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  Delta Green Protocols:  
  The Unripened Fruit 
  © 2015 Dennis Detwiller 
   
  So you’ve killed someone—or in any event someone has died—and you need to make 
  the body go away. This is easier said than done. Disposing of human remains is dan-
  gerous and mentally trying. 
  If the corpse is known to authorities and if you’ve interacted with the victim in any 
  public place for any period of time, identification of said corpse will likely lead to you 
  being questioned, at the very least, or arrested if you’re unlucky and you leave evi-
  dence behind. 
  When you need to remove a body from the equation, you must do your best to 
  assure it won’t be identified. 
  It pays to be thorough when dealing with such things. Bones and other evidence 
  (hair and even invisible remnants of blood) last a long, long, time, and there is no 
  statute of limitations when dealing with murder. 
  The State of the Body, Progression and 
  Decomposition 
  How long a body remains undetectable depends mostly on the temperature, humidi-
  ty, and ecosystem of the area. Like any meat, bodies can be frozen, but this leads to 
  its own problems. (Have you ever tried to move a 210-pound block of ice shaped like 
  
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  a man?) Moving a frozen body requires STR×5 and DEX×5 rolls every 10 feet or the 
  “cadavercicle” is dropped and might…crack (SAN loss: 0/1). 
  Outside a climate-controlled area, a body generally goes through several states 
  of decomposition within the first 72 hours. The stench begins shortly after death and 
  grows in intensity as the meat is broken down. 
  Putrefaction becomes pronounced within 36 hours. The neck, shoulders and ab-
  domen become discolored (green or purple), followed by gaseous bloating 
  throughout the corpse (SAN loss: 0/1). Blood pools at the lowest points of the corpse, 
  discoloring and rotting in those areas. 
  By now the stench of putrefaction is easily detected, especially in an enclosed ar-
  ea. Identifying it may require an INT×5 roll, but experienced law enforcement need 
  not roll. They’ve smelled it before. It is pungent and sickly sweet and is quite over-
  powering. If the stench is strong and you are not used to it, you must roll CON×5 to 
  resist uncontrolled vomiting. Some killers use air fresheners and industrial cleaning 
  products like pure bleach to mask the stench of death, but even those will only con-
  ceal it for so long. It permeates walls and floors, and many crime scenes have been 
  discovered by neighbors complaining of the smell.  
  Shortly after death, insects begin to infest the corpse. Flies and their maggot off-
  spring begin to feed on it. Soon the population of insects on the body becomes un-
  controllable. If a corpse is left alone, the presence of flies combined with the rising 
  smell will quickly lead to detection. 
  After the first couple of days the corpse’s skin begins to blister and expel liquids. 
  The skin contracts around the extremities as the liquid leaves the corpse. (SAN loss: 
  0/1D4.) 
  Finally the corpse splits and expels what are known as “purge fluids,” noxious 
  bacterial runoff from digested flesh. (SAN loss: 0/1D4+1.)  
  
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  At this point, after a long enough period of time dependent on the environment, 
  the corpse either begins to dry out (desiccate) or completely fall away to bones.  
  Profession and Reaction to Death 
  Physicians, veteran police officers, homicide detectives, and crime-scene cleanup 
  professionals deal with corpses all the time. To them a body is just another piece of 
  meat to be processed, and they don’t have the problems of vomiting and most of the 
  SAN losses. They see a body as a task to be completed, nothing more. The SAN loss-
  es stand if the professional knew the individual, or if the crime scene, body, or other 
  elements are particularly ghastly.  
  This rule can best be summed up as: If you deal with dead bodies frequently, you 
  don’t roll SAN or CON checks when you deal with a new one—unless you knew the vic-
  tim or the body is in heinous condition. 
  Disposing of a Corpse 
  Now that we know a corpse has its own “life cycle”, let’s examine how one removes it 
  from public inspection.  
  Dismemberment 
  Not everyone is capable of this. The work is intensive and takes many, many hours. It 
  also costs those participating 1/1D6 SAN for Violence (1/1D8 if you knew the victim 
  well).  
  The body must be drained of fluids and cut into manageable chunks. It is usually 
  then wrapped in plastic and disposed of in multiple, uninhabited areas. It’s smartest 
  to remove teeth and fingers (or heads and hands) and destroy them or dispose of 
  them separately to prevent identification. 
  
