Showing posts with label NUELOW games. Show all posts
Showing posts with label NUELOW games. Show all posts

Thursday, April 16, 2026

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign- "The Hemostat"

 The PC's were contacted by The Ghost of Hong Kong after she took on an assignment from Tankana's corporate rivals. 
I'm using The Ghost of Hong Kong: Targets as a reference. The events of  Bidonville Blues  adventure & the Thresher almost ended two PC's.  This session report picks right up from 

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign - The Thresher


While the Thresher is recovering  the corporations decided to send in an assassin monster to make a statement. In the surreal, biopunk streets of Avalidad (or Interzone), an assassin isn't just a professional with a gun; they are a manifestation of corporate biological property.

He appeared in the slick alleyways next to the resturant where the PC's were meeting Mae Ling Chen, the woman who is the Ghost.

Here is a corporate assassin NPC designed for Wretched New Flesh, leaning into the Cronenbergian body horror and "Spaghettipunk" grit of the setting.


NPC: Elias "The Hemostat" Thorne



Affiliation: Takeda Technologies (Internal Liquidation Division)

Role: High-Value Target Eraser / Biological Asset Retriever

Elias doesn’t use traditional firearms. He is a "Living Weapon" in the most literal sense—his own physiology has been rewritten by Takeda’s R&D to turn his circulatory system into a pressurized delivery mechanism for neurotoxins and bio-corrosives.

Appearance

Elias wears a bespoke, high-collared charcoal suit that appears to be made of a matte, rubberized silk. He is unnervingly still, moving with a fluid, predatory grace. His skin has a transluscent, wax-like quality, and if one looks closely, they can see faint, rhythmic pulses of neon-blue fluid moving through the veins in his neck. He carries a silver cane that serves as a focus for his psychotropic "scenting" abilities.

The Horror (The "New Flesh" Twist)

Elias’s primary "augmentation" is a Biological Pressurized Gland located behind his sternum. When he "bleeds," he controls the spray. He can rupture the capillaries in his palms or eyes to spray a fine mist of hallucinogenic "Red Dust" or high-velocity acidic bile. His "Sins" lean heavily toward Envy—he despises those with natural, un-augmented bodies and takes pleasure in "recycling" their organic parts.


Stats (Wretched System)

AttributeScore
Muscle12
Brains14
Wits16
Agility15
Toughness13
Magnetism11
Sex-Appeal9
  • Hit Dice: 6 (High survivability for an assassin)

  • Virtue/Sin: Diligence / Envy

  • Skills: Stealth (+4), Tracking (+3), Bio-Alchemy (+2), Intimidation (+3)

Special Abilities

  • The Hemostatic Spray: Elias can take 1d4 damage to himself to spray a 10ft cone of caustic blood. Targets must save vs. Agility or take 2d6 damage and be blinded for 1 round.

  • Takeda Neuro-Link: He is immune to fear and psychological manipulation; his brain is "hard-wired" to corporate loyalty protocols.

  • Scent of Fear: Through his psionic augmentations, Elias can track any target whose "biological signature" (DNA sample or scent) he has acquired, gaining a +4 to tracking rolls within Avalidad.


Roleplaying Hooks

  • The Pursuit: The player characters have stolen a prototype bio-container from a Takeda lab. Elias hasn't been sent to kill them immediately—he is "herding" them into a more secluded sector of the city to avoid a public scene.

  • The Contract: Elias approaches the players in a seedy bar. He needs "expendable assets" to flush out a rogue scientist. He offers them a large sum of Credits, but his presence alone causes the room's temperature to seem to drop.

  • The Flaw: Elias is beginning to "glitch." His bio-fluids are becoming unstable, and he occasionally experiences "vivid flesh-dreams" where he forgets he is a corporate tool. He might spare a PC if they remind him of his lost humanity—for a price.

GM Note: In the spirit of Wretched New Flesh, describe Elias not by his gear, but by the sounds his body makes—the wet clicking of his valves, the hiss of his breath, and the chemical smell of a hospital ward that follows him.

 

We had two agents of the Phoenix Initiative down  hit directly in their faces after rolling ones and nearly failing saves. The rest of the PC's concentrated fire on "The Hemostat" driving him off and then it was time for the party to save their comrades. The party decided to regroup at  Casa Del Gato (House of the Cat). 


Tuesday, March 31, 2026

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign - The Thresher

 So we picked up with the party dealing with the fall out from our last mission New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign. Part II The Assassins! We dived deep into Bidonville Blues  adventure after parting ways with T.H.E. Cat & his network of contacts. 


