Taking Hunt Bowman—originally a "jungle hero of the year 50,000 AD"—and dropping him into the grimy, claustrophobic body-horror of Orbital Decay creates a "Primal vs. Industrial Horror" vibe.
In this setting, we’ll move the action to Callisto, the outermost of the Galilean moons, where the "Decay" has turned high-tech colonies into rotting, bio-mechanical jungles.
Campaign Title: The Callisto Re-Wilding
System: Red Room’s Orbital Decay
Theme: Survival Horror, Primitive Tech vs. Failed Transhumanism
The Setting: Sector 50-K
On Callisto, the Hyperion Corporation attempted to terraform the moon using "Bio-Synthetic Growth Seeds." It failed. The seeds mutated, turning the geodesic domes into a "Techno-Jungle" of pulsing cables, carnivorous flora, and rusted metal.
The survivors have regressed. In an environment where batteries leak radiation and electronic signals attract "The Shifting Sickness" (the setting's core horror), the only way to survive is to go silent. To go primitive.
The Protagonist: Hunt Bowman (The "Ghost" of Callisto)
In this version, Hunt Bowman is not just a man, but a Designation. He was a member of the "Bowman Scout Unit"—specialists trained to use non-electronic weaponry to avoid detection by the moon’s rogue security AI.
The Look: Scavenged polymer armor over rags, a heavy rebreather mask, and a massive compound bow made from the landing gear of a crashed shuttle.
The Twist: Hunt is slowly succumbing to the "Decay." His right arm has been replaced by a bio-organic growth that allows him to draw a bowstring with 500 lbs of tension, but it’s slowly spreading to his chest.
The Campaign Arc: "The Gila Protocol"
The campaign follows a group of "disposable" corporate contractors (the players) sent to Callisto to recover a biological sample. They are quickly betrayed and hunted, finding an unlikely, silent ally in Hunt Bowman.
Act I: The Green Grave
The players crash-land in the Vahalla Crater. They find the ruins of a research station overrun by "Lizard-Men"—in this setting, these are former lab technicians whose skin has been replaced by a shimmering, scaly radiation-shielding graft that has driven them feral.
The Hook: Hunt Bowman saves the party from a pack of "Crocodile-Drones" (heavy industrial bots fused with mutated swamp life).
Act II: The Iron Canopy
The party must trek through the "Iron Canopy," a vertical jungle of hanging wires and leaking coolant pipes. Hunt leads them toward the "Temple of the Sun" (actually a failing fusion reactor).
The Horror: They discover that Hunt’s "arrows" are actually delivery systems for a specialized virus meant to "cull" the mutated population. Hunt isn't just surviving; he’s an exterminator.
Act III: The Gila King
The final confrontation takes place in the Central Hub. The "Gila King" is a sentient, mutated biomass of the station’s former AI and its Chief Medical Officer. It wants to "re-wild" the entire Jovian system by sending spore-ships to Europa and Ganymede.
The Choice: The players must decide whether to help Hunt destroy the reactor (killing everyone but stopping the spread) or attempt to fix the tech and risk the Decay reaching the rest of the system.
New Gear & Mechanics
Encounter Table: Callisto's Horrors
The Wire-Wraith: A humanoid shape made entirely of frayed, electrified copper wiring. It "hunts" by listening for heartbeats.
Scalp-Hunters: Mutated colonists who believe wearing the "warm" technology of others will cure their own decay.
The Spore-Lung Cloud: A localized weather event in the domes. Requires a DC 15 Constitution check or the character begins growing lichen in their throat.
GM Note: Use Hunt Bowman as a "Mysterious Stranger" archetype. He rarely speaks, communicating through hand signals and notched arrows. He represents the "Primal" path of survival—showing the players that in Orbital Decay, the more "advanced" you are, the faster you rot.
This character sheet is designed for the Red Room's Orbital Decay (MicroRed/Wretchedverse system). In this setting, characters are defined by seven core attributes (3–18 range) and governed by the "Wretched Commandments"—a set of dark directives for earning experience in a rotting universe.
Character Archetype: The Bowman Scout
Name: [User Defined, e.g., Hunt Bowman]
Origin: Callisto Surface Scavenger
Current Status: Stage 1 Decay (Bio-Organic Graft)
Core Attributes
These stats reflect a survivor who has traded social grace for raw, primitive lethality.
Muscle: 14 (+1) — Necessary for drawing heavy-tension scavenged bows.
Brains: 10 (0) — Basic technical knowledge; enough to keep a rebreather running.
Wits: 16 (+2) — Sharp instincts for detecting "The Shifting Sickness" in the shadows.
Agility: 15 (+1) — Parkour-like movement through the Iron Canopy.
Toughness: 13 (+1) — Resilience against the moon’s leaking radiation.
Magnetism: 7 (-1) — Hardened and distant; speaks mostly through silence.
Sex-appeal: 5 (-2) — Marred by scars and early-stage bio-mechanical rot.
