This is a great chance to integrate the body-horror themes of New Flesh Red directly into the mechanics. Since the RPG uses the "Red System," I will structure these stats based on common features found in similar systems like Cyberpunk Red (Skill, Damage, Cost, Special Rules), focusing heavily on the Flesh Purity cost (a common resource/integrity score in body horror RPGs) to reflect the bioware's corrupting influence.
Here are five Bioware weapons for your game, complete with stats and mechanics:
🩸 Five Bioware Weapons with Stats
| Weapon | Skill Used | Damage | Range | Ammo/Reload | Cost (Euros) | Flesh Purity Loss |
| 1. Ossified Cleaver | Melee Weapon (DEX) | 6D6 (Heavy Melee) | Melee | None | €8,000 | 1D6 (Permanent) |
| 2. Hemophage Gland | Brawling (DEX) | 3D6 (Bio-Toxin) | Meर्च Melee | 1/Round | €6,500 | 1D6/Use (Temporary) |
| 3. Pustule Launcher | Athletics (DEX/REF) | 5D6 (Acid Spray) | 4m (Point Blank) | 2/Combat | €4,200 | 1D3 (Temporary) |
| 4. Symbiotic Lash | Melee Weapon (DEX) | 2D6 + Bio-Shock | 5m | None | €9,500 | 1D3 (Permanent) |
| 5. The Grotesque Sybil | Concentration (WILL) | Special (Mental) | 25m | 3/Day | €12,000 | 1D10 (Permanent) |
1. The Ossified Cleaver
A full limb replacement with a blade of dense, constantly growing bio-calcium.
Description: A massive, curved, black-sclerite bone blade replacing the forearm and hand. It is unnaturally heavy and vibrates slightly.
Damage: 6D6 (Heavy Melee).
Special Rule: Shredding Edge. Ignores 1 point of the target's SP (Stopping Power) from non-organic armor (Metal/Synth) due to the dense, crystalline structure of the bone.
Drawback: Unnatural Growth. At the start of every session, the user must roll TECH + Forgery/Tech Skill (TN 13) to "prune" and maintain the blade. A failure means the blade is unwieldy: the user suffers a -2 penalty to all REF and DEX actions until the maintenance is performed.
Flesh Purity Loss: 1D6 (Permanent Loss on installation).
2. The Hemophage Gland
A cluster of parasitic tissue implanted in the forearm that injects a debilitating neurotoxin.
Description: A pulsating sac and chitinous needle that extends from the back of the hand. It is warm, clammy, and slightly sticky.
Damage: 3D6 (Bio-Toxin). Does not use Brawling damage bonus.
Special Rule: Neuro-Venom. A target hit must immediately make a WILL + Resist Torture/Drugs Check (TN 15). Failure means they are Stunned until the end of their next turn.
Drawback: Blood Debt. Each use immediately costs the user 1D6 Hit Points (non-armor piercing damage). If this damage drops the user below half their Max HP, the Gland cannot be used again until they receive healing.
Flesh Purity Loss: 1D6/Use (Temporary Loss, recovered after 24 hours).
3. The Pustule Launcher
A jaw/throat modification for short-range biological projectile attacks.
Description: The user's throat and lower jaw are swollen and discolored, often covered in weeping pores. To use, the user must make an unnerving gurgling sound before spitting the projectile.
Damage: 5D6 (Acid Spray).
Special Rule: Corrosive Spume. The attack hits a 2-meter area at the target location, affecting all in the radius. Any armor hit has its SP reduced by 1 (permanently) after the damage is calculated.
Drawback: Internal Decay. The user has a permanent -2 Penalty to all COOL and EMP checks involving conversation or diplomacy due to the grotesque appearance and constant, faint acidic odor/soreness in their mouth.
Flesh Purity Loss: 1D3 (Temporary Loss, recovered after a successful medical check).
4. The Symbiotic Lash
A retractable nerve-fibril whip grown from the user's spine.
Description: A flexible, spine-like cord that unspools from the user's back. It is made of bundled nerve and muscle, tipped with microscopic barbs.
Damage: 2D6 + Bio-Shock.
Special Rule: Bio-Shock. The primary target suffers an additional 1D6 Non-Lethal Damage that bypasses armor entirely, simulating nerve over-stimulation. This non-lethal damage is recovered slowly.
Drawback: Sympathetic Pain. If the attack roll is a Critical Failure (Natural 1), the Lash backfires. The user immediately takes 2D6 Non-Lethal Damage that bypasses their own armor, and they are Stunned for 1 Round from the neural feedback.
Flesh Purity Loss: 1D3 (Permanent Loss on installation).
5. The Grotesque Sybil
A highly advanced, unstable brain/optic implant that weaponizes psychic feedback based on the target's physical and mental trauma.
