Man must be overcome -- Nietzsche [Image]

THE KAROTECHIA

DIE BISCHOFFE

He was born before the war started, and saw his father rarely, he always had a fascination with death, after his father burned alive in the hull of a rocket-shot Panzer. As he grew up, with only a shell-shocked mother to shield him from the world, he found that inflicting pain on others kept the pain out of his own heart.

As the pain grew, he found that only killing would stop it. He caught small animals in a sack and threw them into the river to drown. Eventually that too paled, and when he was 12, he pushed a friend into the river and threw rocks at him till he sank. When they questioned him, he claimed a man had talked to both of them, the police never suspected such an innocent boy. A lonely old man was convicted and killed himself in prison.

The boy grew into a teenager and investigated his father's death. Far from being a glorious martyr to the fatherland, he discovered that his father was a tank-driver, not a Panzer-commander. He found he had died when he turned his Panzer round and tried to flee the battle. He found he had no idols.

He sought comfort in the occult, he had heard of the Thulegesselschaft, and he wanted the same knowledge they had. He tried trances, he tried seances, he read musty old books sold by those who needed food more than they needed paper. He learnt.

He learned of the resuscitated casualties, Hitler's last line of defence under the allied onslaught as the tanks rolled into Berlin. He found one, trapped in the rubble of a bombed-out house that had been bull-dozed in the re-building. He found it, he taunted it, and eventually he tried to communicate with it, using a spell he had learned from a Bavarian medium.

When he at last he came to himself again, he was three years older, and being pushed out the door of an East German mental institution which no longer had funding to keep him. He had looked into the abyss and he had become a monster.

Death no longer fascinated him, he was Death. The insights of an insane mind trapped in a shell for fifty years after it should have passed on, left their indelible mark on him. He was different now, as much above the party members his father had died for, as they believed they were above the Jew, the cripple and the faggot.

He spent much time acquiring power.

He gathered like-minded individuals in neo-Nazi hate groups, he led them into battle against the enemies of the fatherland. He incited them to burn gypsy camps, and beat jews to death.
_Hide your strength behind your pawns_

He learnt from masters of strategy, even those of lesser races who had shared their knowledge with all, and in doing so, had been destroyed.
_Keep your knowledge to yourself, in sharing it with others, you give them strength over you._

He stockpiled weapons leaving them in places he could return safely to when he was in need.
_Prepare your ground well._

Finally, he returned to the abyss that had pushed him over, he sought the secrets of the Thulegesselschaft, stealing the bones of their dead, using his spells to force the secrets from their graves.
_Knowledge will defeat those enemies that strength cannot._

He gained the attention of the reborn Karotechia. He had been observed, and Herr-Doktor Bitterich had been amused to see him follow the tenet's of the Karotechia _without even trying._

He was contacted by two German men, professing to be the vanguard of the new German Reich, they asked him to join with them, and carry the Feurher's dream into a new century. He refused, laughing at them, telling them he had all the power he needed.

Bitterich changed his mind. He showed him Hitler reborn as a god, and told him of the master plan to sacrifice enough sub-humans to fuel their ascension to the heavens. He showed him death on a wide scale.

He joined Bitterich's little coterie, he learned what they had to teach him, and now he works on their behalf, interrogating the ghosts of corpses that are shipped to Le Estancia, sometimes he travels the world arranging for mass deaths and channeling some of the power back to his master in Argentina. At other times he searches for the remains of his father so he can put him to the question.