We went deep into the events of Bidonville Blues adventure then the corporations decided to send in an assassin monster to make a statement. 

NPC: "The Thresher" (Silas Vane)



Concept: A discarded corporate experiment turned freelance "wet-work" specialist.

Visuals: At first glance, Silas looks like a gaunt, twitching addict in a heavy vinyl trench coat. However, his skin has a translucent, waxy quality, and his jawline seems to shift slightly when he speaks. He smells faintly of ozone and formaldehyde.

1. Attributes & Bio-Augmentations

Silas is a master of "The New Flesh," having replaced his skeletal structure with a poly-carbon organic resin that allows for unnatural contortions.

  • Sub-Dermal Bone-Spurs: Silas can protrude razor-sharp ossified blades from his forearms and knuckles. In the Red System, these deal high physical damage and ignore light armor.

  • Ocular Overlays: His eyes are replaced with cephalopod-style lenses that can see heat signatures and detect the "hum" of Chaos Magick.

  • The Glandular Overdrive: A synthetic organ tucked behind his liver that floods his system with combat-alchemics.

    • Effect: For three rounds, he moves with a +2 bonus to initiative and can take an extra action. Afterward, he must roll against System Shock or take immediate Dissonance.

2. Chaos Magick & Dissonance

Silas isn't a sorcerer, but his biological "instability" acts as a conduit for reality warping. He is a High-Dissonance NPC.

  • Dissonance Trait: "Blurring the Silhouette": Because his body is so far removed from "Consensus Reality," he appears slightly out of focus to the naked eye. This makes him harder to hit in combat (-1 to attacker rolls).

  • The Death Sigil: Silas has a sigil branded directly onto his tongue. By biting his tongue and spitting blood on a target, he can force a Chaos Magick check to cause the target’s own cells to begin unravelling (necrotic decay).

3. Combat Tactics

  • Infiltration: He doesn't use doors. He uses his flexible skeleton to enter through ventilation shafts or narrow crawlspaces.

  • The "Vomit" Ambush: A favorite tactic is his Acidic Bile—a bio-aug that allows him to spray a short-range cone of corrosive fluid to blind opponents before closing in with his bone-spurs.

  • Exit Strategy: If reduced to half health, Silas triggers a "Smoke Gland" in his chest, exhaling a thick, biological fog that smells of rotting meat and acts as a visual and olfactory screen.


Campaign Hooks

  • The San Moros Contract: Silas has been hired by a rival faction to eliminate a key figure in the skyline's corporate hierarchy. The players find the victim not shot, but literally unzipped from the inside out.

  • The Glitch: Silas is beginning to "fragment." He approaches the players not as an enemy, but as a desperate client seeking a specific biological stabilizer held in a ZoneSec vault.

  • The Highwayman Connection: If your campaign involves tactical vehicles, Silas is the guy who clings to the underside of a rig at 80mph, waiting for the perfect moment to phase through the floorboards.


Red System Stat Block (Quick Ref)

StatValue
HealthHigh (Regenerative Bio-polymers)
Dissonance8 (Borderline Chimeric)
Primary WeaponRetractable Bone-Spurs (d8+2)
SpecialAcid Spray (d6, ignores Armor)

Note: Silas speaks in a rhythmic, cut-up style reminiscent of Burroughs’ prose, often repeating the last word of his sentences as if his brain is "looping."

One of our martial artists Thomas De Luna is actually Zodiac based and his abilities came in quite handy against the Thresher. Thomas was developed on Zodiac based Character Abilities from Nuelow Games.  Thomas used the mirror image ability to fake him out & the rest of the party opened fire causing The Thresher to retreat and heal. 





Sunday, February 22, 2026

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign. Part II The Assassins!

 


This session picked up with the player's PC's hanging out with T.H.E. Cat and Wei Wan's Ninja Cutie clan, This adventure picks right up from New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign.



But who are this clan of Ninja Cuties?!  Because this clan is in Avivadad things are not as they seem. 

The Core Concept

In the neon-soaked metropolis of Neo-Kyoto, Ninja Cuties are the city’s beloved idols and defenders. However, their incredible powers aren't derived from "friendship" or "ancient scrolls"—they are the result of The Red Room's invasive bio-engineering.

The campaign follows a squad of Ninjas who discover that every time they use their "Super Kawaii" abilities, their bodies undergo horrific, permanent mutations (The New Flesh).


