Tuesday, January 6, 2026

The Mission Encounter: The Fossilized God For Orbital 2100 or the Hostile rpg includes maps, player hand outs, encounters,

 This adventure, "Project: Gigantic," blends the body-horror and bio-armor of Guyver with the "Used Future" aesthetic of hard sci-fi. This encounter picks right up from here on the blog. 




The Premise: The Fossilized God

Deep in the Oort Cloud (or a rogue system in the Crow's Foot nebula), a corporate survey team discovered Acheron-4, a "Creator Planet" that is less a world and more a dormant biological processor.

The players are "Retrieval Specialists" (mercenaries) hired by the Weyland-esque "Zavala Bio-Industries." Their goal: Extract a "Primary Specimen" buried in a sub-surface organic cathedral.

The Specimen: The Hyper Zolonoid

Unlike the mass-produced bio-weapons of the Creators, the Hyper Zolonoid is a prototype. It is a three-meter-tall, obsidian-skinned humanoid encased in a recursive evolutionary amber. It doesn't just have weapons; it is a weapon system capable of folding space and regenerating from a single cell.


The Expedition Phases

1. The Descent into the "Hive-City"

Acheron-4 has no oxygen; its atmosphere is a caustic soup of pheromones and coolant.

  • The Environment: The "buildings" are calcified organs. The players must navigate through "vein-tunnels" that still pulse with low-voltage electricity.

  • The Hazard: Bio-Sentries. Degenerate, feral Zolonoids (low-tier Guyver-like mutants) roam the halls. They have no armor, just raw, exposed muscle and bone blades.

2. The Extraction (The Horror Begins)

The team finds the Hyper Zolonoid in a "Unit Storage" chamber.

  • The Tech: To wake it, they must interface a corporate "Control Link" (a neural bridge) to its spine.

  • The Twist: The moment the link is established, the Zolonoid doesn't just wake up—it assimilates the person wearing the link. The "suit" begins to grow over the teammate, turning them into a reluctant host for the ancient consciousness.

3. The Running Battle

The planet’s automated defense system (The "Enforcer" units) awakens to purge the "thieves."

  • The Conflict: The players must escort their transformed teammate (who is struggling to maintain sanity while their body evolves into a living tank) back to the dropship.

  • The Rival: A rival corporate strike team (The "Black-Ops" division) arrives to steal the specimen, leading to a three-way firefight in the narrow, fleshy corridors.


The Hyper Zolonoid: Stat Guidelines

If using HOSTILE (2D6/Traveller) or Orbital 2100, treat the Zolonoid as a vehicle-scale threat in a human-scale body.

AttributeAbility
RegenerationHeals 1D6 HP per round, even from "Death."
Vibration BladesMelee attacks ignore all non-powered armor.
Pressure CannonGravity-based ranged attack; knocks back targets and crushes vacuum suits.
Bio-BoostCan take two actions per round but causes "System Strain" (damage) to the host.

High-Octane Complications

  • The Host’s Mind: The player fused with the Zolonoid starts seeing the "Creator’s memories"—images of Earth being seeded as a biological weapons farm.

  • The Self-Destruct: The "Cathedral" is actually a bio-ship. If the Specimen is removed, the planet begins a "Cellular Collapse," dissolving into acid.

  • The Corporate Betrayal: The dropship pilot has orders to "sanitize" the site (nuke it) once the Specimen is on board, regardless of who else is left behind.

GM Note: Lean heavily into the Guyver aesthetic—describe the sound of clicking chitin, the hiss of steam from cooling biological vents, and the wet "thwack" of armor plates locking into place.

 To accommodate the gritty realism of both systems, the Hyper Zolonoid is presented here as a "Bio-Mechanical Terror." In both games, it should be treated not just as a combatant, but as a force of nature that can easily cause a "Total Party Kill" (TPK) if the players attempt a head-on slugfest without heavy ordnance.


1. HOSTILE (2D6 / Cepheus Engine)

In the Hostile setting, this creature represents a catastrophic breach of the "Great Silence." It is significantly more powerful than a human in Vacc-Suit.

Hyper Zolonoid (Ancient Bio-Weapon)

  • STR: 15 (+3) | DEX: 12 (+2) | END: 15 (+3) | INT: 8 (+0)

  • Armor: 12 (Equivalent to Combat Armor/Ablative plating)

  • HP: 35

Traits:

  • Regenerative Cycle: At the start of every round, the Zolonoid recovers 1D6 HP. If reduced to 0 HP, it enters a "Dormant State" and revives in 10 minutes unless the Core (located in the forehead) is destroyed.