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  Dismemberment also requires an area to preform it, tools to enact it, and materi-
  als to clean up. It is quite messy. 
  Dismembering a corpse takes 1D10+2 hours, after which you must make a Foren-
  sics roll. If it fails, the Handler makes a hidden Luck roll. If that fails, you leave evi-
  dence behind to be discovered by future investigations. 
  Acid 
  Acid disposal is one of those movie affectations which, though it does occur in real 
  life, is actually quite dangerous and difficult to pull off. It is also horrific. 
  First, there is the problem of getting the proper chemicals. These can run into the 
  thousands of dollars (an Unusual expense in Delta Green: The Role-Playing Game) 
  and are often only available to accredited facilities. Worse, ID is often required for 
  purchase of such items, which can be a vital clue in uncovering a murderer. Theft of 
  these chemicals is possible from hospitals, universities and other places which use 
  them. The risks of such a heist are up to the Handler. 
  The chemicals themselves are extraordinarily dangerous. A large polypropylene 
  container is the only safe container for acid reduction of a corpse. Most acids eat 
  through a bathtub easily, not to mention the floor beneath. And due to the fumes and 
  danger of chemicals the crime scene will most likely need to be abandoned.  
  Even if you use a polypropylene container, the main problems are inhalation, 
  splash damage, and the horror of the flesh-and-blood slurry created by the chemical 
  reaction. 
  The process takes 1D8+2 hours, and you must roll DEX×5 or Chemistry, three 
  times. Each failure causes either inhalation damage or splash damage. 
   
  
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  INHALATION DAMAGE: You lose 1D4 HP from accidentally inhaling fumes from the 
  chemicals being used, scorching the inside of your throat with chemical burns. You 
  must also make a Luck roll. If it fails, the you collapse from the pain. If it fumbles, the 
  you stumble into the acid bath and suffer an additional 1D6+2 damage from chemical 
  burns. 
   
  SPLASH DAMAGE: You lose 1D4 HP from acid splashing up from the container and 
  hitting exposed skin. You must also make a Luck. If it fails, you collapse and drop the 
  chemicals. If it fumbles, you spill it on yourself and suffer an additional 1D6 damage. 
   
  THE REMAINS: A successful acid disposal leaves you with a disgusting chemical 
  soup of destroyed body, the consistency of oatmeal. (SAN loss: 1/1D6+1, even for 
  professions that frequently deal with bodies). Flushing this down a drain is dangerous 
  because it can lead to clogs or, due to inconsistent mixing, melted pipes which then 
  leak bodily fluids. Removing the material entirely, perhaps by transferring the poly-
  propylene container into a lined, steel drum for transport, works best.  
   
  Animals 
  Scavengers might seem like a good way to dispose of a body, but they often cause 
  more problems than they solve. Body parts can be dragged miles by animal action 
  and left for prying eyes to discover. 
  There are isolated wilderness areas where it is highly likely no one will find the vic-
  tim, and where animals congregate; many areas in Washington, California and the 
  northern states contain miles upon miles of untrodden land under tree cover. Still, 
  