1. The Setting: The Dual-Faced City

  • The Surface (Ninja Cuties): Bright colors, holographic advertisements, and cheering crowds. The Ninjas live in luxury apartments and fight "Monsters of the Week."

  • The Sub-Levels (New Flesh): The industrial meat-grinders where failed prototypes are dumped. This is where the Red Room scientists monitor the girls' biological stability.

2. Blending the Mechanics

To run this effectively, you’ll use Ninja Cuties for the social scenes and flashy combat, and New Flesh for the consequences of power.

FeatureSystem SourceImplementation
Combat/StyleNinja CutiesUse for over-the-top attacks, agility, and "Cutie Points."
Physical TollNew FleshEvery time a player spends a "Cutie Point" or uses a signature move, they must roll for Biological Instability.
EvolutionNew Flesh"Leveling up" isn't just getting stronger; it means growing extra eyes, shifting organs, or merging with their weapons.
Social StakesMixedCan you maintain your idol persona when your mask is fused to your skull?

3. The Story Arc: "The Decay of the Idol"

Act I: The Sweet Lie

The players start as standard Ninja Cuties. Their missions are simple: stop "Glitch Ninjas" from sabotaging the city's power grid. Everything feels high-energy and fun.

  • The Twist: During a victory celebration, one player notices their fingernails have turned into jagged, vibrating obsidian.

Act II: The Red Room Reveals

The Ninjas are sent to a secret laboratory to "upgrade" their gear. Instead, they find vats of their own clones and data logs detailing the New Flesh process. They realize their "Magic" is actually a sentient, hyper-evolved cancer.

  • Mechanical Shift: Start introducing the New Flesh mutation tables. Combat becomes more brutal and desperate.

Act III: Rebellion or Transcendence

The players must decide: Do they continue to serve the Red Room to receive the "stabilizers" that keep them looking human, or do they embrace the New Flesh to gain the power needed to tear the corporation down?


4. Character Archetypes (The "Gore-Cuties")

  • The Porcelain Doll: A high-charisma Ninja whose skin is becoming a literal, unbreakable ceramic. She is losing all sense of touch.

  • The Ribbon Weaver: Her "magic ribbons" are actually elongated, prehensile nerves that she flays from her own wrists.

  • The Bio-Bladed Leader: Her katana is no longer a tool; it has fused with her arm, drawing nutrients directly from her bloodstream.


Tone Note: To make this work, lean into the dissonance. Describe a flashy, sparkling transformation sequence, but end it with the sound of cracking bone and the smell of ozone and copper.To fit the Glimmer-Gore aesthetic, these assassins are designed as "The Perfection Squad"—former Ninja Cuties who fully embraced the New Flesh to become the Red Room’s ultimate cleaners. They are colorful, terrifying, and biologically impossible.

1. "Puddles" (The Slime Idol)

A bubbly assassin whose body has lost all cellular cohesion. She appears as a gelatinous mass of translucent pink goo wearing a cracked porcelain mask.

  • The Bio-Horror: She doesn't use weapons; she "hugs" targets, pulling them into her acidic, strawberry-scented mass to dissolve them.

  • Signature Move: Capillary Burst. She explodes into a cloud of pressurized mist, reforming behind the players instantly.

  • The Weakness: High-frequency sound waves cause her molecular structure to shatter.

2. Spine-Flower Hana

Hana looks like a traditional floral-themed ninja, but her "petals" are actually sharpened shards of her own vertebrae that protrude through her back in a lotus pattern.

  • The Bio-Horror: She can decouple her spine and use it as a jagged, prehensile whip. Every time she strikes, the sound of grinding bone is audible over her cheerful humming.

  • Signature Move: Floral Calcification. She sprays a mist of rapid-growth calcium that turns the target's skin into brittle, immovable bone.

  • The Weakness: Her exposed nervous system is hyper-sensitive to heat.

3. Cello (The Hollow-Body)

Cello’s torso has been carved out and replaced with a resonance chamber made of hardened sinew and silver strings. She has no mouth; her face is a smooth surface of skin.

  • The Bio-Horror: She "plays" her own exposed ribs like a harp to create subsonic frequencies that cause internal organs to liquefy or switch places.

  • Signature Move: Cardiac Remix. A localized sonic blast that forces the target's heart to beat in a chaotic, damaging rhythm.

  • The Weakness: Physical objects jammed into her ribcage mute her abilities.

