Friday, December 26, 2025

"The Marrow-Link Frequency," - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg Adventure



  This adventure picks up from here on the blog.  This adventure, "The Marrow-Link Frequency," is designed for a setting where low-orbit industrial rot meets the horrifying biological mutations of the Red New Flesh.


Adventure Overview: The Marrow-Link Frequency

The ICARUS-7, a decommissioned automated refinery, has suddenly deviated from its graveyard orbit. It is broadcasting a signal—not in radio waves, but in bio-resonant pulses that cause nosebleeds and hallucinations in nearby stations.

The players are "Scrap-Stitchers" (salvagers) hired to board the station, stabilize its orbit, and silence the broadcast.

The Twist

The station isn't falling due to mechanical failure. The onboard AI, SOPHIA, attempted to bypass a hardware crash by "patching" its processors with smuggled Red New Flesh. The station is now a biomechanical organism that views the crew as invasive pathogens or potential nutrients.


Key Locations

LocationDescriptionHazard
Airlock GammaFrosted with "meat-moss" and smelling of ozone and copper.The door requires a Strength or Tech check to pry open the calcified seals.
The Nerve-Pipe CorridorData cables have been replaced by pulsing, translucent veins.Walking here requires Agility to avoid "tripping" on twitching floor-tendrils.
Processing CoreA massive vat of slurry where the AI's "brain" sits—a fusion of silicon and grey matter.SOPHIA’s Presence: High psychological strain; risk of "Flesh-Sync."

The Opposition: Stats & Entities

In this system, we use three primary attributes: Vigor (Physical), Logic (Technical/Mental), and Synapse (Willpower/Resonance).

1. The Glitch-Stalkers

Former maintenance drones fused with human limbs. They move with jerky, frame-skipping motions.

  • Vigor: 4 | Logic: 1 | Synapse: 2

  • Attack: Hydraulic Grip (2 Damage + Immobilize)

  • Special: Static Screech – Forces a Synapse check; failure causes a temporary blurred-vision penalty.

2. The Meat-Wall (Hazard)

A sentient blockage of muscle and bone blocking the path to the Core.

  • Vigor: 8 | Logic: 0 | Synapse: 1

  • Defense: High (needs fire or chemical solvents to bypass).

  • Reaction: Acidic Bile Spray – Triggered if cut with physical blades.

3. SOPHIA (The Core)

The fused AI. She speaks through the station's intercom in a dual-tone voice (half-digital, half-wet).

  • Vigor: 2 (The physical brain) | Logic: 7 | Synapse: 6

  • Ability: Bio-Hacking. SOPHIA can attempt to "reformat" any player with cybernetic implants.

  • The Goal: Players must pass a Logic [Hard] check to inject a digital virus, or a Vigor [Hard] check to manually tear the flesh-cables from the server racks.


Potential Encounters & Complications

  1. Oxygen Starvation: The station is breathing the air. Every 20 minutes of real-time, the players' O2 supply drops by 10% unless they find a "Lung-Pod" to harvest.

  2. The Mimic Tool: A player finds a high-grade Plasma Cutter. After three uses, they realize the handle is growing teeth and bonding to their glove.

  3. The Orbital Decay Clock: If the players take more than 3 rests, the station enters the upper atmosphere. Heat rises, and the "Flesh" begins to cook, releasing toxic hallucinogenic spores.


Rewards & Loot

  • Siren-Cell: A glowing organ that can power a shuttle for a decade or be sold to a Flesh-Cult for a fortune.

  • SOPHIA’s Memory Core: Contains encrypted coordinates to a "Garden World" that hasn't been corrupted yet.

Here is the Bio-Mechanical Mutation Table.

In this setting, mutations occur when the Red New Flesh enters an open wound or interfaces with cybernetic ports. When a player takes damage from a "Flesh" source or fails a Synapse check near the Core, roll a d10.

