 people have been found, 70 of them having moved out of town then neglected to tell families and friends, and 19 having committed suicide. Local law enforcement has denied knowing why the town has had a high missing person rate, but a few rumors have been going around that some water sources have had lead poisoning which has caused memory loss and mass hysteria within the population.

Water tests throughout the years by officials from the Ministry of Environment has debunked this rumor every time. Agent "Scout" and "Atrox" have personally tested the water during their stay in Machi.

Scout and Atrox have also reported that the city gave them both a feeling of anxiety, citing the strange quietness and lack of people. They believe the "6,500" given by the government is an exaggerated number and guess it to be "somewhere around 3,000 and 4,200" instead. Despite the mysterious surrounding the town, the two agents reported that the locals were "friendly enough". Both of the agents first stayed in Ryokan Motel, before moving to ███████ Apartment located on the other side of the town. When asked about the apartments, all locals reported that they didn't know anything about it, but it seemed like a nice place to live. Scout described the place as "dingy", but said the prices looked affordable enough.

Agents entering the elevator, noting a lack of hotel staff, found it having graffiti marked all over it with some being in Japanese and some of it being in English. The elevator's panel also had letters with being of the cyrillic alphabet, three knobs and a slider with no discernable indicator for what it does.

Image

Before the agents pressed the button, a girl by the name of "Arai-san" stopped them to hop on the elevator with them. A brief conversation was exchanged between the two and Arai-san, who had light animal features to include short, round ears on the top of her head and a raccoon's tail1, before she agreed to help them show them around. Remarkably, the agents' rooms and Fennec's (Arai-san's roommate) weren't too far away from each other. She then showed them an elaborate button system to get to their floor along with one to get back to the first floor. She also told the pair to "Not go on any weird floods-noda".

Their room was no different from an average Japanese apartment, but was fully furnished to include a TV and enough food and drink for the next two weeks.

The first morning of their stay in the apartment, Agent Atrox decided to see what was on Floor "1" as marked by the elevator. Agent Scout stayed in the apartment room for the rest of the day. Scout reports that Atrox never returned that day. Scout was instructed by Overseer █████ to stay in his room. Yet, the next morning, while being instructed on what he should do next by █████ by phone, he reported that Atrox was knocking on the door. Static quickly overwhelmed the signal. Scout nor Atrox have not been heard from since.

1: These have been referred to as "Friends". They mimic the features and general appearance of animals and refer to themselves by the animal's name. They seem to make up most of the Apartment's Population.

[This report is intended for players who want to play Delta Green straight. This is the report given to the Agents before they execute their mission of investigating the apartment. However, if you wish to remain in the "Kemono Friends" style you can instead make them bunnies in RABBIT CO.]

RABBIT CO.
Image

A company made up of rabbit friends that focus on selling cookies in colorful boxes. Yet, they also have formed a paramilitary branch in order to protect friends from poachers and cellien. Their current focus is on ███████ Apartment as they believe it to be the biggest threat to friends. Thanks to their cookie-selling prowess (they ship internationally), their paramilitary branch is armed with just about everything short of an artillery cannon. Bureaucracy is used for requisitioning.

Despite how much they talk about trying to save the Friends, their expeditions into the Apartment have been quite low until recently. It's a dirty place, you know? Their tactic usually involved going to a random floor and investigating it until a threat shows itself. They will attempt 3 times to remove the threat before using Police Tape to warn people not to enter the area. If the threat isn't one that can be removed, they simply tape it off.

Naturally, RABBIT CO. doesn't really have any connections to federal agencies. Treat "Federal Agent" as a simple "Field Agent". "Police Officer" can be a "Peacekeeper". This military-like branch has a number of training programs to fit each rabbit. All Rabbits start off with their Unnatural skill at 10% as they have superficial knowledge of the apartment.
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Re: Fennec's Apartment

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I'm more accustomed to Delta Green, so that's what I'll make stats for. I've included a few Call of Cthulhu stats, but I probably won't make these second statblocks for all characters.

Arai-san
She often goes by the name Arai-san (short for Araiguma), with Fennec calling her by this nickname exclusively. She also speaks with an ending of Nanoda.
Stats
STR 10 CON 10 DEX 11 INT 10 POW 14 CHA 11
HP 10 WP 14 SAN 70 BREAKING POINT 56
SKILLS: Accounting 20%, Athletics 35%, Alertness 30%, Dodge 40%, Melee Weapons 40%, Navigate 30%, Search 35%, Stealth 30%, Survival 35%, Unnatural 15%
ATTACKS: Unarmed 40%, damage 1d4-1

Arai-san is special in that her LUCK stat is 70%, using it whenever a dangerous situation occurs. This has allowed her to survive much longer than one would expect.