4. The Glitter-Gnat Swarm

This assassin isn't one girl, but a hive-mind of thousands of carnivorous, metallic butterflies that have consumed the original Ninja's consciousness.

  • The Bio-Horror: The "swarm" can take a humanoid shape for a split second to blow a kiss before dissolving into a cloud of microscopic razors that strip flesh from bone.

  • Signature Move: Metamorphosis Feast. The swarm enters the target's open wounds to begin gestating new "butterflies" in real-time.

  • The Weakness: They are magnetically charged; a strong electromagnet can clump them together into a helpless ball.

 

5. Mono-Eye Mika

Mika has been reduced to a single, massive optic nerve and eye encased in a reinforced glass sphere, supported by four spindly, insectoid legs made of surgical steel.

  • The Bio-Horror: She "sees" in the spectrum of pain. She can pinpoint exactly which of a player’s mutations is the most unstable and trigger a localized biological collapse.

  • Signature Move: The Gaze of the Red Room. A beam of concentrated radiation that causes rapid, cancerous growth in whatever it hits, turning a player's own limbs against them.

  • The Weakness: Blinding her with bright, "Kawaii-style" pyrotechnics causes her a feedback loop of agony.


Encounter Hook: The "Fan-Meet"

The players are cornered in an abandoned neon shopping mall. The assassins drop from the ceiling, not with a growl, but with a synchronized, pre-recorded idol greeting: "We're your biggest fans... and we can't wait to see what's inside you!"



T.H.E. Cat showed up and got us out just as the genetic instabilities of these assassins almost resulted in our party getting an acid bath! Two our PC's did get gravely injured and we got outta of there!  

Gemini said




Tuesday, February 10, 2026

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign.

 Combining the high-octane, neon-noir espionage of Agents of W.R.E.T.C.H. with the visceral, body-horror evolution of New Flesh creates a campaign setting that is equal parts James Bond, Akira, and The Fly.



In this world, the Cold War never ended; it just moved inside the human genome. This adventure picks up two years after events at the last session. T.H.E. Cat calls in the party who have had their contracts picked up by a Aviladad mercenary espionage organization. The Ghost of Tokyo is on the PC's radar because of a contract that  has come up for rogue agents whose mutations have taken him over. 


This adventure picks right up from New Flesh Rpg Adventure - The Crimson Orchid Heist & Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign.


The Core Concept: "The Bio-Intelligence War"

In this setting, traditional hardware (drones, microchips, satellites) has been compromised or rendered obsolete. The new frontier of espionage is Wetware.

The Worldwide Response & Esoteric Tactical Counter-Hazard (W.R.E.T.C.H.) is no longer just fighting rogue states; they are the thin, sterile line between humanity and the New Flesh—a viral, sentient mutagen that treats human DNA like open-source code.

The Conflict

  • W.R.E.T.C.H.: A shadow agency funded by a cabal of aging trillionaires desperate for immortality. They use "Clean" bio-tech: controlled, surgical enhancements that maintain the human silhouette.

  • The New Flesh: An underground movement (part cult, part biological plague) that believes humanity is a "failed draft." They seek "The Unmaking," where individuals merge into specialized, grotesque bio-forms.


The Setting: The Sprawl and The Gutter

The world is a "Biopunk" dystopia. Architecture is a mix of brutalist concrete and organic growth.

FeatureDescription
The Hive CitiesMassive vertical metros where the air is filtered to prevent New Flesh spore outbreaks.
Gutter-LabsBack-alley clinics where "Flesh-weavers" sell illegal mutations to those who can't afford W.R.E.T.C.H. implants.
The Red ZonesAbandoned sectors overtaken by "The Bloom"—jungles made of muscle, bone, and neural tissue.

Gameplay Mechanics & Aesthetics

1. The Toll of the Trade

Agents don't just track "Stress"; they track Biological Integrity. Using W.R.E.T.C.H. gadgets or New Flesh mutations causes "Dissonance."

  • Low Dissonance: Minor jitters, strange cravings.

  • High Dissonance: Your skin begins to reject your skeleton; your weapon starts to fuse with your hand.

2. Gear vs. Growth

Players must choose their path of advancement:

  • W.R.E.T.C.H. Tech: Retractable carbon-fiber blades, ocular HUDs, and chemical injectors. Reliable, but cold.

  • New Flesh Mutations: Chitinous armor, prehensile sensory stalks, or the ability to "vomit" acidic pheromones. Powerful, but socially isolating and physically volatile.

