Yes, Silent Legions and New Flesh (by The Red Room) can work together quite effectively, primarily because both are built on OSR (Old School Renaissance) foundations. This article picks right up from here on the blog. This blog post is going to pick up right from here on the blog.

However, they aren't a "plug-and-play" match because they use different core mechanics for resolution. Here is how they can be combined:
1. The Compatibility Breakdown
Silent Legions (by Kevin Crawford) uses a d20-based system (combat) and a 2d6-based skill system, very similar to Stars Without Number.
New Flesh (the standalone game) uses the Red System, which is a d20-based OSR engine but simplified for "faster, deadlier" play.
Wretched New Flesh (the older version) uses the Wretched System, which also leans into OSR compatibility but has its own unique grit.
2. How to Use Them Together
The most common way to "work" these two together is to use Silent Legions as a toolkit for a New Flesh campaign.
World Building: Silent Legions is famous for its "Creation Kits." You can use its random tables to generate eldritch gods, bizarre cults, and alien artifacts that fit perfectly into the "biopunk horror" and "Interzone" setting of New Flesh.
Investigation: Silent Legions has an "Investigative Adventure" generator. Since New Flesh involves noir-style investigation in a dystopian city, these tables can provide the structural "bones" for your sessions.
Mechanics Hacking: * The Madness System: You can port the Madness rules from Silent Legions directly into New Flesh to track the mental toll of biological horror.
The Faction System: Silent Legions' rules for "Cults" can be reskinned as Corporate Factions or Underground Biological Labs in New Flesh to create a living, breathing sandbox.
3. Potential Friction Points
Power Level: Characters in Silent Legions are relatively fragile, but New Flesh characters (especially with biotech) can become quite potent. You may need to buff the "Slaughter Die" or damage output of Silent Legions monsters to keep them threatening to a cyber-enhanced operative.
Skill Checks: You'll need to decide which system’s skill list to use, as they don't overlap perfectly. It's usually best to stick to the New Flesh character sheet for rolls and only use Silent Legions for the "behind the curtain" GM tools.
Since you're using Silent Legions specifically as a toolkit for a New Flesh campaign, you are tapping into what is widely considered the best "GM toolbox" in the OSR scene.
Because New Flesh leans heavily into Cronenbergian body horror and biopunk noir, here is the best way to leverage Silent Legions to build those specific elements:
1. Re-skinning the "Gods" as "Chimeras" or "Constructs"
The Silent Legions Kelipot and Elder God generation tables are perfect for creating the "Great Chimeric Entities" of Interzone.
The Twist: Instead of "ancient gods from the stars," frame your rolls as escaped biological experiments or rogue AI-flesh hybrids.
Example: If you roll a "God" with the trait Transmutation, in New Flesh this becomes a sentient viral strain that forcibly rewrites the DNA of anyone nearby.
2. Creating "Corporate Cults"
Silent Legions has robust rules for generating Cults. In New Flesh, these map perfectly onto:
The Factions: Use the Cult tables to build Takeda Technologies sub-divisions or underground "Flesh-Smith" gangs.
The Resources: When Silent Legions asks you to roll for a cult's "Assets" (like Influence or Muscle), these translate directly to the corporate power and street-cred levels of the New Flesh factions.
3. Using the Investigation Templates
New Flesh is a "future-noir" game, and Silent Legions provides a modular template for "Investigative Adventures."
Use the Investigation Tags (like Corrupt Official or Forbidden Knowledge) to seed your cyberpunk city.
These tags provide ready-made "Nodes" for a sandbox. If the players go to a shady clinic in the Moroccan sector of Interzone, you can pull a random tag to instantly know what "horror" is brewing there.
4. Porting the Monsters
While Silent Legions monsters are built for a slightly different d20 math, they are OSR-adjacent.
Conversion Tip: You can use the Silent Legions monster abilities (like Toxic Touch or Psychic Scream) almost exactly as written in New Flesh.