STR 50 CON 50 SIZ 40 DEX 50 INT 50 APP 60 POW 70 EDU 45
Damage Bonus 0 Build 0 Move 9
HP 9 SAN 70
SKILLS: Accounting 20%, Climb 40%, Cthulhu Mythos 15%, Dodge 40%, Navigate 30%, Spot Hidden 35%, Stealth 30%, Survival 35%
ATTACKS: Brawl 40%, damage 1d3

Fennec
She is Arai-san's best friend, but the polar opposite of her. Where Arai-san may be brash and impulsive, Fennec prefers to remain calm and think out her situation. She is quite intelligent and observant. But she's hiding something...
Stats
STR 9 CON 10 DEX 10 INT 14 POW 12 CHA 11
HP 10 WP 12 SAN 60 BREAKING POINT 48
SKILLS: Alertness 50%, Dodge 35%, First Aid 35%, Navigate 40%, Science (Astronomy) 55%, Search 40%, Stealth 30%, Survival 35%, Unnatural 45%
ATTACKS: Unarmed 40%, damage 1d4-1

Fennec is far too smart to get caught by whatever dangers are in the apartment! Whenever she fails an Unnatural test that would put her in danger, she can reroll and add a +10% to the roll.

STR 45 CON 50 SIZ 40 DEX 50 INT 70 APP 60 POW 60 EDU 65
Damage Bonus -1 Build -1 Move 9
HP 9 SAN 60
SKILLS: Astronomy 55%, Climb 30%, Cthulhu Mythos 45%, Dodge 40%, First Aid 35%, Language (English) 40%, Library Use 40%, Listen 45%, Navigate 30%, Spot Hidden 40%, Stealth 30%, Survival 35%
ATTACKS: Brawl 40%, damage 1d3-1

Giant Otter
There are 4 Giant Otters that love to explore the Apartment. They rather simplistic in thought and are rarely afraid of anything they discover-- even when they are, they like to exile the frightened sister! Although there is 4, only 3 ever go out. Each Giant Otter has a job, either as the Mask, the Bottle, the Map, or the Standby (the most boring job!).
Stats
STR 11 CON 12 DEX 11 INT 10 POW 13 CHA 9
HP 12 WP 13 SAN 60 BREAKING POINT 47
ARMOR: Light kevlar vest (Armor 3)
SKILLS: Athletics 45%, Alertness 50%, Dodge 45%, First Aid 30%, Melee Weapons 55%, Navigate 40%, Search 40%, Stealth 40%, Survival 35%, Unnatural 25%
ATTACKS: Unarmed 45%, damage 1d4-1. Crowbar 55%, damage 1d6

The Giant Otters care not for the unnatural! Whenever they roll for sanity loss, if they pass the test they do not lose any SAN even if the source would demand it.

STR 55 CON 60 SIZ 40 DEX 55 INT 50 APP 50 POW 60 EDU 50
Damage Bonus 0 Build 0 Move 9
HP 10 SAN 70
SKILLS: Animal Handling 25%, Climb 40%, Cthulhu Mythos 25%, Dodge 45%, First Aid 35%, Jump 40%, Listen 40%, Locksmith 25%, Mechanical Repair 25%, Navigate 40%, Psychology 20%, Spot Hidden 45%, Stealth 40%, Survival 35%
ATTACKS: Brawl 50%, Unarmed damage 1d3
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Re: Fennec's Apartment

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It is impossible for the GM/Handler to come up with a seemingly-infinite number of floors for the characters to explore. Instead, it is best to have a large selection of floors. It's also important to note that not all floors have to be large with a lot of features thrown inside. A short and sweet experience can be just as entertaining as a long and expansive one.

Keeping all of that in mind, I'll list a few floor ideas. Some floors may have a bunch of details when compared to others. Not all floors need a bunch of details to it or they can be tailored to fit the group of agents.

Comic-specific Floors
(1-19 except 4, A, Б, B, Г, Д, E, Җ, 3(again), И, ⭠, ⭢, ⭡, ⭣, ⭦, ⭧, ⭨, ⭩)
Г-1-13-Д ⭧⭠ "Fennec's Floor"
This is the floor of Fennec and Arai-san's room. It appears as a walkway with waist-height concrete railing. There are only apartment rooms on this floor.

Җ-1-7-8⭢⭠ "Up and Down Floor"
A floor that appears to be long walkways that are mirrored on the ceiling in an ominous red and black.