3. Missions (The "Dirty Work")

  • Extraction: Recover a defector whose brain has been turned into a living server.

  • Sanitization: Enter a "Red Zone" to burn out a New Flesh node before it gains consciousness.

  • Infiltration: Attend a high-society gala where the guests are wearing "Skin-Suits"—literally.


Key Factions

The Board of Directors (W.R.E.T.C.H. Leadership): They view the New Flesh as a resource to be harvested, not just a threat to be stopped. They want the power of the mutation without the "mess."

The Cult of the Second Skin: A New Flesh cell that believes pain is the only way to trigger evolution. They are the primary antagonists, often appearing as "boss" encounters with shifting, unpredictable physical forms.


Why This Works

This setting blends the paranoia of a spy thriller with the visceral horror of transformation. You aren't just worried about a mole in the office; you're worried about the mole literally growing inside your partner's chest. It asks the ultimate question: How much of yourself can you trade away before you aren't "you" anymore?

To keep your campaign fast-paced and unpredictable, here is a D100 table split between W.R.E.T.C.H. Standard Issue (Hardware) and New Flesh Aberrations (Wetware).

Roll 1–50 for "Sanitized" Agency tech, and 51–100 for "Unstable" biological mutations.


The Biopunk Arsenal: D100 Table

D100Item/Mutation NameCategoryEffect / Description
01-05Adrenal GasketW.R.E.T.C.H.A brass valve in the neck. Can be "cranked" for an extra action, followed by a physical crash.
06-10Glass-Eye DroneW.R.E.T.C.H.A prosthetic eye that pops out and crawls on spider-legs to scout under doors.
11-15Dermal SlickW.R.E.T.C.H.Subcutaneous glands that secrete a friction-less oil, making the Agent impossible to grapple.
16-20Synaptic JammerW.R.E.T.C.H.A tooth-implant that emits a frequency to "scramble" nearby New Flesh telepathy.
21-25Pneumatic HeelW.R.E.T.C.H.Compressed air in the boots allows for a 15-foot vertical leap or a silent landing.
26-30Monofilament FlossW.R.E.T.C.H.Stored in a hollowed-out fingertip; can slice through steel or act as a garrote.
31-35Neuro-Link HUDW.R.E.T.C.H.Contacts that highlight thermal signatures and "threat levels" of civilians.
36-40Gastric Re-RouterW.R.E.T.C.H.Allows the Agent to safely consume and neutralize poisons or "extract" data chips by swallowing them.
41-45Retractable TalonW.R.E.T.C.H.Carbon-fiber claws hidden in the knuckles; counts as a concealed weapon.
46-50Filter-Lung 2.0W.R.E.T.C.H.Surgical mesh over the lungs; immune to airborne spores and tear gas.
51-55Chitinous PlatesNew FleshHard, insect-like shell grows under the skin. +2 Armor, -1 Charisma.
56-60Prehensile TongueNew FleshGrows to 4 feet long; can manipulate objects or deliver a paralytic sting.
61-65Acidic BileNew FleshThe Agent can projectile vomit digestive enzymes that melt locks (and faces).
66-70Echo-LarynxNew FleshVocal cords can perfectly mimic any sound or voice heard within the last 24 hours.
71-75Scent-Cloud GlandsNew FleshReleases pheromones that make people nearby feel intense trust—or primal fear.
76-80Limb-BuddingNew FleshThe Agent can grow a vestigial third arm over an hour. It’s weak, but great for multitasking.
81-85Ossified ShieldNew FleshThe forearm bone can "flare" out into a flat, spade-like shield of hardened marrow.
86-90Neural GhostNew FleshYou can "upload" your consciousness into a corpse for 1 minute by touching it.
91-95Bioluminescent SkinNew FleshCan strobelight your own skin to blind enemies or pulse softly to see in total darkness.
96-00The Apex ShardNew FleshA jagged bone shard in the palm. If it draws blood, you gain the target's memories for 1 hour.

Gear Philosophy: "Clean vs. Raw"

  • W.R.E.T.C.H. Tech is reliable but detectable by scanners. It requires "Maintenance" (specialized Agency fuel/batteries).

  • New Flesh Mutations are undetectable by traditional security but require "Fuel" (excessive calories or raw protein). They also carry the risk of Spontaneous Evolution—where the mutation grows a mind of its own if the Agent is under too much stress.