Just be mindful of the Slaughter Die; New Flesh characters are slightly more durable than Silent Legions investigators, so feel free to give your monsters higher damage or more "bio-armor" points.
To create this entity, I'll use the Silent Legions random tables for Aliens/Entities and then "re-skin" the results to fit the New Flesh aesthetic of high-tech decay and biological dread.
The Silent Legions Roll
Form: Amorphous / Fluidic
Trait: "Parasitic Puppet-master"
Twist: It mimics the appearance of things it has consumed.
Motivation: Spread its biological "OS" to as many hosts as possible.
The New Flesh Translation: "The Glitch-Graft"
In the world of New Flesh, this isn't a demon from a void; it is a Project Lazarus bio-waste accident—a sentient slurry of nanites and stem cells.
The Profile
Nature: An experimental "Universal Graft" gone rogue. It looks like a puddle of iridescent, oily mercury until it finds a host.
The Horror: Once it touches a victim, it doesn't just kill them; it overwrites them. It mimics the victim’s voice and memories but uses their body as a mobile incubator for more "slurry."
Interzone Hook: A high-end "Body-Mod" clinic in the Sector 4 slums has gone silent. Clients are walking out, but they all have the same eerily perfect, symmetrical facial features and a faint smell of ozone and rotting meat.
New Flesh Stats (Approximate)
Hit Dice: 4 (It’s hard to kill because it has no vital organs)
Armor Class: Equivalent to Heavy Mesh (Its surface is non-Newtonian fluid)
Attack: +4 (Pseudopod Lash / 1d8 damage)
Special Ability (The Graft): If a target is reduced to 0 HP by the Glitch-Graft, they aren't dead. Instead, they are "rebooted." They regain full HP but are now a puppet of the entity.
Weakness: High-frequency sonic bursts or specialized anti-viral "Logic Bombs" (Software attacks).
How to Use It in Your Session
The Clue: The PCs find a discarded "Bio-Log" (audio diary) from a frantic doctor describing a "graft that started talking back."
The Encounter: The PCs meet a contact who seems totally normal, but during the conversation, the contact’s ear "melts" slightly before snapping back into place.
The Reveal: When the PCs attack, the contact doesn't bleed red; they bleed a thick, silver-black fluid that tries to crawl toward the nearest PC's boots.
To build this faction, I'll use the Silent Legions "Cult" generation tables, focusing on their Goals, Resources, and Atmosphere, then translate them into the dystopian corporate landscape of New Flesh.
The Silent Legions Roll
Template: Research Institution / Forbidden Knowledge
Leadership: A "Shadow Committee" (hidden and disconnected)
Asset: Massive Wealth & Influence
Secret Goal: "Apotheosis" (becoming gods/transcending the flesh)
The Twist: They believe the "Horror" (the Glitch-Graft) is actually a holy evolution.
The New Flesh Faction: "The Chrysalis Group"
Publicly, they are a high-end Life Extension & Aesthetic Surgery conglomerate. Privately, they are a post-humanist death cult that views human DNA as "legacy code" that needs to be deleted.
The Details
Front: Chrysalis Wellness Centers. Pristine, white-tiled clinics where the elite of Interzone go to get "The Perfect Graft."
The Shadow Committee: Known as the "Version 2.0 Board." These are five executives who have already uploaded their consciousness into a shared "Flesh-Cloud" maintained by the Glitch-Graft entity. They no longer have physical bodies, just a series of prosthetic puppets they pilot.
Operational Style: They don't use street thugs. They use "Claims Adjusters"—sleek, silent agents wearing high-end synth-skin suits who "reclaim" any biological assets (people) that have come into contact with their experiments.
In-Game Assets & Hooks
Corporate Asset (The Black Clinic): A hidden laboratory located inside a decommissioned water treatment plant. It is guarded by "Biological Firewalls"—creatures that look like security guards but have no skin.