SIMULATION STATISTICS

Occupation: Karotechia Bischoffe and Necromancer
Birthplace/Education: East Germany
Mental Disorders: (morbid obsession with death, sociopathic tendencies)
Sex: Male Age: 57
Likenesses: The SS Man in Raiders of the Lost Ark
SIZ:  8   CON:  16  STR:   8   DEX:   8  SAN:   0   Magic: 18
APP:  7   INT:  16  EDU:  15   POW:  18  HP:   14
Non-Combat Skills:
Combat Skills: Punch 30% 1d3+0, Cane (Light club) 1d6, Dodge 16%, HK USP 40% 1d10
Languages (S/R/W): German 90%, English 40% BISCHOFFE SPELLS: Body Warping of Gorgoroth, Contact Der Fuhrer, Create Gate, Resurrection *, Dread Curse of Azathoth, Shriveling, Voorish Sign, Enchant Dagger of the Servant
PERSONAL SPELLS: Black Binding, Grey Binding, Command Ghost, Remortification, Mental Suggestion, Dampen Light, Nightmare, Cloud Memory
GEAR: 9mm H&K USP. Selected for him and customized by his chief Ritter, and almost never fired by the Bischoffe.
He owns/wears man symbols from death-cults around the world (just add your own); An Egyptian Scarab, a Voudoun-Bokor's Gris-Gris, a small necklace of gold-teeth taken from Auschwitz victims, a Silver TotenTanz Unit insignia, a floppy disk containing three chapter of David Koresh's work on the Seven seals, and several other similar items.
Copy of Mein Triumph
Enchanted SS Officers dagger.
He has tactical knowledge and is an effective leader, even if he cares nothing for sending his men into no-win situations.

* He would never use the first version of this spell, but he knows the reverse very well, just in case he has to use it on the Leibensto:ten]
** Note that he doesn't keep any of these spells in grimoires, he learnt them and then he destroyed the source, including the Haitian Bokor from whom he learnt the Gray Binding.

PAST KAROTECHIA OPERATIONS

GOALS

OUTFIT: He likes white, bone-white. Long coat, white suit, and a cane topped with a small silver skull of course this preference is not followed slavishly, he can look ordinary and blend into the background when he has to.

REGULARLY ASSIGNED RITTER/BAUR

  1. A Ritter, trained as a commando and bodyguard
    Armoured vest, high-powered pistol (.40 cal HK USP), and normally a carbine or SMG (HK MP-5 PDW in .40 S&W or an HK-53 in 5.56mmN, depending on what's available. He may of course end up with an M-4 carbine and a colt M1911a1, and of course his preference for German products never interferes with any tactical needs (throwing pursuers off the scent by using an Israeli Uzi say...). Nothing interesting personally, this guy is just one of faceless dozens that have survived the training camps of North America or Eastern Germany, seen Desmond Humboldt partake of his favourite snack, and lived to tell the tale. He is committed to the Karotechia as can be.
  2. A Disposable Baur His mind so numbed and destroyed by the horrors he has witness he will throw himself in the way of a bullet for the BISCHOFFE if so commanded. He usually wears a kevlar vest so that he's not a one-shot defence. 0 San, Hi Dex, Low Power.
  3. Jaeger Team 4

JAEGER-TEAM 4

The Bischoffe does not travel alone, and as he was expecting trouble this time, he requisitioned a group of Ritter/Bauer to act as his bodyguards and hitmen.

A six man squad trained as an elite team for small-unit actions, they don't fight prolonged battles, but they're good for infiltration, minor assassinations, bugging and bombing. the team consists of one Ritter, and five bauer, split into two three man teams, each of which can double-up on the other's specialties.

They are currently based in the BISCHOFFE's penthouse suite, and their primary duties are keeping the Aryan Brotherhood in line, at least until the Bishoffe becomes aware of the Delta Green team. their gear is mostly stored there, but each team has established one cache of emergency gear (similar to a Green Box) around the city.

They are extremely effective, and have no qualms in using lethal/excessive force in achieving the orders of their leader. However they have no magickal experience (magic is kept to the rank of BISCHOFFE and above), and are limited to the gear they can carry concealed around the city, so they will be armed at the most with SMG's, unless the DG agents try to beard them in their den, where they will have assault weapons and a high-velocity sniper rifle to contend with.

GEAR:

Concealed (Level II)Body armour, tactical radio and portable phones, large amounts of money, and at least two sets of identification.
WEAPONS:
Glocks, Steyr Machine Pistols, Walther P99's MP-2000, HK UMP's, Kit Steyr's, dart tasers, cans of pepper spray and the like.

