Tuesday, March 17, 2026

OSR Review - Lootbox: Augments and Gear for New Flesh Rpg By The Red Room Crew

 

In Interzone, the future is grown out of flesh. Corporations and black-market surgeons compete to reshape the human body through living technology. Biocomputers grown from neural tissue replace traditional machines. Experimental drugs unlock perception at a cost. Symbiotic organs, engineered parasites, and radical fleshcraft promise power, beauty, or survival in a city where evolution has become a commodity.

Lootbox: Augments and Gear for New Flesh is a great supplement for the other Red Role Playing game lines especially if the DM wants to use New Flesh elements within their campaign. This book provides one hundred pages of gear, gats, and guns plus cybernetic implants, bio mods, and more. This is a great book to add New Flesh elements to other Red Room role playing games. Take a great Red rpg system game such as Novanexus Micro Red edition with a classic Science Fiction system & setting. Add in Lootbox: Augments and Gear for New Flesh then there's a ton of role playing game adventure opportunities for a group of players. 



Suddenly the Paris of Novannexus becomes another possible setting for a party of adventurers from Avividad. According to the introduction,' All equipment stats can be easily adaptable to different OSR systems. Game Masters are encouraged to interpret the items creatively and adjust their mechanical effects to match the system they are using. In other words, consider this catalog a toolbox.' Lootbox: Augments and Gear for New Flesh has all of the toys that a DM is going to need to set the scene for their own campaigns. This is a fully functioning toybox and reference book for full on adventuring. 
We can also move the Lootbox supplement's gear and gats up fifty years into Orbital Decay's Micro Red Edition for Bio horror & Science Fiction weirdness. 'Orbital Decay is a stark, hard sci-fi roleplaying game, reborn as a standalone MicroRed edition from its origins as a Wretched RPG supplement. Initially released as an expansion for Wretched New Flesh, set in its bleak, surreal future, this version stands on its own.'


Is Lootbox: Augments and Gear for New Flesh
 worth the five dollar price point?! Yes, absolutely because it ties everything together in equipment, weapons, and gear into one place for fast, reliable, reference all in one place. It's a well organized supplement and works on several levels. One this supplement is full on reference work. Second as a resource for adventure and plot points for a party. Third this supplement is a great sink point for players to gain new equipment and weapons. 

Monday, March 16, 2026

New Alien Race For The Cepheus Engine Rpg System - The Amoeba Men -

Gemini said

The Amoeba Men from Mystery Comics #4 (1944) are a classic example of Golden Age sci-fi weirdness. They are a parasitic, hive-minded race of translucent, protoplasmic beings from the "Green World" (a hidden jungle-world beyond our dimension) that seek to conquer Earth by absorbing and replicating human forms.



Here is a conversion of the Amoeba Men for the Cepheus Engine (or any 2D6-based sci-fi RPG).


The Amoeba Men (Alien Race)

Characteristics

AttributeModifier
STR2D6+2
DEX2D6-2
END3D6
INT2D6
EDU1D6
SOC0

Racial Traits

  • Amorphous Physiology: In their natural state, they are translucent, gelatinous blobs. They can squeeze through any opening that isn't airtight and are immune to falling damage and "critical hits" from piercing or bludgeoning weapons.

  • Osmotic Absorption: To "eat" or kill, they engulf a target. An engulfed victim suffers 2D6 damage per round and must win an Opposed STR Check to escape.

  • Mimicry (Parasitic): After absorbing a human, an Amoeba Man can assume their physical likeness. However, they lack a complete understanding of human social cues, suffering a -2 DM to any Deception or Social checks to pass as human for extended periods.

  • Vulnerability (Cold/Dryness): They thrive in humid, tropical heat. Extreme cold or dehydration-based attacks (desiccants) deal double damage.


Biological Overview

The Amoeba Men are essentially massive, sentient single-celled organisms. They do not have internal organs; their "brain" is a decentralized neural network within their protoplasm. This makes them incredibly difficult to kill with traditional firearms—bullets simply pass through their jelly-like mass with minimal disruption to their vital functions.

Tactical Behavior

In the 1944 comic, they rely on stealth and infiltration. They prefer to ambush lone victims in foggy or damp environments, absorb them, and then use the victim's identity to sabotage defenses or lure more prey.

Referee Note: If an Amoeba Man successfully mimics a Player Character, do not tell the other players. Hand the "mimic" player a note instructing them to act slightly "off" or overly logical until the moment of betrayal.