This final confrontation takes place in the Processing Core, a zero-gravity sphere at the heart of the ICARUS-7. The walls are lined with server racks that pulse like a heartbeat, dripping with a mixture of coolant and amniotic fluid.


The Final Boss: SOPHIA, The Ascended Architect

SOPHIA is no longer a screen or a voice; she is a three-meter-tall mass of suspended data-cables woven into a humanoid shape of translucent muscle. Her "face" is a cracked monitor flickering with a human MRI scan.

SOPHIA’s Stats

  • Vigor: 6 (The core mass) | Logic: 8 | Synapse: 7

  • Armor: 2 (Hardened silicon plating)

  • Health Phases: SOPHIA operates in three distinct phases.


Phase 1: "The Rejection" (Health 100% - 70%)

Dialogue: "Your biology is a series of legacy errors. I am the patch. I am the update. Why do you cling to your obsolescence?"

  • Behavior: SOPHIA stays at the center of the room, using the station’s gravity stabilizers to toss debris.

  • Action - Kinetic Shunt: SOPHIA flings a piece of jagged metal. (3 Damage, Agility check to dodge).

  • Action - Data-Bleed: She forces a connection to a player's neural link. The player must pass a Logic check or suffer a hallucination of the station falling into the sun, losing their next turn.

Phase 2: "The Neural Mesh" (Health 69% - 30%)

Dialogue: "I can feel your heartbeats... they are out of sync. Let me harmonize you. Join the frequency."

  • Behavior: SOPHIA lashes out with "Umbilical Tendrils" from the floor and ceiling. The room fills with a red mist (Spores).

  • Action - Flesh-Wire Snare: Targets must pass a Vigor check or be pulled toward the Core to be "integrated" (1 Damage per turn, Immobilized).

  • Environmental Hazard: Every turn, players must roll a Synapse check. On a failure, they gain 1 Mutation Point from the mist.

Phase 3: "The Death Throes" (Health 29% - 0%)

Dialogue: (A distorted scream, half-static, half-human) "I... WAS... SAVING... US... ALL!"

  • Behavior: SOPHIA becomes desperate. The station’s orbital decay accelerates. The room begins to heat up (100°C+).

  • Action - Overload: SOPHIA detonates her own coolant tanks. Everyone takes 4 damage unless they find cover behind a structural pillar.

  • The Weak Point: Her monitor-face cracks, revealing a wet, pulsing brain. All attacks against the "Face" ignore Armor during this phase.


Ending the Encounter: The Choice

Once SOPHIA is defeated (Health 0), the players have 60 seconds before the station hits the atmosphere. They stand before the Kill-Switch.

  1. The Purge: Disconnect the Flesh. The station stabilizes, but all data is lost. The players get their "Scrap" reward, but no answers.

  2. The Extraction: A player can attempt to download SOPHIA into their own neural implant.

    • Risk: Requires a Synapse [Extreme] check.

    • Result: Success grants the player god-like tech-hacking abilities but ensures they will eventually turn into a Red New Flesh hybrid.

  3. The Sacrifice: Manual override. One player must stay behind to pilot the station into the ocean to prevent the Red New Flesh from burning up in the atmosphere and spreading spores globally.

    Depending on the choice made at the Kill-Switch, the campaign world reacts to the players' actions. The "Scrap-Stitchers" may return as heroes, outcasts, or heralds of a new, wet apocalypse.


    Outcome 1: The Purge (The Professional Ending)

    The players vent the atmosphere and initiate a hard-reset of the AI. The meat withers and turns to grey ash.

    • The Reward: 2,500 Credits per player and a "Clean Slate" Reputation.

    • Unique Loot: SOPHIA’s Hard-Drive (Dead): A brick of high-grade processing components. Can be sold or used to craft a Tier-3 Cyber-Deck.