Description: The eyes are replaced with hyper-vascular, milky-white organs that emit a faint, pink light when active. The Sybil only works by visually locking onto a target.
Damage: Special (Mental).
Target makes a WILL + Concentration check (TN 17).
Success: Target takes 1D6 Damage.
Failure: Target takes 6D6 Damage, and suffers a -4 penalty to all actions for the rest of the round as their past trauma is weaponized against them.
Special Rule: Trauma Echo. This attack bypasses all armor and is considered Mental Damage.
Drawback: Psychotic Leech. The mental feedback is damaging. Each time the weapon is used, the user must make a WILL + Concentration check (TN 13). Failure causes the user to suffer 1D6 Mental Damage and develop a temporary Minor Psychological Instability (GM's choice, e.g., Paranoia, temporary Phobia).
Flesh Purity Loss: 1D10 (Permanent Loss on installation).
This is a crucial step in cementing the bioware's terrifying place in the world of New Flesh Red. Installations shouldn't be clean or easy; they should carry a high risk of catastrophic failure and body-horror complications, reflecting the grim, low-life surgical operations in the setting.
Here is the "New Flesh Red Bioware Installation Procedure and Complications Table," designed around the Medical Tech (MEDTECH) skill roll.
🔪 Bioware Installation Procedure and Complications
The installation of Bioware is a dangerous procedure, typically performed by a Ripperdoc (MedTech character) on the recipient.
Procedure Mechanics
Preparation: The player performing the surgery (usually a MedTech) must have the necessary tools (Surgery Tools) and a clean environment.
Roll: The surgeon makes a MEDTECH + Surgery check.
Target Number (TN): The TN is determined by the Complexity of the Bioware (see table below).
Results: The margin of success/failure determines the outcome, adding a layer of risk to the operation.
| Weapon | Complexity TN (MedTech + Surgery) | Installation Time |
| Ossified Cleaver | TN 20 (Major limb transplant, high risk) | 12 Hours |
| Hemophage Gland | TN 15 (Vascular integration, medium risk) | 6 Hours |
| Pustule Launcher | TN 17 (Oral/Facial reconstruction, sensitive area) | 8 Hours |
| Symbiotic Lash | TN 25 (Spinal/Neural integration, extreme risk) | 18 Hours |
| The Grotesque Sybil | TN 22 (Direct brain/optic modification, major risk) | 10 Hours |
Installation Outcome Table
After the surgeon rolls MEDTECH + Surgery against the relevant TN, consult the results below.
| Roll Result | Outcome | Effect |
| Critical Success (Natural 10 + over TN by 4+) | Perfect Symbiosis | Installation is flawless. The Bioware's Drawback is temporarily suppressed for the first week (no penalty or HP/Flesh Purity cost for initial uses). |
| Success (Meets or Exceeds TN) | Standard Integration | Installation is successful. The Bioware functions normally with all its listed Drawbacks. |
| Minor Failure (Under TN by 1-3) | Immediate Trauma | Installation is successful, but the user immediately suffers 3D6 damage (bypasses armor) and must make a Death Save at the end of the procedure. |
| Major Failure (Under TN by 4+) | Catastrophic Malfunction | The Bioware is partially installed but permanently corrupted. It provides no benefit, and the user suffers the Bioware's specific Complication (see below) permanently until the Bioware is surgically removed (requiring another successful MEDTECH roll). |
| Critical Failure (Natural 1) | Total Biological Rejection | The Bioware is permanently ruined and the procedure is a failure. The recipient immediately loses 1D6 Permanent Flesh Purity and suffers 4D6 damage (bypasses armor). The Bioware is wasted (no refund). |
Specific Bioware Complications (Major Failure)
If a Major Failure occurs, the specific nature of the malfunction is determined by the weapon type:
Ossified Cleaver: Chronic Wasting. The user's other limb (the non-cleaver arm) begins to suffer from bone density loss and muscle atrophy due to the Cleaver draining resources. The user suffers a permanent -2 Penalty to all Brawling and Melee rolls made with their non-Cleaver arm.
Hemophage Gland: Involuntary Leeching. The Gland is constantly trying to feed. Once per day, the user must make a WILL check (TN 13). Failure means the Gland activates and deals 2D6 damage to a random adjacent person (friend or foe), uncontrollably feeding itself.
Pustule Launcher: Weeping Mucosa. The corrosive glands leak constantly. The user suffers a permanent -1 Penalty to their EMP (Empathy) score, and they gain the permanent status effect: "Visibly Sickly."
Symbiotic Lash: Neural Short. The connection to the spine is frayed. Whenever the user is hit by an electric or high-impact attack, the resulting feedback causes them to become Stunned for 1 Round (no save).