Cepheus Engine Stat Block

Amoeba Man (Infiltrator) STR 9, DEX 5, END 12, INT 7, EDU 3, SOC 0 Armor: 4 (Semi-liquid body reduces kinetic impact) Skills: Stealth-2, Melee (Unarmed)-1, Deception-1 Attacks: Pseudo-pod (1D6) or Engulf (2D6 per round)

Weapon: Model-5 "Atomizer" Ray-Gun

The Model-5 is an experimental directed-energy weapon from an era of "Rad-Science." It doesn't fire a coherent laser beam; it fires a wobbling bolt of ionized particles that disrupts molecular bonds.

Cepheus Engine Stat Block

  • Weapon Type: Pistol (Energy)

  • Range: 20m (Short) / 40m (Long)

  • Damage: 3D6 (Special)

  • Weight: 1.5 kg

  • Magazine: 10 Shots (Internal Capacitor)

  • TL: 12 (Experimental)

Special Rules

  • Molecular Disruption: On a Natural 12 to hit, the target's armor is ignored for that shot as the ray bypasses physical density.

  • The "Green World" Synergy: This weapon deals +1D6 damage against Amoeba Men and the Glistening Death, as its frequency specifically destabilizes non-solid biological matter.

  • Unstable Power Cell: The Model-5 cannot be recharged with standard ship power. It requires a Science (Physics) or Electronics check to "bleed" energy from a Fusion Core, or it must use vintage Rad-Ampule batteries.


The "Retro-Science" Mishap Table

Because this is pulp technology, it is prone to "scientific" flair. If a player rolls a Natural 2 (Snake Eyes), roll 1D6:

d6ResultEffect
1-2OverheatThe fins glow white-hot. The weapon cannot be fired for 3 rounds without burning the user's hand (1D6 damage).
3-4Frequency ShiftThe ray turns a strange color (Purple/Green). The next shot deals half damage but forces the target to make an END check or be blinded for 1 round.
5Feedback LoopA spark jumps from the grip. The user takes 1D6 electrical damage and the gun is depleted of all remaining shots.
6"The Big One"The vacuum tube shatters. The gun is destroyed, but it releases a 5m pulse that acts as an EMP, disabling all electronics in the room.

Sunday, March 15, 2026

Black Bat Pulp Hero As An NPC for The Ascendant RPG Including NPC Villains, Trophies, and more!

 




The Black Bat is a classic "Shadow Archetype" hero—a peak-human vigilante who relies on fear, investigation, and high-tech gadgetry rather than metahuman powers. In the Ascendant RPG system, he functions as a high-SP (Survival Points) character with a heavy emphasis on Perception, Agility, and Stealth.

Here is a breakdown of the Black Bat as an NPC for your campaign.


Character Profile: The Black Bat

Role: Urban Vigilante / Master Detective

Aura: Fear / Shadow

Attributes

AttributeScoreDescription
Might4Peak human strength.
Agility7World-class acrobat and martial artist.
Resilience5Incredible pain tolerance and conditioning.
Perception8"The World's Greatest Detective."
Intelligence7Master tactician and engineer.
Willpower8Indomitable resolve; immune to most intimidation.

Powers & Skills

  • Martial Arts Mastery: The Black Bat treats his unarmed strikes as having a Color Code modifier, allowing him to bypass the AV (Armor Value) of street-level thugs easily.

  • Stealth (Invisibility Variant): He doesn't actually turn invisible, but his Shadow Melding skill functions as a passive power that requires a high-difficulty Perception check for enemies to locate him in low light.

  • The Utility Belt (Variable Power Pool): He carries a limited array of "gadgets" that function as short-term powers:

    • Smoke Pellets: (Obscurement)

    • Batarangs: (Ranged Damage / Entangle)

    • Grapnel Gun: (Super-Movement: Swinging)

  • Intimidation (Mental Attack): He can use his Willpower to inflict the Shaken or Terrified condition on NPCs before a physical fight even begins.


Combat Tactics

  1. Stalk from Above: The Black Bat rarely starts a fight on level ground. He uses Ambush mechanics to gain a Surprise Round, usually picking off the strongest opponent first.

  2. Vanish and Reset: If outnumbered, he uses a smoke pellet and a Stealth check to "disappear," resetting the engagement and forcing the enemies to waste actions searching for him.

  3. Target Weakness: Using his high Intelligence, he can spend an action to analyze a metahuman's Weakness, granting him a bonus to his next attack's Damage Multiplier.


Plot Hooks for the GM

  • The Unexpected Mentor: The players are tracking a villain, but the Black Bat is already there. He doesn't trust them and tests their morality before sharing his intel.

  • The Crime Scene: The players find a crime scene where the "official" police report is wrong. The Black Bat leaves a cryptic clue (a "calling card") specifically for the party's smartest member.