  • Hyper-Sense: Negates all penalties for darkness or concealment. It "sees" heat and bio-electrical signatures.

Attacks:

  • Vibrational Blades (Melee): 3D6 Damage. On a "6" for any die, it ignores personal armor (AP).

  • Gravity Blast (Ranged): Range 25m. 4D6 Damage. Targets must make a DEX check or be knocked prone.

  • Head Beam: 2D6 Damage (AP). Used as a secondary action.


2. Orbital 2100 (Hard Sci-Fi / Realistic)

Orbital 2100 is even more grounded. There, the Zolonoid is a terrifying anomaly of "Calculated Evolution." It moves with a fluid lethality that defies the clunky nature of 22nd-century kinetics.

Hyper Zolonoid (The "Specimen")

  • Fitness: 14 | Coordination: 12 | Intelligence: 10 | Will: 12

  • Initiative: +4

  • Armor Value (AV): 8 (Kinetic/Thermal)

  • Wounds: 20

Abilities:

  • Environmental Adaptation: The creature is immune to vacuum, extreme pressure, and radiation.

  • Reactive Evolution: If damaged by a specific weapon type (e.g., Lasers), its AV against that specific damage type increases by +2 in the next round.

  • The "Guyver" Punch: Its physical strikes carry the force of a hydraulic press. Treat as a Heavy Weapon for the purpose of damage scaling against structures or vehicles.


Comparison Table: How They Play

FeatureHOSTILE InterpretationOrbital 2100 Interpretation
The Feel"The Ultimate Slasher""High-Tech Biological Anomaly"
WeaknessHigh-Explosives / ThermiteSystemic Shock / High-Voltage EMP
Player StrategyKeep your distance and use the ship's auto-cannons.Lure it into a vacuum depressurization trap.
Horror ElementBody horror and "The Company" wanting it alive.The realization that Earth’s tech is 1,000 years behind.

The "Hyper" Mechanic (For Both Systems)

If a player becomes the Host (as mentioned in the adventure premise), they gain the Zolonoid's physical stats and armor, but they must make a Will or Psychology check every time they use an ability.

  • Success: They control the suit.

  • Failure: The Zolonoid's ancient instincts take over for 1 round, prioritizing the "Purge" of all nearby lifeforms—including the rest of the crew.

    This briefing is designed to be printed or read aloud to your players. It uses the cold, detached language of a corporate entity that views human life as a secondary expense to "Biological Assets."


    ZAVALA BIO-INDUSTRIES | INTERNAL BRIEFING

    SUBJECT: PROJECT GIGANTIC (SITE-ALPHA RETRIEVAL) CLASSIFICATION: EYES ONLY / TOP SECRET (LEVEL 5) LOCATION: ACHERON-4 (SECTOR 09-K)
    Hand out 


    1. MISSION OVERVIEW

    Long-range deep-space scans have confirmed the existence of a non-terrestrial "Biosphere-Station" on the rogue planetoid Acheron-4. This is not a natural formation. Analysis indicates the structure is a Creation Forge—a derelict shipyard for advanced biological weaponry.

    Your team is contracted to infiltrate the central "Spire" and retrieve Specimen Prime: The Hyper Zolonoid. ### 2. THE TARGET (SPECIMEN PRIME) Preliminary telemetry suggests the Specimen is an integrated bio-mechanical suit/organism currently in stasis. Unlike the "feral" remnants found in the outer ruins, the Hyper-class is a high-functioning tactical unit.

    • Visual ID: Obsidian-hued organic plating, crystalline "Control Metal" orb in the frontal lobe, retractable high-frequency blades.

    • Warning: Do not attempt to engage in direct combat. The Specimen possesses a "Reaction-Evolution" defense. Conventional small arms will likely become ineffective within 30 seconds of contact.

    3. EXTRACTION PROTOCOL (The "Umbilical")

    To transport the Specimen, the provided Neural Link-Collar must be attached to the specimen’s cervical spine.

    • Operational Note: The Link-Collar requires a human bio-signature to "trick" the Specimen into a transportable dormant state.

    • Hazard: High Risk of Neural Bleed. The operator may experience sensory hallucinations or "ancestral memory" spikes. Do not remove the collar until you reach the containment labs on the Zavala-Heavy cruiser.