GM Tip: If a player rolls a "96-00" New Flesh mutation, have them describe a physical deformity that comes with it. The more powerful the gift, the more obvious the "unmaking" becomes.

 In the world of W.R.E.T.C.H. vs. New Flesh, every upgrade has a cost. This Dissonance Tracker monitors the friction between the Agent’s original identity and their encroaching bio-technical "otherness."


Agent Dissonance Tracker

Agent Name: ____________________ Clearance Level: ________

1. The Dissonance Scale (0–20)

Mark your current level. As your score rises, you lose "Self" and gain "Static."

ScoreStateMechanical Effect
0–5Human-BaselineNo penalties. You still dream in color.
6–10The HumTinnitus. -1 to Perception involving sound. Minor tremors.
11–15Blurred SilhouetteBody Dysmorphia. Social rolls (Charisma) are at Disadvantage.
16–19BorderlineBio-Panic. You must pass a Willpower save to perform "normal" tasks.
20The ThresholdTotal Dissonance. Roll on the Permanent Transformation table.

2. Integrity Points (IP)

Think of IP as your "shield" against losing your mind.

  • Max IP: $10 + \text{Willpower Modifier}$

  • Current IP: [ _ _ _ _ _ _ _ _ _ _ ]

When IP hits 0, every further point of Stress or Bio-damage increases your Dissonance Score by 1.


3. Loadout Impact

List your current gear/mutations and their "Static" value (how much they drain your humanity).

Gadget / MutationTypeStatic CostSide Effect
Ex: Monofilament FlossW.R.E.T.C.H.1Numb fingertips

4. Recovery & Stabilizers

To lower Dissonance, an Agent must undergo "The Anchor Protocol."

  • Agency Sedatives (W.R.E.T.C.H.): Instantly restores 3 IP, but causes -2 to Initiative for the next mission.

  • The Anchor (Narrative): A non-combat hobby or person (e.g., "A stray cat," "Vinyl records"). Spending a scene with your Anchor removes 1 Dissonance point.

  • Purge-Cycle: 48 hours in a medical vat. Reduces Dissonance to 0, but costs 10,000 Credits and carries a 10% risk of organ failure.


5. Dissonance Breaks

When you take 3+ Dissonance in a single scene, roll 1d6:

  1. System Shock: You vomit black bile/hydraulic fluid. Stunned for 1 round.

  2. Phantom Limb: You lose feeling in an augmented limb. It acts independently.

  3. Visual Glitch: Friendly faces appear as meat-constructs or static-noise.

  4. Echolalia: You can only speak in the last sentence spoken to you.

  5. Adrenal Leak: You must attack the nearest moving object, friend or foe.

  6. The Quiet: You become perfectly calm and efficient, but lose all empathy for 1 hour.


Usage Note for the GM

The Ticking Clock: Every time an Agent uses a "New Flesh" mutation in a high-stress situation, have them roll $1d6$. On a 1, their Dissonance increases by 1. W.R.E.T.C.H. gadgets only increase Dissonance when they are first implanted or if they are critically damaged.

 When an Agent hits 20 Dissonance, the boundary between their soul and their modifications collapses. The "Self" is overwritten by the "System" or the "Swarm."

The player should roll D100. This result is permanent—it signifies the end of the character as an "Agent" and their rebirth as a living hazard.