Vital Statistics
Health: 14 (Muscle + Toughness / 2, or system equivalent)
Stress Capacity: 10 (Wits base)
Armor Rating: 2 (Scavenged Kevlar & Polymer Rags)
Skills & Masteries
Primitive Marksmanship (Master): +3 bonus when using bows, slings, or spears. Silent and deadly.
Techno-Tracking: Can track biological and mechanical heat signatures through the "Jungle."
Scavenging: Ability to find "Power-Stakes" (ammo) in derelict machinery.
Silence Protocol: Moving without triggering electronic sound-sensors.
Equipment: The Stalker’s Kit
The "Hyperion-7" Compound Bow: A massive frame made of carbon-fiber struts. (Damage: 1d8+1, Silent, Range: Medium).
Quiver of Power-Stakes: 12 arrows tipped with sharpened titanium.
Experimental Rebreather: Filters the spores of the "Green Grave."
The Gila Claw (Bio-Organic Graft): Hunt’s right arm is fused with a local mutation. It grants a +2 to Muscle checks for climbing, but increases Stress by 1 whenever it pulses.
The Wretched Commandments (Customized for Bowman)
Thou Shalt Remain Unseen: Earn 1 XP for every encounter resolved without triggering an alarm.
Thou Shalt Cull the Weak: Earn XP for eliminating mutated "Lizard-Men" or rogue security bots.
Thou Shalt Scavenge to Survive: Earn XP for every piece of high-tier tech "repurposed" into primitive tools.
Unique Mechanic: The Decay Die
In Orbital Decay, as you survive, you rot.
Bowman's Burden: Whenever you roll a Natural 1 on an Agility or Muscle check, the mutation in your arm flares. You must roll a Stress Check. On a failure, the "Decay" spreads, reducing your Sex-appeal or Magnetism by 1 permanently, but granting a temporary +1 to your next combat roll as the adrenaline-mutant-cocktail hits your system.
The Valhalla Hydroponics Lab was once the crown jewel of Callisto’s self-sustainability project. Now, it is a vertical nightmare of "The Green Grave"—a dense, suffocating jungle where the flora is half-chlorophyll and half-fiber-optic cabling.
In Orbital Decay, the environment is just as likely to kill you as the monsters.
Location: The Valhalla Hydroponics Lab
Atmosphere: Heavy humidity, the smell of ozone and rotting fruit, flickering green emergency lighting.
Map Hazards & Environmental Effects
Moving through the lab requires constant vigilance. Use these to deplete player resources before they even see an enemy.
The Siphon Vines (Mechanical/Bio Hazard): Translucent vines that wrap around power cells. If a player carries active electronics (tablets, powered armor, energy weapons), the vines strike.
Effect: DC 14 Agility to avoid. On failure, the device is drained of 1d6 charges and the player is grappled.
Neuro-Toxic Mist: A low-hanging yellow fog released by mutated ferns.
Effect: Requires a Toughness Check every 10 minutes. Failure results in -2 to Wits (hallucinations of the "Gila King") and +1 Stress.
Slippery Lubricant Slurry: Floor panels have rusted away, replaced by a mixture of plant sap and leaking hydraulic fluid.
Effect: Any movement faster than a crawl requires a DC 12 Agility check or the player falls prone, making noise that attracts Scaled Technicians.
The Bestiary: Horrors of the Lab
The enemies here are the "Lizard-Men" of the original Hunt Bowman lore, reimagined through the lens of body horror.
1. Scaled Technicians (The Feral Crew)
Former scientists whose skin-grafting nanites went rogue. Their flesh is a hard, iridescent scale that protects them from the moon's radiation but has fused their minds into a predatory hive-mind.
| Attribute | Value |
| Muscle | 13 (+1) |
| Agility | 15 (+1) |
| Toughness | 12 (0) |
| HP / AR | 10 HP / 1 Armor (Scales) |
| Attack | Bone-Shards: (1d6) - They spit calcium deposits like needles. |
| Special | Wall-Crawler: They can move on ceilings without penalty. |
2. The "Croc-Bot" (Heavy Maintenance Unit)
A multi-legged industrial harvester that has been "re-claimed" by the jungle. It looks like a mechanical crocodile covered in moss and hanging wires.
| Attribute | Value |
| Muscle | 17 (+2) |
| Agility | 6 (-2) |
| Toughness | 16 (+2) |
| HP / AR | 22 HP / 3 Armor (Reinforced Chassis) |
| Attack | Hydraulic Jaw: (1d10) - If it hits, the target is pinned. |
| Special | Blind-Sight: It detects movement via floor vibrations. Standing still grants a +4 to Stealth. |
Expanded Material: Key Rooms & Loot
The Seed Vault (The "Temple" Entrance)
This is where the players first encounter Hunt Bowman. He is perched atop a rusted crane, watching the players struggle with a jammed airlock.
The Encounter: 4 Scaled Technicians are stalking the players from the rafters.