For really sadistic keepers, perhaps we should add those one-shot handflampatronen (DG p. 210), HK G3 battle-rifles and others...
FIRETEAM 1
Karotechia Affiliation Rank Name Specialty
1 - Ritter Hauptsturmfuehrer (Captain) (Ex East-German Army) Small Unit Tactics
2 - Bauer Oberscharfuehrer (Staff Sergeant) (ex-South American Riot Police) Surveillance
3 - Bauer Scharfuehrer (Sergeant) (U.S.M.C. Force Recon) Long Rifle
Fireteam 2
4 - Bauer Obersturmfuehrer (2nd Lieutenant) (Ex-Stazi) Interrogation + First Aid
5 - Bauer Oberscharfuehrer (Staff Sergeant) (U.S. Delta Force) Electronics
6 - Bauer Scharfuehrer (Sergeant) (U.S.M.C. Force Recon Demolitions
Number 4 is near to promotion, and he may become a Ritter depending on his performance in this mission, hence he is feeling particularly gung-ho. This could provide a weak point for Delta Green agents to exploit, as his leader's failure could result in his own promotion to replace him.

GENERIC STATS

Occupation: Karotechia Mercenary Birthplace/Education: Various Sex/Age: Male, 25-35
STR:      15  CON:      15  SIZ:    14   INT:        13  POW:        12
DEX:      15  APP:      10  EDU:    13   San:        45  HP:         14
Combat Skills: Primary Weapon 70%, Secondary Weapon 50%, Martial Arts 40%, Punch 60%, Kick 50%, Dodge 50%
Non Combat Skills: Climb 50%, Computer Use 10%, Conceal 40%, Cthulhu Mythos 25%, Drive Auto 50%, Hide 40%, Jump 40%, Listen 50%, Navigate 40%, Occult 30%, Spot Hidden 50%, Swim 50%, Throw 40%
Languages: German 30-70%, English 20-70%
Gear: Armour, Weaponry, Tactical Gear, Normal Street-Wear
Specialist Extra Skills:
  1. Tactics 75%, Locksmith 40%
  2. Locksmith 50%, Tradecraft 60%, Sneak 75%, Hide 75%
  3. Rifle 85%, Tracking 40%, Mechanical Repair 40%
  4. Interrogation 70%, First Aid 60%, Medicine 25%, Surgery 25%
  5. Computer Use 45%, Electronics 50%
  6. Mechanical Repair 60%, Demolitions 75%, Tracking 50%

BISCHOFFE'S PENTHOUSE SUITE


KEY

  1. Entry
    The door always has the "Do Not Disturb" sign hanging on it, and the hotel staff have been ordered not to enter and clean it, only to pick up bin bags and clothes that have been left for laundering outside.
  2. Main reception room
    Two of the Jaeger's sleep out here, so if the Agents manage to catch the team unawares, they might be able to hit two of them before they even wake up.
    During the day, planning will take place here, and illicit gear is locked away in flight cases.
  3. Master bedroom
    The BISCHOFFE owns this room, and the furniture has been pulled away, and the carpet has been covered with a canvas tarpualin which holds the chalk for his necromancy well, and keeps the blood off the carpet.
    There are no personal effects here, merely a change of clothes or two, and some ritual supplies.
    The BISCHOFFE's bodyguards sleep here, his Ritter in a fold-out bed, and the disposable bullet-catcher under a blanket across the door.
  4. Master En-suite
    The bathroom is rather grubby, and traces of blood can be found in the shower and sink, there is not enough of to carry out DNA analysis on, although when tested, several different blood-types are present.
  5. Guest Room 1
    The two senior Jaeger's have this more sumptuous room, it is kept very tidy, and their key is stowed away neatly.
  6. Guest Room 2
    The middle two Jaeger team sleep here, and the room is exceptionally untidy, covered with their gear and remains of meals.
  7. Kitchen Area
    Mostly they order out, so the fridge has been given over to storage ofbeer, and other.. perishable fluids.
    The remains of many take out meals sit here and moulder.

CLUES AT THE PENTHOUSE

  1. The hotel has an internet room, the Jaeger's used it, and it was billed to the suite. With a badge or some Fast Talks rolls, Computer savvy agents might be able to determine that several neo-Nazi sites were viewed, and they might be able to recover some book-coded messages passed along in chat-rooms.
  2. Hotel records have the credit card number used to pay for the room, which is a front company for the Karotechia, and may lead onwards to further chapter
  3. Scattered about the room are a few bits and pieces of documentary evidence;
  4. Phone records can tie the BISCHOFFE to Walter, the leader of the Aryan brotherhood, and the corrupt SWAT officer.
  5. There are also records of phone calls to the Planning Department of the City of San Francisco who own the Pharr mansion, though it wont be clear what these are.
  6. Firearms and other stored gear, along with the receipts from (unknowing) local gun shops.


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