The Threshold: D100 Final Mutations

D100Mutation NameResult: The Horror of the End
01-05The Chrome StatueYour W.R.E.T.C.H. implants fuse with your skeleton. You become a perfectly preserved, immobile statue of living carbon-fiber.
06-10The Hive MindYour brain liquefies and becomes a breeding ground for bio-drones. You exist now only as a "signal" shared by 1,000 insects.
11-15The Meat RoomYou collapse and begin to expand. Within minutes, you have grown to fill the current room, your skin becoming the wallpaper.
16-20Binary GhostYour consciousness is sucked into the Agency’s mainframe. Your body is a vegetable; your mind is a ghost in the W.R.E.T.C.H. intranet.
21-25The OuroborosYour body begins to consume itself starting from the feet, regenerating just as fast. You are a screaming, eternal loop of digestion.
26-30Vocal OverloadEvery secret you’ve ever kept begins to be broadcast from your pores at 120 decibels. You cannot stop "leaking" information until you expire.
31-35The Glass GardenYour blood turns to liquid silica. You crystallize into a beautiful, jagged sculpture of red glass. Touching you causes infection.
36-40Shadow-StepYou become "non-Euclidean." You are visible only in peripheral vision and can no longer interact with the physical world.
41-45The Engine of WarYour limbs become permanent, fixed weaponry (Gatling-arms, blade-legs). You lose all reason, becoming a mindless sentry for the Agency.
46-50The BloomYou sprout massive, bioluminescent flowers from your eye sockets. Your scent causes everyone within a mile to fall into a blissful, permanent coma.
51-55Neural KudzuYour nervous system leaves your body through your fingertips, seeking out the nearest "host" to plug into. You are now a parasite.
56-60The LiquidatorYour cellular bonds fail. You turn into a sentient, caustic puddle that can mimic the shape of anyone it has dissolved.
61-65The Living ServerYour skin hardens into a black, obsidian-like shell covered in USB-ports. You are no longer human; you are a hard drive for the New Flesh.
66-70The Mycelium KingYou explode into a cloud of spores. Every person in the city who inhales them now dreams your dreams.
71-75The Clockwork SaintYour flesh falls off, revealing a perfectly intricate, golden clockwork interior. You function perfectly, but have zero biological needs or emotions.
76-80The Flesh-WarpYou become a "Shoggoth-lite"—a mound of eyes, mouths, and screaming lungs. You are a high-level boss encounter for the rest of the party.
81-85The Radio-ActiveYour internal power source leaks. You become a walking Chernobyl, melting the floor beneath you and killing all non-augmented life nearby.
86-90The ArchiveYour skin turns into paper/parchment. Every memory you have is written on your body in a dead language. You are a library of the Unmaking.
91-95The Angel of W.R.E.T.C.H.The Agency’s "Clean" tech takes over. You become a faceless, white-armored enforcer with no name and absolute loyalty to the Board.
96-00The Unmade OneYou simply vanish. You have evolved past the need for matter. You are the first truly "New" Flesh—a god of the biopunk era.

Handling the "End"

When an Agent rolls on this table, they are effectively Retired.

  • The "Victory" in Failure: If the player rolls 96-00, they might become a recurring NPC or a "Patron" for the next group of Agents.

  • The "Looming Threat": For results like 76-80, the remaining players must immediately deal with their former teammate as a combat encounter.

Final Note: Remind your players that Dissonance is a choice. Every time they "push" their gear for a bonus, they are flirting with one of these fates.

 

Mission Brief: Operation "Threnody in Glass"

Location: Red Zone Sector 7 (The Shattered Atrium)

Primary Target: Former Agent Kaelen (Status: The Glass Garden, D100 Result 31-35)

Threat Level: Biological Hazard Class V / Extreme


1. The Situation

Three months ago, Agent Kaelen—a top-tier W.R.E.T.C.H. infiltrator—hit the Threshold during a deep-cover mission. Instead of self-terminating, their body underwent a catastrophic crystallization. Now, Sector 7 has become a "Glass Garden."

The Agency’s concern isn't Kaelen’s life; it’s the Bio-Data Core embedded in their chest. The New Flesh cult is moving in to harvest it, and if they do, they’ll have the encryption keys to every W.R.E.T.C.H. safehouse in the hemisphere.


2. The Red Zone Environment

The area is a 5-block radius of high-rise corporate offices that have been "refracted."

  • The Razor Air: The air is thick with microscopic silica shards. Agents without Filter-Lungs (or gas masks) take 1 Dissonance every 30 minutes as the glass scars their internal tissue.

  • The Hall of Mirrors: The "plants" are actually jagged growths of red, translucent human bone and silica. They reflect light in ways that cause blinding flashes and illusory dopplegangers.

  • Acoustic Sensitivity: In the Glass Garden, sound travels perfectly. Any loud noise (gunshots, running) will alert the Refracted Stalkers (shambling crystalline husks of the former office staff).


3. Mission Objectives

  1. Infiltrate the Central Atrium: Navigate the labyrinth of razor-sharp flora.

  2. Locate the Statue: Kaelen is fused to the center of a fountain made of frozen, crystalline blood.

  3. Extract the Core: Use a sonic-chisel to remove the W.R.E.T.C.H. core without shattering the Target (which would release a lethal silica cloud).

  4. Exfiltrate: Get to the rooftop for extraction before the New Flesh "Harvesters" arrive.


4. Key Encounters

Encounter A: The Prism Dogs

While crossing the "Petrified Park," the party is hunted by hounds that have been mutated by Kaelen's spores. Their skin is transparent, making them nearly invisible against the glass backdrop.