Influence: They have the local Enforcer Units (police) on their payroll. If the PCs start investigating the Glitch-Graft, the police won't arrest them; they’ll "escort" them to a Chrysalis Wellness Center for a "mandatory health screening."
The Secret: The Chrysalis Group isn't trying to kill the city. They want to introduce the Glitch-Graft into the city’s water supply to "upgrade" every citizen into a single, unified hive-mind.
How to Connect the Entity to the Faction
The Glitch-Graft we created earlier was actually their "Alpha Version." It escaped, and now the Chrysalis Group is desperate to get it back—not to destroy it, but to harvest its "data" for the final city-wide rollout.
Scenario Idea: The PCs are hired by a rival corp (maybe Takeda Tech) to steal a "hard drive" from a Chrysalis courier. When they intercept the courier, they find no hard drive—only a sealed, vibrating canister of silver fluid and a digital manifest that lists the PCs' own home addresses as "Future Integration Sites."
In Silent Legions, "Spells" are sanity-shattering violations of reality. In New Flesh, we translate these into "Bio-Code Injections" or "Neuromorphic Hacks."
Since a full d100 table would be a massive wall of text, I have designed this as a "D100 Scalar Table." You can roll 1d100; the higher the roll, the more devastating (and more taxing on the user's Sanity/Body) the bio-program becomes.
The Codex: "The Axiom of Revised Flesh"
Roll (d100) Bio-Program Name Effect Description Cost / Side Effect 01–10 Neural Twitch Forces a target’s finger to pull a trigger or drop an item. Minor nosebleed. 11–20 Vascular Lock Closes wounds instantly by hardening the blood into a scab-shield. Heals 1d6 HP; target takes -2 Agility for an hour. 21–30 Ocular Hijack You see through the target's eyes for 1 minute. Your own eyes turn milky white and blind during use. 31–40 Pheromonal Command Target must obey a single, one-word command (e.g., "Sleep," "Run"). You emit a foul, chemical stench for 24 hours. 41–50 Dermal Acid Your sweat becomes highly corrosive for 1 round (3d6 damage on touch). Deals 1d4 damage to your own hands. 51–60 Ossification Spike A bone spur erupts from your palm like a blade (1d10 dmg). Permanent scarring; -1 Appearance. 61–70 Synaptic Burn Overloads the target's brain. They take 4d6 damage and are stunned. You lose the ability to speak for 1d6 turns. 71–80 Cellular Mimicry Your face and voice shift to match someone you’ve touched. Lasts 1 hour; requires a "Sanity" check to remember who you are. 81–90 Necrotic Pulse A wave of rot causes all organic matter within 10ft to wither. All plants/small animals nearby die; you lose 1d8 Max HP. 91–99 The Lazarus Patch Restores life to a corpse deceased for less than an hour. The "Revived" is a hollow puppet controlled by the Chrysalis Group. 100 Apotheosis v1.0 You turn into a Glitch-Graft entity for 1d4 rounds. Total invulnerability. Character Death: You dissolve into silver sludge afterward. How to use this "Grimoire" in your game:
The Interface: The PCs don't find a book; they find a "Cold-Storage Data-Sleeve" or a "Bio-Organic Syringe" containing one of these programs.
The Risk: To "cast" these, the user must make a Sanity or Constitution check (depending on the grit of your game). If they fail, they take the side effect listed in the "Cost" column.
The Twist: Using these programs leaves a "Digital Signature" in the user's DNA. The Chrysalis Group can track anyone who uses their "Axiom" code.
To lead the Chrysalis Group’s field operations, we need someone who embodies the bridge between "Corporate Professional" and "Eldritch Abomination."
Using the Silent Legions "Villain" templates and the New Flesh biopunk aesthetic, I present to you: Director Vane.
Director Julian Vane: The "Red-Tier" Liquidator
Vane is the "cleaner" for the Chrysalis Group. He doesn't look like a monster; he looks like a million credits. He wears bespoke, blood-repellent charcoal suits and speaks with the calm, rehearsed tone of a customer service representative.
