Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
It all starts with serial killings in a quiet little town called Harmony in Massachussets.
Background
The killer is a teenager who is evolving into a ghoul. With both his sexuality and mutation coming down on him, he uses to mix 'being horny' with 'being hungry', and eats half his girlfriend's face on their first kiss. He dumps her in a lake and continues with prostitutes.
After 3 bodies (2 prostitutes and a procurer who bumped into the room at an indesirable moment), the FBI is called (the PCs), along with an USAMRIID agent, posing as a CDC member. The USAMRIID agent is called because the coroner found some bodyfluids in the bodies (guess where), and analysis noticed some unknown stuff in it. The unknown stuff was in fact some chemical elements from an old military medical experiment from the Vietnam war. The US-Army heard about ghouls and figured what the hell, let's try to make our boys as strong and bulletproof as those guys.
The experiment didn't work : the pseudo-ghoul mutation didn't start and the Seal Team on which the experiment was conducted was disbanded. After a few years, the soldiers retired and got kids. And then transformed.
Slowly.
One of them settled in Harmony, and after a few years getting more and more insane, one night he ate his wife's leg. He ran away, scared of what he was, and lived under the cemetery from then on. But he already had a kid, and some of the ghoul stuff passed on him. Bam, you've got a wack teenager on the loose.
Playtest The corpse of the girlfriend reappeared during the adventure, and the team figured it would be one of her classmates. The father got out of the tunnels he dug under the cemetery when he learned about the killings. He figured it could be his son and, if so, that he should stop him. The father is pretty much your dramatic anti-hero.
The adventure ended in the cemetery, with a bunch of military guys called by the USAMRIID firing at the boy. He was killed, and the father was taken alive. Experiments are still conducted on him by the CDC agent, who labeled him "patient zero".
This adventure also introduced the mysterious agent Osborne, supposedly an FBI agent, who helps the players when they needed it.
Second Adventure
The second adventure starts with a message from agent Osborne. He makes the PCs understand that if the ex-Seal soldier mutated into a monster, the others should have too. Next on the list : a guy who retired in Texas. He got a few small jobs, then got unemployed, joined a care community and then disappeared with his girlfriend.
This adventures should be a lot of fun in the desert, with incompetent FBI-hating police cowboys, no cell phones and a lot of dust.
After nosing around, the team get some warning from a bunch of one-armed and one-legged people. Stupid but scary. And they get some problems in their dreams too. Some more warnings.
They discover that the guy had been building a little sect around him. Some christian-based sect, like "the christ gave his body in order to live forever. so do you". yeah, he got people willingly cutting their arms and legs for him to eat. And they used to eat it too , together, along with a few tourists passing by. Most of them just got handicaped. A few (well, 2 of them) got ghoulish.
But the problem was that the "new christ" had some contacts. Namely, one of his old army friends, who retired in New-York, "home of the ghouls". This other guy got tied up with the Heretics, and learned how to eat memories and change his face. And he told the other Texan freak. The "new christ" really worked out those tricks and even more than that, he learned to walk the dreams. The farm he and his little community live in has been gradually shifting towards the dreamlands for the past few months. There's even a show from Phenomen-X about this "ghost farm" and the strange disappearances along Road 359.
Playtest The adventure ended with the PCs going through tunnels that end up in another world. Some of them realised the reality shifting and got really stressed, but the other ones just wanted to get into the farm and kill everybody so they kept on with the plan. Almost everybody was killed but hey, the dreamlands are not on anybody's jurisdiction so you can burn everything to the ground. They sent the survivors showing no signs of ghoulish nature in hospitals, and the USAMRIID player kept the other ones, namely the 3 ghoul bodies, and 2 other guys who 'looked peculiar' (human in mutation).
After this adventure, the USAMRIID player did something very wrong. He conducted experiments on the ghouls. He knew that ghouls naturally eat human flesh. He wanted to know what it would do to give normal beef to one of the 2 mutating humans, and ghoul flesh (from the corpses) to the other one. Well, when it came to the brains, you can easily imagine. 3 ghouls, killed by the players, and with the power to eat memories and change face, suddenly got eaten by another stupid ghoul. That's schizophreny for you. And the 3 ghouls took over in the poor ghoul's mind.
Osborne introduced 2 players to Delta Green. An enigmatic Agent Miles (yeah, MJ-12) contacted the USAMRIID player (who, just after, became agent O'Connor). He decided to keep contact, playing a very dangerous game between DG and MJ-12, about which he doesn't know a lot. In a few adventures, he should be in very, very deep trouble.
Third Adventure
The 3rd adventure was the "victim of the art" scenario from Countdown. I continued to introduce Phenomen-X, this time having a camera and a reporter following the PCs. I also used the "MJ-12" option, with agent Miles. Agent Miles is not stupid, and is right now aware that the USAMRIID player is somewhat connected to DG. He's going to use that later.
The adventure went well, even though I added a few funny false leads. Most of the PCs lost their lunch (or more) when they saw the Byakhee and Miles came with a few NRO Delta guys who shot the monster out of the air.
The adventure ended with a call to the USAMRIID player : the ghouls escaped from the lab, and they look very pissed at the players.
MJ-12 is about to capture one of them and send them to Outlook, they've got a couple of angry ghouls after them, and Phenomen-X is about to run a show in which you can see the players quite clearly. On top of that, Agent Osborne's past is about to catch up with him, and he's going to be killed by the Karotechia, leaving the players in charge of Cell-O even though they don't know a great deal of DG yet or how it works.
Meanwhile, my second group (yeah, that's a double campaign) played an alternative to the 1st group's first adventure . After that, their contact, agent Peters (the cell just next to 'O', yep), sent them to New York in order to follow the lead from Osborne's guys (remember the guy who got hooked up with the Heretics and learn a few tricks to the Texan guru?).
One of the players who was introduced for this 2nd adventure was an FBI agent who was working inside the Russian mafia for the past 3 years. And of course, the ex-Seal soldiers everybody's looking for used to be a "tough-guy" working for the Russian mafia. But when he discovered what he was and what he could do, he just killed his boss and took his place.
This adventure was very complicated and lasted long because there's a lot of stuff going on in New-York. The players met Talbot, from the Keepers, and met also a bunch of Heretics. They also had the pleasure to visit a very nice restaurant called "family dinner", in which they serve a very special kind of meals. The restaurant is run by the Russian mafia and only a selected few can go there at night. When the players shut down the place, they had not only a lot of problems with regular mafia guys, but also with the clients, who had to look for food elsewhere.
After a lot of paranoia, a few fights in the subway, some sleeping problems and a few broken arms, they eventually rounded everything up.
The undercover FBI agent launched a major series of arrestations and the adventure ended with a race between the players and ghoul-mafia-boss when he tried to got hide himself with his Heretic friends, who already had problem on their own with the Keepers. Fun, fun, fun.
Oh, and the ghoul-mafia-boss heard about the problems of his Texan friend, so he sent some guys there. The players from the second group couldn't stop them (although they were aware of this) so the players from the first group almost got killed by New-Yorker mafia thugs.