  • The Hunted Hunter: The Black Bat has been captured by a high-tier Metahuman. The players must infiltrate a deathtrap-filled lair to rescue the man who usually rescues everyone else.


GM Tip: In Ascendant, the Black Bat survives not by trading blows, but by managing Range and Visibility. If he is caught in an open field against a "Brick" (high Might/Resilience), he will lose. Play him as a character who only fights on his own terms.

 Given the Black Bat’s preference for urban operations and high-tech utility, his signature vehicle—the Ebony Interceptor—is designed for high-speed pursuit and stealth, while his headquarters, The Belfry, serves as a high-complexity command center.

Here are the Ascendant stat blocks for both.


The Ebony Interceptor (Signature Vehicle)

The Interceptor is a masterpiece of kinetic engineering, designed to navigate narrow alleys at speeds that defy physics.

AttributeScoreNotes
Speed10Roughly 600 mph (Max Burst).
Handling8Incredible maneuverability in urban "canyons."
Armor Value (AV)6Reinforced composite plating; resistant to small arms.
Structure (HP)40Durable, but relies on evasion over tanking.

Vehicle Systems

  • Shadow-Cloak (Passive): The vehicle is coated in light-absorbent material. It grants a +3 Bonus to Stealth checks in low-light conditions and is invisible to radar.

  • Thermal Caltrops (Area Effect): Can drop heat-flaring caltrops to foil pursuers, forcing an Agility check to avoid a "Spin-Out" condition.

  • Grapple-Harpoon: Can be used to make sharp 90-degree turns at high speed or to snare target vehicles (Might 7 for towing).

  • Remote Link: The Black Bat can pilot the car remotely or summon it to his location via his cowl's HUD.


The Belfry (Secret Headquarters)

Unlike a massive cave, the Belfry is a modular, high-tech sanctum located within a "hollow" floor of a downtown skyscraper. It is optimized for information warfare.

FeatureLevelDescription
Security/Secrecy9Hidden behind biometric "ghost" elevators; shielded from all scanning.
Information Network10Global surveillance access; grants a +4 Bonus to Investigation.
Medical Suite6Automated surgery and toxin-neutralization tanks.
Workshop7High-complexity tools for repairing gadgets and the Interceptor.

Unique Facility Mechanics

  • The Shadow-Grid: While within the city limits, the Black Bat can use the Belfry’s processing power to "hack" the city’s infrastructure (traffic lights, power grids, security cams) as a Free Action once per round.

  • Rapid Deployment: The Belfry features a pressurized launch tube that can fire the Ebony Interceptor onto the street level or a rooftop track in under 5 seconds.

  • The Trophy Room: A D100 "Legacy Table" exists here. If the Black Bat is facing a recurring villain, he can roll to see if he has a specific "counter-gadget" in storage that grants a temporary +2 Damage Multiplier against that foe.


GM Scenario: "The Breach"

If the players are invited to the Belfry, emphasize the sensory deprivation: the lack of windows, the hum of high-end servers, and the clinical, industrial aesthetic. It shouldn't feel like a home; it should feel like a weapon.

Note on Mechanics: If you are running a high-lethality game, the Belfry’s Medical Suite can allow characters to recover Survival Points (SP) at double the normal rate.

 This D100 Legacy Table represents the strange, high-tech, and occasionally supernatural trophies the Black Bat has confiscated over his career. Each item is stored in a pressurized glass case within The Belfry.

When a player investigates the Trophy Room or the Black Bat needs a "special solution" for a specific threat, roll $1d100$.

The Belfry: Legacy & Trophy Table

Roll (d100)Item NamePower/Effect (Ascendant Mechanics)
01–10The Cryo-GrenadeOne-use Cold Blast. Targets must pass a Resilience check (7) or be Entangled in flash-frozen ice.
11–20Monofilament CapeA prototype cape from a rival ninja. Grants Armor Value (AV) +2 against slashing/piercing but is vulnerable to fire.
21–30The Neural ScramblerA handheld dish. Forces a Willpower check (8). Failure causes the Confused status for $1d4$ rounds.
31–40Gravity-BootsExperimental tech. Grants Super-Movement: Wall-Walking at half normal Speed for 10 minutes.
41–50Spectral GogglesAllows the wearer to see invisible targets and heat signatures. Negates all Darkness/Obscurement penalties.
51–60The Liquid-Oxygen SprayerDesigned for "Bricks." Reduces a target's Resilience by 2 points for $1d6$ rounds as their armor becomes brittle.
61–70Tungsten BolasRanged capture device. Uses Might 8 for the Grapple calculation. Extremely heavy to carry.
71–80Adrenaline AutoinjectorInstantly restores $2d10$ Survival Points (SP) but causes $1d4$ levels of Exhaustion after the encounter.
81–90EM Pulse EmitterA one-shot burst that disables all electronics (including vehicles) within a Range of 4 for $1d10$ rounds.
91–95The "Shadow-Double" ProjectorCreates 3 holographic duplicates. Enemies have a 75% chance to miss their first attack each round.
96–99Experimental Jet-PackGrants Flight (Speed 6) for 5 rounds before the fuel cells overheat and melt.
100The Omega-Protocol KeyA master override for the city’s power grid. Can plunge the entire metropolis into total darkness for 1 hour.