The Silent Legions Twist
Motivation: Total Symmetry. Vane finds the chaos of natural biology "offensive" and "noisy."
The Secret: Vane isn't one person. He is a series of cloned bodies ("Sleeves") synchronized via a high-frequency sub-dermal link.
New Flesh Combat Profile
Hit Dice: 6 (But he has 2 "Backup Sleeves" nearby in cryo-cases).
Armor Class: Kinetic-Dampening Underweave (Treated as Combat Armor).
Weapon: The Mono-Filament Scalpel. A finger-mounted wire that ignores physical armor (2d8 damage).
The "Glitch" Signature: When Vane is stressed or damaged, his jaw unhinges further than humanly possible, revealing a row of silver-plated teeth.
Bio-Programs (from the Grimoire)
Vane usually keeps three specific "Axiom" codes loaded into his neural link:
Vascular Lock (11–20): If the PCs land a lucky hit, Vane’s blood instantly turns into a black, obsidian-hard crust, sealing the wound and granting him temporary +2 AC.
Ocular Hijack (21–30): Vane can "see" through the optics of any PC who has cybernetic eyes. He uses this to shoot around corners or anticipate their movements (+2 to his Initiative).
Synaptic Burn (61–70): If a PC gets too close, Vane releases a burst of electromagnetic "static" from his skin. The PC must save or fall prone, clutching their head as their neural link restarts.
Encounter Hook: "The Exit Interview"
The PCs are hiding in a safehouse after stealing the Glitch-Graft canister. The lights flicker and die. A calm, modulated voice comes over their own internal comms—even if they are offline.
"This is Director Vane. You are currently in possession of proprietary Chrysalis code. I’m prepared to offer you a generous severance package... or I can come in there and perform a manual 'factory reset' on your nervous systems. You have sixty seconds to choose a brand identity."
When the door opens, Vane is standing there alone, holding a briefcase. But in the shadows behind him, the "Glitch-Graft" slurry is crawling up the walls like a living oil slick.
How he fights:
Vane is a tactical nightmare. He uses Ocular Hijack to stay one step ahead, and if a PC manages to "kill" him, his consciousness simply jumps to a nearby "backup" agent who was standing in the hallway. To truly stop him, the PCs have to find the Server-Casket he carries in his briefcase—the thing holding his "Soul."
In the original lore, the Dagger is a "mysterious champion of justice" weapon. To fit your Silent Legions / New Flesh mix, we should pivot it from "magical justice" to "sentient bio-tech" or "eldritch resonance."
1. The Lore Pivot: "The Harsher Edge"
Instead of a mystical blade from a golden age hero, in your setting, the Enchanted Dagger is a Pre-Collapse Relic or a Chrysalis Group Prototype.
The Silent Legions Angle: It is a "Kelipot Blade"—an object forged in a dimension where physics is replaced by intent. It doesn't just cut; it deletes the space the target occupies.
The New Flesh Angle: It is a Sentient Neural-Spike. The blade is actually made of hyper-dense, calcified neurons. It "enchanted" because it has a wireless link to the wielder’s brain, vibrating at the exact frequency needed to bypass modern body armor.
2. Stats & Mechanics (Adapted)
Use these stats for a character in your New Flesh campaign:
| Stat | Value |
| Weapon Type | Small Blade (Concealable) |
| Damage | 1d6 + 2 (Ignores 2 points of Armor/Soak) |
| The "Enchantment" | Guiding Intent: On a Near Miss (missing by 1 or 2), the wielder can take 1 point of Sanity/Strain damage to force a hit as the blade "curves" mid-air. |
| The "Golden Age" Bonus | Justice's Toll: When used against a member of a "Cult" or "Corporate Faction" (like the Chrysalis Group), the damage die explodes (roll again on a 6). |
3. Integrating it into the Chrysalis Plot
If you are using Director Vane as your villain, the Dagger becomes a crucial plot device:
The Counter-Measure: The Enchanted Dagger is one of the few things that can "sever" the connection between Director Vane and his backup "Sleeves." If he is stabbed with it, he cannot jump bodies for 1d4 rounds.