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  there is always the possibility of random discovery of a skull or bone fragments, even 
  in remote areas. 
  Bodies carefully buried in distant locations will likely be dug up by scavengers 
  and dragged about as well.  
  There are certain animals kept by man which can very effectively remove a human 
  body from “circulation,” such as hogs, large wild cats, and stranger animals  such as 
  hyenas and hippopotami). Pablo Escobar was known to remove the dead by feeding 
  them to his hippo. But then again, he did not need to worry about cleaning up.  
  Preparation is important for such disposals. These animals often cannot handle 
  more than a small portion of a body at one time, and a careful cleanup of the area 
  must be made afterwards to ensure nothing remains behind. 
  Dismembering a corpse for animal consumption takes 1D10+2 hours. The pieces 
  are fed to the animal, after which you must make a Forensics roll and spend 1D6+1 
  hours working to clean the animal and area of evidence. If the roll fails, the Handler 
  makes a hidden Luck roll. If that fails, you have not done the job thoroughly and evi-
  dence is left behind to be discovered by future investigations (usually a bone splinter, 
  or teeth in animal spoor). 
  Incineration 
  Burning a body to ash can be difficult for those not familiar with it. Even when suc-
  cessful, evidence in the form of bone fragments or teeth can be accidentally left be-
  hind.  
   
  BUILDING INCINERATOR: These incinerators are often small, which limits the size of 
  burnable material  to a package about the size of a forearm. They burn hot enough (in 
  
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  excess of 1,500º Fahrenheit), but often don’t sustain such temperatures without care-
  ful monitoring.  
  First the body must be dismembered (see above). Then make a Forensics roll to 
  remove all evidence from the incinerator upon completion, which takes an additional 
  1D10+2 hours. If it fails, the Handler makes a secret Luck roll. If that fails, you leave 
  behind evidence to be discovered (usually a scorched piece of bone or teeth). 
   
  INDUSTRIAL INCINERATOR: These incinerators are large and maintain careful heat 
  measurements. They burn hot enough to completely destroy a body (1,500º to 2,000º 
  Fahrenheit).  
  A body can be put in an industrial incinerator whole. Make a Forensics roll to re-
  move all evidence from the incinerator upon completion, which takes another 1D6 
  hours. If it fails, the Handler makes a secret Luck roll. If that fails, you leave behind ev-
  idence to be discovered (usually a scorched piece of bone or teeth). 
   
  RETORT: Used in crematoriums, retorts are special ovens built to destroy bodies. 
  They maintain a much higher heat for longer periods (1,800º to 2,200º Fahrenheit) 
  and so can complete the job must faster. 
  Often, the hardest part of using a retort is gaining access. A Persuade roll can 
  gain help from a professional at a crematorium for a large fee, usually 2D10×$1,000 
  dollars (typically a Major Expense in Delta Green: The Role-Playing Game). The 
  crooked crematorium operator can “lose” a body in an “unclaimed urn” and stack it 
  amidst the various urns that no one has picked up. Of course, there is always the 
  chance the operator will agree to help and then just turn you in the next time the 
  crematorium comes under investigation. 
  
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  A body can be loaded into a retort whole. Make a Forensics roll to remove all evi-
  dence from the incinerator upon completion, which takes 1D3 hours. If it fails, the 
  Handler makes a secret Luck roll. If that fails, you leave behind evidence to be discov-
  ered (usually a scorched piece of bone or teeth). 
  Quicklime 
  Quicklime—calcium oxide—reacts strongly with water. It is legendary as a way to deal 
  with a corpse, but its legend outstrips its actual usefulness.  
  Though it does burn away flesh and bone when inundated with water, quicklime 
  desiccates flesh as well, and unless the body is very carefully coated with the caustic 
  material it leads to inconsistent results. Bodies left in quicklime are eaten away in 
  parts, but other parts gain a leathery, shriveled (but quite identifiable) look.  
  The body is usually dropped into a hole, covered in quicklime, and then water is 
  poured on it unless the dirt is wet enough to activate it upon burial. This takes 1D4+2 
  hours, after which you must make a Forensics roll. If it fails, the Handler makes a se-
  cret Luck roll. If that fails, you leave behind evidence to be discovered. 
  Compacting 
  An industrial compactor such as a car press or a large garbage removal processor 
  can readily destroy a body. It helps if the body is already cut up and carefully 
  wrapped to assure it remains sealed. This means three to five industrial bags 
  wrapped around each portion.  
  Crushing an intact body is a great way to be discovered. Most compactors are 
  designed to allow liquid flow-through, so bodily fluids may spill out. Make a Luck roll. 
  If that fails, you must spend 2D20+4 hours disassembling and cleaning the machine, 
  