Using the Table in Your Session

  • The Desperate Measure: If the heroes are cornered in the Belfry by a superior Metahuman, the Black Bat might break the glass on a high-roll item (91–100) to even the odds.

  • The Plot Hook: An item from the 61–70 range is stolen. Since these are unique trophies, the thief is likely a former apprentice or a villain trying to replicate the technology.

  • Research: A player with high Intelligence can spend a Downtime Action studying a trophy to gain a permanent +1 Bonus to any skill related to that item's function (e.g., studying the Cryo-Grenade grants a bonus to Science: Chemistry).

Pro-Tip: If you roll a duplicate, it means the Black Bat has multiple versions in various states of repair. The second one found might have a "Glitch" (roll a $1d6$; on a 1, it malfunctions after the first use).

To provide a fitting antagonist for the Black Bat in the Ascendant system, we can draw on a "Pulp-Horror" infiltration threat—a villain who doesn't just fight the Black Bat, but attempts to replace him.

Meet The Pale Mimic, an evolved, humanoid variant of the Amoeba Men from the 1940s pulp comics, now adapted as a modern metahuman threat.


Villain Profile: The Pale Mimic


Real Name: Unknown (Designation: Amoeba-Alpha)

Role: Infiltrator / Identity Thief

Aura: Organic Horror / Void

Attributes

AttributeScoreDescription
Might5Enhanced strength; can crush bone.
Agility6Rubbery, fluid movements.
Resilience8Incredible healing; ignores most physical trauma.
Perception7Can "sense" bio-electrical signatures.
Intelligence6Calculating and predatory.
Willpower5Driven by a singular, alien hunger.

Powers & Skills

  • Cellular Mimicry (Shapeshift): Can perfectly replicate the appearance and voice of any human it has touched. In Ascendant, this requires a Perception check (Difficulty 9) to notice small, uncanny "tells" in its behavior.

  • Amorphous Physiology: The Mimic has no vital organs. It is Immune to Critical Hits and treats all incoming physical damage as if it were 1 Level lower.

  • The Paralyzing Touch: Instead of dealing damage, the Mimic can make a Touch Attack. If successful, the target must pass a Resilience check (7) or become Paralyzed for $1d6$ rounds as a paralytic slime enters their bloodstream.

  • Memory Absorption: If the Mimic consumes a portion of a victim’s DNA (a lock of hair or a drop of blood), it gains access to their Intelligence-based Skills for 24 hours.


Combat Tactics

  1. The Trojan Horse: The Mimic rarely reveals its true form. It will often pose as a hostage, a police officer, or even one of the Black Bat’s allies to get close enough for a Paralyzing Touch.

  2. Environmental Guerilla: It can squeeze through ventilation shafts and pipes (due to its Amorphous nature), attacking from the ceiling or floor and then vanishing.

  3. Psychological Warfare: While in the form of a loved one or ally, it uses Social Attacks to lower a hero’s Willpower, making them easier to paralyze later.


Plot Hook: "The Shadow in the Belfry"

The Black Bat has been acting... strange. He’s missed three patrols, and the city’s most dangerous criminals are being found not just beaten, but "drained"—their bodies left as husks.

  • The Discovery: The players find the real Black Bat trapped in a stasis pod within his own Belfry, being slowly fed upon for his memories.

  • The Twist: The Mimic has already accessed the Omega-Protocol Key (Item 100 from the Legacy Table). If the players don't stop it, the Mimic will plunge the city into darkness, providing the perfect "hunting ground" for its hive-kin to begin an invasion.

  • The Weakness: Like all Amoeba-variants, the Mimic is vulnerable to Extreme Cold. If the players can secure the Cryo-Grenade (Item 01–10) from the Trophy Room, they can freeze the Mimic, shattering its cellular structure instantly.


GM Notes for the Reveal

When the Mimic "drops the mask," describe the sound of wet, tearing velcro as its human skin sloughs off to reveal a translucent, pulsing mass of protoplasm. This transition should trigger a Mental Attack (Fear) against any player who witnesses it for the first time.