    4. STANDING ORDERS & RULES OF ENGAGEMENT

    1. Asset Priority: The Specimen is valued at 400 billion credits. The lives of the extraction team are valued at the standard insurance premium.

    2. External Threats: Rival interests (notably the Weyland-Yutani or Manticore Group proxies) have been detected in the sector. You are authorized to use lethal force to protect the Asset.

    3. Containment Breach: In the event the Specimen awakens and refuses the Neural Link, the team is to initiate Protocol Icarus: Vent the atmosphere and use high-yield thermobaric charges. If we cannot own it, no one can.


    "The future isn't built. It's grown."Dr. Aris Zavala, CEO


    Suggested GM Props for the Session:

    • A "Neural Link" Timer: Give the player who "wears" the suit a physical 10-minute timer. Every time it hits zero, they must roll to see if their mind is still their own.

    • Distorted Audio: Play low-frequency organic "heartbeat" sounds during the crawl through the planet’s vein-tunnels.

To make the descent into Acheron-4 feel like a true Guyver-inspired nightmare, these "Feral" variants represent the failed experiments and mass-produced foot soldiers left behind by the Creators. They are decaying, mindless, and hungry.


1. The "Thrasher" (Standard Bio-Drone)

These were once the rank-and-file infantry. Now, they are emaciated, pale humanoids with overdeveloped limbs and exposed, twitching tendons.

  • The Threat: They utilize High-Frequency Bone Blades that extend from their forearms.

  • Tactics: They cling to the ceilings of the vein-tunnels, dropping down behind the last person in the marching order.

  • Stats (HOSTILE): STR 10, DEX 12, Armor 4, HP 12.

  • Attack: Dual Blades (3D6, ignores 2 points of Armor).

  • Visual: Imagine a human body stretched on a rack, covered in wet, translucent skin that pulses with yellow fluid.

2. The "Spitter" (Long-Range Artillery)

A bloated, sessile variant often fused directly into the walls of the organic corridors. They act as the planet's "immune system."

  • The Threat: They fire Enzymatic Acid sacs. In Orbital 2100, this acid doesn't just hurt; it dissolves the seals on Vacc-Suits, causing rapid decompression.

  • Tactics: They are camouflaged as wall tumors. They wait for the team to pass, then spray the group from a "blind" angle.

  • Stats (Orbital 2100): Fitness 8, Coordination 10, AV 2, Wounds 8.

  • Attack: Bio-Acid Spray (Range 10m, 2D6 damage + 1D6 per round until neutralized).

  • Visual: A cluster of weeping, eye-like polyps that pull back to reveal a vertical, toothless maw.

3. The "Phase-Stalker" (The Alpha Feral)

A rare, more intact specimen that possesses a fractured version of the Hyper Zolonoid's gravity manipulation.

  • The Threat: It can "blink" (teleport) 5–10 meters by warping local space. This looks like a blur of static to the players' sensors.

  • Tactics: It singles out one player and uses its gravity well to pull them away from the group into the darkness.

  • Stats (General): Harder to hit (+2 Difficulty/DM to all attacks against it).

  • Attack: Gravity Crush (4D6 damage, ignores all non-powered armor).

  • Visual: A tall, slender figure wearing "broken" armor that looks like cracked porcelain. It makes a high-pitched electronic screaming sound that jams radio comms.


Environmental Hazard: The "Nutrient Slurry"

While fighting these creatures, the players will encounter sections of the floor covered in a thick, viscous green liquid.

  • The Mechanic: If a Feral Zolonoid is killed near this slurry, it will be "absorbed" and begin to reform.

  • Player Choice: Players must use fire (flamethrowers/thermite) to cauterize the corpses, or the enemies they just killed will stand back up in 1D6 rounds with half health.


The Climax Setup

As the players reach the inner sanctum, they find a "Bio-Vat" containing dozens of these Ferals in suspension.

  • The Trigger: Removing the Hyper Zolonoid from its cradle sends a "System Shock" through the facility, shattering all the vats at once.

    Finding "loot" on Acheron-4 is a gamble. These artifacts were never intended for human use; they are biological subsystems designed for a master race. Using them often requires "inviting" the tech to graft onto your own nervous system.