A-Г-14-Җ-1-Җ-8-8-E⭡⭣ "Cloning Floor"
A series of elevator are connected to a large, fleshy mass that extends to the ceiling. One elevator, the one closest to the exit, has "2-16-✱" written on it and is a red color instead of being grey. It also has a green light above it and an elevator panel right next to it. Upon first seeing the fleshy structure, a character makes a SAN test. If they fail, they lose 1d4 sanity points.

If a corpse is thrown into the red elevator and a person pushes the button, the lights above all the other elevator doors will glow red. Every elevator door except the one on the left of the red elevator suddenly shoots out blood. For first time viewers, this is also a SAN test with a loss of 1d4 sanity if failed.

After a few moments, the non-bleeding grey elevator than opens up and reveals corpse-- except only sleeping. The once-corpse will have no memory of dying. If the person ever finds out that they died, they must pass a SAN test with failure being a 1d8+4 loss in SAN points.

E-14-И-19⭧⭦ "Perspective Floor"
It appears to be nothing more than an apartment floor. Keep track of how far a character moves down the walkway. As they walk back, the character will start to notice that everything else looks bigger. If they have travelled the furthest distance away from the elevator, ignoring the turn to the left, they will find themselves to be ~4 inches tall when they come back to the elevator.

This generates an unnatural sanity test if they become smaller than a child. If they fail, they lose 1d8+2 SAN. Their STR and CON should lower to represent their new height.

7-9-E-Б⭢⭢ "Entrance"
This is the ground floor of the apartment building.

B-5-B-A⭡⭣ "Diner"
It appears to be a cafeteria, but all text within is written in Russian. On the floor in front of the entrance is the words "KEEP ALONE" written in chalk. If alone, it's nothing more than a cafeteria with a selection of food and kitchen items to include plates, cups, and utensils, on display. The first person who enters is considered the "host". After a couple minutes, everyone will notice that the entire place has turned into a filthy version that has replaced food with gore, drinks with blood, and areas for clerks turning into grotesque holes. A few seconds later, a shadowman appears in the elevator. This entire event is enough to warrant a sanity test. If they fail, they lose 1d8+2 SAN. If they succeed, they only lose 1d4 SAN.

Once the host looks at the shadowman, everyone outside of the their view disappears. Once the host realizes that they are gone forever, they enter a state of helplessness.

2-Б-Д-5-E-7-13-11-И?? "Wish Granting Room"
Before the character is a 3-step stairway that leads to a floating, glimmering portal. This portal shows whatever is the character's deepest desire. Upon entering it, they actually just fall to the floor and the room takes on the appearance of a room that fits their desire. The elevator is still there. The character will find they can't leave the confinements of the original room's dimensions.

Upon realizing that the room is a false hope, the character could suffer from helplessness in their situation. If they fail this SAN test, they lose 1d6 SAN.

N-16-10˥⭧⭨ "Parking"
A parking garage that is run-down, pipes leaking and large holes that a person could fall through. Cars are strewn about, but no one ever seems to come down to claim any of the vehicles. Chimeric beasts stalk this parking lot, being bloodied and mutated.

9-19-✱⭦⭠ "Store"
??? (Name crossed out with "HELL" on the elevator wall.)

ДДBA⭣⭢ "Hospital"
??? (Name crossed out on the elevator wall.)

16-6-7-2⭡⭣ "Church"
???

2-2-AE⭢⭢ "Basement"
??? (Name crossed out on the elevator wall.)

✱E7-˥⭦⭣ "O-Jizo-sama"
The room is filled with Jizo statues, which are only enlightened by the white mist spewed from the elevator's light. It is an impossibly large room, echoing anything the characters shout. If the characters decide to leave the elevator, they may start to notice that they are standing on top of the hand of a giant O-Jizo-sama statue.

8-✱-?-Г-N "Theater"
A small theater with four movies, each having a poster and a cinema hall. There is a concession stand that has soda, popcorn, and snacks. "DON'T WATCH ALONE!" is marked near the entrance to the cinema halls.

The movies (and movie posters) are designed to interest anyone who enters the theater. A character that doesn't want to watch one of the movies must make a POW check or they find themselves subconsciously wanting to anyway. Anyone who enters a movie alone will have to make a POW check with a -40 penalty in order to pull themselves out of their seat.

12-11-1-ДД⭢⭢ "CYM (?)"
??? (Name crossed out on the elevator wall.)

2-B-5-8⭡⭠ "Eyes"
???

Д--3-10-A⭢⭣ "Upside Down"
???

96E3⭦⭨ "I can't read Japanese"
???

N7-18B⭢⭠ "Safe"
???

БA-19-10⭡⭣ "'Not' Safe"
???

58-11-11-B-6⭠⭢ Image
Marked as "FUCKIN' HOPE" on the elevator wall.

✱-12-4-2-2⭡⭣
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