  • Mechanic: Players must use Thermal HUDs or listen for the clinking sound of glass paws on the pavement to target them.

Encounter B: The Cultist "Glass-Blowers"

A New Flesh strike team is already there. They aren't using guns; they are using Heat-Projectors to melt the environment and reshape it into traps.

  • The Hazard: They try to melt the floor beneath the players, turning the ground into a sticky, molten trap that hardens in seconds.

Encounter C: The Final Extraction

The party reaches Kaelen. The former agent is a 12-foot tall, jagged sculpture of red glass. They aren't "dead"—their consciousness is screaming through the refraction.

  • The Twist: To extract the core, the party must stabilize Kaelen's Dissonance briefly. This requires a Neural-Link patch.

  • The Choice: The Agent who links with Kaelen will experience Kaelen’s final moments. They must succeed a Willpower Save or gain +3 Dissonance instantly as they witness "The Beauty of the Unmaking."


5. Rewards & Fallout

  • Success: 15,000 Credits and a "Clean" upgrade of the player's choice.

  • Partial Success (Core extracted, but Kaelen shattered): The sector becomes a "Dead Zone" for decades. The party is reprimanded but paid.

  • Failure: The New Flesh gains the encryption keys. The next mission will be defending your own Headquarters from an internal breach.


Exploration Logistics

ItemUsefulness in this Mission
Sonic ChiselEssential for cutting through the Glass Garden without noise.
Heavy CloaksHelps prevent "Razor Air" from cutting skin, but reduces speed.
FlashbangsDO NOT USE. The reflections will permanently blind the entire party.
Instead of running into the Ghost of Toyko  in the slums of Chinatown in Aviladad the party ran into Wei Wan and her clan of Ninja Cuties!  After a who lot of fighting T.H.E. Cat was able to pull the party back & there was talk about the where abouts of Agent Kaelen. The Ninja clan of the Alley Raiders knew about an upcoming auction of highly illegal bioware. 




Enemy Profile: The Refracted Stalker

These were once office workers, janitors, and security guards in Sector 7. When Agent Kaelen "bloomed," the resulting silica-storm shredded their lungs and replaced their cellular structure with jagged, translucent quartz.

They don't breathe; they vibrate. They don't see; they sense the resonance of movement through the glass floor.


Refracted Stalker

Medium Aberration (Former Human)

AttributeValueNotes
Armor Class16 (Natural Silica)Immune to piercing; Vulnerable to sonic/bludgeoning.
Hit Points22 (Fragile but dense)Shatters spectacularly upon death.
Speed20 ft.Moves with a rhythmic, crystalline clink.

Traits

  • Reactive Camouflage: In the Red Zone, the Stalker is nearly invisible if it remains stationary. Perception checks to spot a still Stalker are made at Disadvantage.

  • Resonance Sense: The Stalker is blind but has Blindsight (60 ft). It automatically detects any creature touching the ground or making noise within range.

  • Fragile Death: When reduced to 0 HP, the Stalker explodes in a 5ft radius. Nearby Agents must pass a Reflex Save or take 1d6 Slashing damage from flying shards.

Actions

  • Serrated Limb: Melee Attack. +4 to hit. Damage: 1d8+2 Slashing. On a hit, the target must make a Stamina Save or suffer "Glass Pox" (takes 1 bleed damage per turn until treated).

  • Fractal Screech (1/Day): The Stalker vibrates its ribcage to create a high-pitched frequency. All non-glass creatures within 15ft must pass a Willpower Save or be Stunned for 1 round by the sensory overload.


Tactics for the GM

  1. The Ambush: Position Stalkers as "statues" in a hallway. Let the players walk past them before the Stalkers begin to vibrate and move.

  2. Sound Sensitivity: If a player fires a loud weapon (unsuppressed), 1d4 additional Stalkers arrive from the surrounding rooms within 2 rounds.

  3. The Environmental Synergy: If a player uses a Sonic Chisel or sonic-based gadget, the Stalkers are actually attracted to it like a dinner bell, but the tool deals double damage to them.


Loot / Harvest

If an Agent is brave enough to "field-strip" a downed Stalker (and has a Bio-Tech kit), they can recover:

  • 1d4 Refracted Shards: Can be used as improvised throwing knives (+1 to damage).

  • Vocal Resonance Box: A W.R.E.T.C.H. scientist might pay 500 Credits for this to study Kaelen's "signal."