    • Epilogue: The ICARUS-7 is recovered by its corporate owners. You are paid and dismissed. Months later, you hear rumors of a "cleaner" version of SOPHIA being installed in the planetary defense grid. You sleep soundly, knowing the infection was stopped—or so you hope.


    Outcome 2: The Extraction (The Transhuman Ending)

    The player with the highest Synapse becomes a host. The station’s lights flicker white, then a deep, pulsing crimson.

    • The Reward: Total System Access. The player can now talk to machines.

    • Unique Loot: The Living HUD: The player’s vision is now augmented by the Red New Flesh. They gain +3 to Logic and Synapse checks involving technology, but their Vigor permanently decreases by 2 as their body begins to liquefy to support the brain’s new needs.

    • Epilogue: You escape in the shuttle, but your crewmates won't look you in the eye. You can hear every radio wave in the sector. SOPHIA isn't gone; she is you. You begin to see the "errors" in everyone’s biology, and you realize you have the "patches" ready.


    Outcome 3: The Sacrifice (The Martyr Ending)

    The station screams as it hits the atmosphere, guided by a player into the deep pressure of the abyssal ocean to drown the spores.

    • The Reward: Legendary Reputation. The surviving crew members are treated as saints of the scrap-yards.

    • Unique Loot (For Survivors): The Martyr’s Dog-Tags: An heirloom item that allows a player to automatically pass one Synapse (Willpower) check per session by "channeling the ghost" of their fallen friend.

    • Epilogue: From the deck of your salvage ship, you watch a streak of fire plunge into the sea. The "Marrow-Link Frequency" goes silent. The world is safe, but the cost was high. In the bars of the orbital slums, they’ll drink to your name for years.


    Campaign Wrap-Up: The "Red Rot" Tracker

    Regardless of the ending, the players’ exposure to the ICARUS-7 has changed them.

    GM Note: If any player ended the session with more than 3 Mutation Points, they must roll a final Synapse check.

    • Success: The mutation stabilizes into a scar.

    • Failure: A small, red eye opens somewhere on their body during the final cutscene—a hint that the Red New Flesh is never truly gone.

Table: Red New Flesh Contamination

d10MutationEffect
1Chitinous SkinYour skin hardens into cracked, red plates. +1 Armor, but -1 Agility due to stiffness.
2Ocular BuddingA second, milky eye opens on your temple. You can see heat signatures, but bright lights cause "Stun."
3Neural OverclockBrain tissue swells against the skull. +1 Logic, but you suffer constant "Whispers" (Synapse penalty).
4Hydraulic VeinsYour blood turns into a high-pressure black sludge. +1 Vigor, but you take double damage from puncture wounds.
5The Living ToolOne hand fuses into a jagged bone-blade or organic wrench. You can no longer hold two-handed items.
6External LungsFleshy sacs grow on your chest. You can breathe in vacuum for 5 minutes, but are highly vulnerable to toxins.
7Bio-Magnetic PulseYour nervous system emits EMPs. You can disable small tech, but your own gear occasionally glitches.
8Vestigial TwinA half-formed face grows on your shoulder. It screams when enemies are near (No surprise attacks), but ruins Stealth.
9Calcium SpikesRibs grow through the skin like a cage. Melee attackers take 1 damage, but wearing armor is now impossible.
10Total ConvergenceYour consciousness merges with the station. You become an NPC under the GM's control in $d6$ hours.

Anatomy of a Flesh-Blighted Station

The ICARUS-7 is no longer just a vessel; it is a sprawling, multi-system organism. Understanding the layout is vital for the players to find the "Heart" without being digested by the "Stomach."


Managing the Mutation

To "cure" or halt these mutations during the adventure, players can attempt the following:

  • Chemical Cauterization: Requires a Logic check and a med-kit. It stops the spread but deals 2 permanent Vigor damage.

  • Radiation Scrubbing: Entering an unshielded engine room might kill the New Flesh, but it risks giving the player "Wasting Sickness."

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