The Grotesque Sybil: Psychic Feedback Loop. The implant is constantly echoing traumatic thoughts. The user suffers a permanent -2 Penalty to their Initiative rolls, as they are perpetually distracted by unwanted mental noise.
Tying the adventure hooks directly to the nature, drawbacks, and black market rarity of these bioware weapons will reinforce the dark themes of New Flesh Red.
Here are five adventure hooks, one for each device, focusing on morally gray jobs, internal conflict, and corpo paranoia.
⚓ Five Bioware Adventure Hooks
1. The Ossified Cleaver: The Butcher's Debt
Hook Type: Debt Collection/Extraction
The Setup: A shadowy, independent Ripperdoc named "Needle-Eye" contacts the party. Needle-Eye installed an Ossified Cleaver into a former enforcer, Krieg, who now works in a meat-processing plant on the fringes of the Red Zone. Krieg skipped out on his €8,000 payment.
The Mission: Needle-Eye needs the party to infiltrate the massive, refrigerated processing facility and either retrieve the Cleaver (requiring an amputation and a sensitive storage container) or bring Krieg back alive to pay his debt—which might involve forcibly pruning the constantly growing weapon.
Complication: Krieg is paranoid and powerful, using his Cleaver arm expertly against the slaughterhouse machinery and the few remaining security drones. If the party destroys the weapon, Needle-Eye demands they pay the €8,000 cost instead.
2. The Hemophage Gland: The Blood Fuel Crisis
Hook Type: Resource Acquisition/Organized Crime
The Setup: The party relies on a local fixer or gang leader who has recently acquired a substantial shipment of bioware—including several Hemophage Glands—but they lack the necessary Stabilized Blood Products (SBP) required to keep the glands "fed" and stable before installation.
The Mission: The party must infiltrate a heavily secured Corp Blood Bank run by the monolithic VitaCorp corporation. They need to steal several pressurized containers of high-grade SBP, avoiding VitaCorp's internal security teams who treat the blood product as valuable corporate proprietary tech.
Complication: The SBP is laced with a slow-acting trace nanite meant to monitor Corp employees. If the party uses the stolen SBP to feed the Glands, the fixer (and potentially the new Gland owners) will start broadcasting their location to VitaCorp security unless the nanites are neutralized.
3. The Pustule Launcher: Reverse Engineering the Plague
Hook Type: Corporate Espionage/Sabotage
The Setup: A disgruntled junior researcher from a mid-level biotech firm, Aethel Labs, hires the party. Their rival, BioGenesis Solutions, has perfected a cheap, highly destructive Pustule Launcher that's flooding the black market and undercutting Aethel's weapons line.
The Mission: Infiltrate the BioGenesis research annex—a highly pressurized, sealed environment—and obtain the specific genetic sequencing data for the Launcher's Corrosive Spume (or steal a live, mature Pustule Gland for analysis).
Complication: The corrosive enzymes are highly volatile. If the party steals a live Gland, any combat or physical exertion risks the Gland rupturing prematurely, unleashing a 5D6 Acid Spray on the environment (and the party) and potentially dissolving sensitive keycard readers or escape routes.
4. The Symbiotic Lash: The Pain Signal
Hook Type: Rescue/Clandestine Insertion
The Setup: An old ally or friend of the party, a skilled network slicer named "Spider," was recently implanted with a powerful Symbiotic Lash. Spider has gone silent after being captured by a government or internal security force (perhaps ICE or a Corpo Militech team) looking to study the neural weapon.
The Mission: Track Spider to the secure, remote facility where they are being held. The goal is to extract Spider before the military technicians can dismantle the Lash—and thus, Spider's spine—to understand the Sympathetic Pain feedback mechanism.
Complication: The captors are intentionally exploiting the Lash's Sympathetic Pain drawback to interrogate Spider. The party must sneak through the facility while avoiding security protocols that are specifically designed to trigger pain responses in the captive, causing Spider to scream, which alerts guards to the area.
5. The Grotesque Sybil: The Trauma Curator
Hook Type: Investigation/Psychological Warfare
The Setup: Several street-level fixers and minor gang bosses in the district have suddenly gone completely catatonic, whispering gibberish about their deepest regrets. The party discovers they were all recently targeted by a mercenary known only as "The Curator," who utilizes a Grotesque Sybil.
The Mission: Track down The Curator. The ultimate goal is not necessarily to kill them, but to disable the Sybil, which is likely tied to a heavily encrypted database of curated psychological "trauma archives" used to amplify the weapon's effect. The party needs to find the archives and destroy the data.
Complication: The Curator is hyper-aware due to the Sybil's constant activity and excels at weaponizing environments. Confrontation with The Curator involves the party having to constantly resist the weapon's Psychic Feedback Loop as the fight progresses, suffering increasing mental penalties and potentially forced flashbacks of their own character's traumatic backstory.
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