Hunt’s Intervention: Hunt fires a "Vulk" arrow into a nearby coolant pipe, creating a screen of steam that allows the players to escape or regroup.
The "Nursery" (The Horror Reveal)
A room filled with glass vats. Inside are not plants, but "Chimeras"—attempts to fuse human DNA with Callisto’s mutated flora.
Loot: The Serum-X. A glowing green vial.
Usage: Restores all HP but forces an immediate Decay Check. The user’s eyes turn yellow and reptilian, granting permanent infra-vision but -2 to all Magnetism checks with "pure" humans.
The Comms-Array (The Objective)
The players need to reach the top of the array to send a distress signal. The array is covered in Pulse-Moss.
The Twist: Sending a signal requires "Feeding" the moss a high-energy source. The players must choose to sacrifice a piece of their best gear or use a "Power-Stake" from Hunt’s quiver, which he will only give up if a player proves their "primal worth" (a Muscle or Toughness contest).
GM Tip: Running the "Bowman" Aesthetic
In Orbital Decay, emphasize the silence. When Hunt Bowman appears, stop the background music or lower your voice. He represents a return to a pre-digital era. Contrast his "quiet" lethality with the loud, clanking, failing technology of the players.
To push your campaign further into the abyss of Orbital Decay, we will bridge the gap between the lush, suffocating Valhalla Lab and the frozen, high-pressure nightmare of the Sunken Refinery.
Part I: The Trek (Random Encounter Table)
The journey across the "Great White" surface of Callisto between the geodesic domes is a test of psychological and physical endurance. Roll 1d10 every 4 hours of travel.
| d10 | Event | Hazard/Effect |
| 1-2 | Methane Blizzard | Visibility drops to zero. DC 14 Wits to avoid getting lost and wasting 2 hours of oxygen. |
| 3 | The Echo-Children | Invisible audio-mutants mimic the voices of the players' loved ones. Everyone takes 1d4 Stress. |
| 4 | Failing Life Support | A player’s suit begins to leak. They must spend 1 Scrap to fix it or lose 2 HP per hour. |
| 5 | A "Cull" Site | A pile of dead Lizard-Men, pinned by Hunt Bowman's black arrows. Loot: 1d4 Scavenged Arrows. |
| 6-7 | Static-Stalker | A predator made of living electricity. It is invisible until it strikes. (See stats below). |
| 8 | The Hermit | An insane Hyperion Corp survivor in a rusted exo-suit. He will trade info for "clean" food. |
| 9 | Gravity Flux | Localized gravity fails. Players drift upward into the jagged metal "Canopy." DC 15 Agility or take 1d6 damage. |
| 10 | The Bowman’s Cache | A hidden hollow in a mutated tree containing a Med-Kit and a Flare Gun. |
Part II: Enemy Stats (The Static-Stalker)
This creature represents the "ghosts" of the moon's failing power grid. It is a mass of copper-wire nerves and glowing blue plasma.
Muscle: 8 (-1)
Agility: 18 (+3)
Toughness: 10 (0)
HP / AR: 12 HP / 0 AR (Immune to physical projectiles; arrows must be tipped with metal to hit).
Attack: Arc-Flash. (1d6 Energy Damage). On a hit, the target’s electronics are fried for 1 round.
Special: Flicker. It can teleport up to 30 feet as a move action, appearing as a blur of static.
Part III: Destination - The Sunken Refinery
Located beneath the Callisto Ice-Crust, this refinery was built to harvest hydrogen from the sub-surface ocean. It is now partially flooded with freezing, pressurized water and "The Decay."
Map Hazards: The Pressure & The Cold
Deep Freeze: Without a functioning thermal-suit, players take 1 Stress every 10 minutes from the bone-chilling cold.
Pressure Creep: The refinery groans. Every time a player uses an explosive or a loud firearm, roll 1d6. On a 1, a pipe bursts, filling the room with freezing spray (DC 15 Agility or be stunned/frozen).
Key Location: The Sub-Hangar
This is where the Gila Protocol data is hidden.
The Boss: "Scylla-Station" (AI Core). The refinery's AI has fused with a giant, mutated squid-like organism. It uses its tentacles to manipulate the heavy cranes and crushing arms of the facility.
Hunt Bowman’s Role: Hunt knows the "Old Ways." He can show the players how to move through the flooded vents without triggering the AI’s sonar, but it requires them to strip off their heavy armor and swim in the dark.
Part IV: Expanded Lore - The "Green Grave" Virus
The players discover a terminal in the refinery that reveals the truth about Hunt Bowman's origin:
Entry 99-B: "The Bowman Unit wasn't designed to save us. They were the 'Reset Switch.' The Bio-Synthetic seeds were always intended to consume the human workers, turning them into a biological substrate for the next phase of Jovian colonization. The 'Bowman' scouts were injected with a predatory strain designed to hunt the workers once the mutation took hold. Hunt isn't the hero; he's the apex predator of a failed ecosystem."
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