    Roll D100 or choose from the categories below:

    01–20: Bio-Weaponry (Lethal & Unstable)

    • 01–05: High-Frequency Scimitar: A calcified bone handle. When gripped, a translucent blade vibrates at 50,000Hz. Ignores 10 points of Armor but causes "Nerve Burn" (1 damage) to the user per swing.

    • 06–10: Acidic Spore Grenades: Spongy orbs that burst into a cloud of enzymatic vapor. Dissolves hull plating and lung tissue alike.

    • 11–15: The "Living" Railgun: A heavy, muscular sleeve that fits over the arm. Fires bone shards at hypersonic speeds. Requires "feeding" (the user must sacrifice a day's rations or 2 HP to "reload").

    • 16–20: Sonic Screamer: A handheld cluster of vocal cords in a chitin frame. Emits a directional blast that deafens targets and shatters glass/plastic visors.


    21–40: Enhancement Grafts (The Body Horror)

    • 21–25: Adrenal Gland Pod: A small, pulsing knot of meat. If pressed to the neck, it grafts permanently, granting +2 Initiative but making the user prone to "Berserk" states.

    • 26–30: Ocular Membrane: A thin film that, once applied to the eye, allows for thermal and UV vision. The user’s eyes never close again.

    • 31–35: Pressure Gills: Neck-slits that allow breathing in caustic atmospheres or high-pressure fluids. Smells like rotting seaweed constantly.

    • 36–40: Sub-Dermal Plating: Sheets of flexible alien "leather" that can be surgically inserted. AV +3, but reduces Dexterity/Coordination by 1.


    41–60: Utility & Survival Gear

    • 41–45: Bioluminescent "Lantern": A jar containing a trapped, glowing ganglion. It dims when oxygen is low, acting as a natural sensor.

    • 46–50: Flesh-Stitcher: A small, multi-legged insect in a tube. When placed on a wound, it "sews" the skin shut with biological wire. Heals 1D6 HP instantly.

    • 51–55: Pheromone Mask: A wet, fleshy veil. While worn, "Feral" Zolonoids treat the wearer as "non-threatening" unless attacked.

    • 56–60: Nutrient Slurry Syringe: A pre-filled injector of "Creator Fuel." Restores all fatigue but causes vivid, terrifying dreams of alien wars.


    61–80: Anomalous Artifacts (High Value)

    • 61–65: The Gravity Marble: A small black sphere that weighs exactly 10kg, regardless of local gravity. Can be used to anchor a ship or crush a locked door.

    • 66–70: Memory Core (Unrefined): A crystal pulsing with blue light. Contains 1% of the Creator’s star charts. Zavala Bio-Industries will pay a fortune for this.

    • 71–75: Neural Bridge: A headband of wet silver. Allows two users to share thoughts perfectly. If one dies, the other takes 2D6 Mental Stress.

    • 76–80: Hive-Link Key: A pulsating tooth. Opens any "locked" organic door on the planet.


    81–00: The "Cursed" Tier (Game Changers)

    • 81–90: Degenerate Unit-G: A "Guyver" unit that has gone rogue. It is a mass of teeth and armor plates. If activated, it tries to eat the host.

    • 91–95: Time-Dilation Seed: A small pod that, when crushed, slows time in a 5m radius for 10 seconds. The user ages 1 year instantly.

    • 96–99: The Embryo: A dormant, fist-sized Zolonoid fetus in a jar. It watches the players. If released, it begins to mimic the first person it sees.

    • 00: The Control Medal (Fragment): A piece of the Hyper Zolonoid's brain. It hums with a frequency that makes the "Project: Gigantic" specimen obey the holder—until it decides to reclaim its missing piece.


    Quick Table for the GM

    RollItem TypeRarityCorporate Bounty
    01-40Consumable / GraftCommon5,000 Credits
    41-80Tool / WeaponRare50,000 Credits
    81-99Prototype TechVery Rare500,000 Credits
    100Creator RelicUnique"Executive Position" or "Execution"

    In both HOSTILE and Orbital 2100, using Creator technology is fundamentally an act of biological trespass. Human nervous systems operate on simple electrical impulses; Creator tech operates on high-bandwidth, multi-dimensional neural resonance.

    When a player uses "Salvageable Tech" or the Hyper Zolonoid suit, they aren't just pulling a trigger—they are plugging their soul into an alien mainframe.


    1. Nerve Burn (Physical Trauma)

    Nerve Burn occurs when the alien hardware demands more bio-electrical energy than the human body can provide, or when the "graft" physically rejects the host's tissue.