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  and make a Forensics roll. If it fails, the Handler makes a secret Luck roll. If that fails, 
  you leave behind evidence to be discovered. 
  If liquids don’t spill out, make a Forensics roll to remove all evidence from the 
  compactor upon completion. This takes 1D3 hours. If it fails, the Handler makes a se-
  cret Luck roll. If that fails, you leave behind evidence to be discovered (usually bodily 
  fluids or shattered bone fragments). 
  Dumping in Water 
  Dumping a body in water is not as foolproof as it might sound. Even bodies weighted 
  down rot and often break away in parts which can rise to the surface or wash ashore. 
  Given enough time and biological action, nearly any body will fall apart and break up 
  into pieces.  
  Still-water locations work best. Isolated lakes and deep, unused quarry waters al-
  low bodies to settle and not be swept by strong currents. Bodies are often tied, 
  chained and hooked to weights such as cinder blocks, wrapped in plastic, and then 
  thrown overboard to sink. To prevent bloating and floating, the body must be perfo-
  rated through the chest, midsection, and head. (SAN loss: 1/1D4.) 
  The ocean is a machine which pushes items up on the shore. Bodies dropped as 
  far as 12 miles from shore have a strange tendency to wash up on the beach, even 
  those weighted down. 
  The best solution for ocean disposal is a very heavily weighted industrial metal 
  canister with the body inside, sealed with an acetylene torch. This is dumped more 
  than 20 miles offshore in the deep ocean. The entire process takes 3D20+4 hours 
  and requires access to proper materials and vehicles. Make a Forensics roll to remove 
  all evidence upon completion, taking 1D2+1 hours. If it fails, the Handler makes a se-
  
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  cret Luck roll. If that fails, you leave behind evidence to be discovered (usually blood-
  stains on the boat, or a freak accident causes body parts to wash up on shore). 
  Crucible 
  Metals like steel, chrome and aluminum are processed in huge industrial buckets 
  called crucibles, melted into liquid at temperatures sometimes in excess of 2,750º 
  Fahrenheit.  
  A body can be quickly and efficiently disposed of in this liquid metal. The only 
  remaining evidence of disposal of a corpse in a crucible will be heightened phospho-
  rous content in the resulting metal. Beyond that, nothing will remain.  
  Dumping a corpse in liquid metal is dangerous. If you lack any skills in dealing 
  with such things (such as Craft [Metalworking] or Drive Heavy Machine) you must 
  make a DEX×5 roll at –20%. If it fails, drops of white-hot liquid metal splash you for 
  1D6+2 damage and portions of the body drop out and must be dealt with again.  
  The hardest part of using a metal crucible to dispose of a body is gaining access 
  to one during operational hours and not being observed. When these machines are 
  in use, they are surrounded by professional smelters, individuals trained in their op-
  eration. Unless you can divert them, they will surely report your criminal interference 
  with their work to the police.  
  The Switch 
  Clever criminals have left bodies at medical facilities such as hospitals, doctor’s offices 
  and morgues. The goal here is to leave the body in an area where dealing with mis-
  placed corpses is not unusual but will lead to a bureaucratic mess when the organiza-
  tion tries to account for it. At best, this is a fast stop-gap to give you a few hours to 
  
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  skip town. It is not a long-term solution. A body left in this manner will be identified in 
  time. 
  Make a Stealth roll to carry the body clandestinely into a facility. If it fails, you’re 
  confronted by an employee and questioned. A Persuade or CHA roll may allow you 
  to cover your actions. If that fails, it may be time for more violence.  
  Of course, such facilities usually have cameras and key-carded doors, making 
  such stealth much more difficult. 
  
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