The Search: Vane is looking for the Dagger because it contains a "Root Code" he needs to stabilize the Glitch-Graft entity. The PCs might find it in an old museum (referencing the Nuelow historical theme) or in the hands of an old "Vigilante" hiding in the Interzone slums.
4. Side Effects (The Silent Legions "Twist")
Since this is a horror game, the Dagger shouldn't be "free" to use.
The Neural Feedback: Every time the Dagger kills, the wielder "sees" the last 5 seconds of the victim's life. If used too often, the PC may start to confuse their own memories with those of the people they've "liquidated."
To stay true to the Nuelow Games roots while fitting the New Flesh grit, we’ll take the classic "Enchanted Dagger" archetype and turn him into a tragic, glitching relic of a bygone era.
The NPC: "Old Man" John Sterling (The Echo Dagger)
In the early days of Interzone, before the Chrysalis Group dominated the skyline, there were "Street Knights." Sterling is the last of them. He’s a man out of time, looking like a 1940s noir detective who has been chewed up and spit out by a bio-punk meat grinder.
The Look: A stained trench coat over a cracked, antique "Hero-Frame" (an early, bulky exoskeleton). He wears a fedora to hide the surgical ports in his skull.
The Dagger: It’s strapped to his forearm in a pneumatic sheath. The blade hums with a faint, golden bio-luminescence—a stark contrast to the oily silver of the Glitch-Graft.
Stats (New Flesh / Silent Legions Style)
Hit Dice: 5 (He’s tough, but his "Hero-Frame" is failing).
Armor Class: 15 (Reinforced Trench-Coat + Antique Exo-plating).
Attack: +6 (The Enchanted Dagger / 1d6+3 Damage).
Special Ability (The Golden Blur): Once per combat, Sterling can move so fast he appears as a "motion blur" (a glitch in the observers' neural-links), making him impossible to hit for one round.
Role in Your Campaign
1. The Reluctant Mentor
Sterling knows Director Vane. In fact, he knew Vane before Vane became a "Shadow Committee" puppet. He can tell the PCs that the Dagger isn't just a weapon—it’s a "Dead Man’s Switch." > "Kid, this blade doesn't just cut meat. It cuts the signal. Vane is a broadcast; this knife is the static."
2. The Investigation Hook
The PCs find a series of Chrysalis "Claims Adjusters" pinned to walls in the slums, their neural-links completely fried. This leads them to Sterling’s hideout: an abandoned Nuelow-era Cinema where he survives on canned rations and illegal power-taps.
3. The Tragedy (Silent Legions Twist)
The Dagger is keeping Sterling alive. His organs are failing, and the blade’s "Enchantment" (the sentient bio-code) is acting as a peripheral heart. If the PCs want the Dagger to stop Vane, they have to deal with the fact that taking the weapon will likely kill Sterling.
The Encounter: "The Last Feature"
When the PCs arrive, Sterling is watching an old, flickering black-and-white film. He doesn't turn around.
Sterling: "Chrysalis sent you? Or are you just scavengers looking for a piece of the past?"
The Conflict: He’ll test the PCs. He needs to know if they have the "Moral Architecture" to carry the blade. If they are just greedy mercenaries, he’ll use the Synaptic Hijack (from the Grimoire) to paralyze them and vanish into the vents.
4. What happened to the original 1930's and 40's wielder of the 'Enchanted Dagger' Robert Chambers?! Then there's the enchanted dagger's connection to the Witchkind. The Witchkind are the tissue connecting the world of New Flesh and Wreteched Darkness as a magical 'lost race' of sorcerers, horrors, and monsters caught up in the twisted alien dimensions that co exist along with Earth.
There's a lot more bubbling under the surface here of the
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