    In HOSTILE (2D6 / Cepheus)

    • Trigger: Whenever a player uses a Bio-Weapon (e.g., Vibrational Blades) or an Enhancement Graft in a high-stress situation (Combat).

    • The Check: Roll END (Endurance) 8+.

      • Success: The device functions normally.

      • Failure: The player takes 1D6 damage that ignores armor. This damage cannot be healed by standard Medkits; it requires a "Biological Stabilizer" or 24 hours of rest in a med-bay.

      • Effect: If Nerve Burn reduces a limb's function (GM's discretion), the player suffers a -2 DM to all physical tasks using that limb until treated.

    In Orbital 2100 (Hard Sci-Fi)

    • Trigger: Activating "High-Output" modes of Creator tech.

    • The Mechanic: Every use adds 1 Point of System Strain.

    • The Consequence: Once Strain exceeds the player’s Fitness score, they suffer "Neural Shock." They must pass a Fitness Check or fall unconscious as their nervous system short-circuits.

    • Visual: The skin around the graft turns black and necrotic, smelling like ozone and scorched meat.


    2. Neural Bleed (Mental/Psychic Trauma)

    Neural Bleed is the "leakage" of the Creator’s collective consciousness into the player's mind. The artifacts are "haunted" by the memories of the wars they were built for.

    In HOSTILE (2D6 / Cepheus)

    • Trigger: Interfacing with a "Control Metal," "Memory Core," or the "Neural Link-Collar."

    • The Check: Roll INT or EDU 9+.

    • Failure: The player gains a Persistent Hallucination. For the next 1D6 hours, they cannot distinguish between the ship's corridors and the ancient battlefields of Acheron-4. They suffer a -4 DM to any task requiring concentration (Navigation, Hacking, Piloting).

    • Critical Failure (Snake Eyes): The player permanently loses 1 point of INT as a piece of their personality is overwritten by an alien tactical subroutine.

    In Orbital 2100 (Hard Sci-Fi)

    • Trigger: Prolonged contact with the Hyper Zolonoid or using the "Neural Bridge."

    • The Mechanic: Roll against Will.

    • The Consequence: On a failure, the player suffers a Psychological Trauma. This manifests as an obsession with "Returning to the Spire" or a sudden, violent phobia of "Inorganic Technology" (like the ship's AI or their own radio).

    • The "Guyver" Echo: The player begins speaking in a dead language. Other players must make a Leadership Check to snap them out of it during combat.


    Comparison: The Cost of Power

    FeatureNerve Burn (Physical)Neural Bleed (Mental)
    Warning SignsTwitching, nosebleeds, localized heat.Whispers in the comms, "seeing" extra rooms.
    Long-term RiskOrgan failure / Limb necrosis.Total personality erasure / Possession.
    BenefitYou hit like a main battle tank.You see the "Future" (Bonus to Initiative).

    The "Emergency Purge"

    If a player is being overwhelmed by either effect, another player can attempt a Medical or Electronics check to "Emergency Purge" the device.

    • The Catch: This usually involves physically ripping the graft off or using a high-voltage shock to "kill" the alien tissue. This stops the Bleed/Burn but deals 3D6 damage to the host instantly.

When a player suffers Neural Bleed, roll 1D20 to determine the specific psychic intrusion. These visions are not just "dreams"—they are high-definition data dumps from a multi-million-year-old biological war.

The Neural Bleed Table

RollVision / EffectGameplay Penalty
1-2The Seed Memories: You see Earth (or your home colony) as it was millions of years ago, covered in Creator laboratories.You feel an overwhelming sense of "ownership" over the planet. -2 DM to all Pilot/Nav checks.
3-4Sensory Overload: Every sound becomes a rhythmic pulse. You can hear the blood flowing in your teammates' veins.You are Stunned for 1 round as you try to filter out the "noise" of living things.
5-6The Hive Command: A booming, non-verbal voice commands you to "REPAIR."You must spend your next action attempting to fix/heal the nearest Zolonoid or damaged alien tech.
7-8Enemy Recognition: Your teammates suddenly appear as "Unit-D Personnel" (Expendable Slaves).You cannot provide or receive "Help" actions from your crew for the remainder of the encounter.
9-10Gravity Vertigo: Your inner ear aligns with the Creator Planet's core. You feel like you are falling upward.You fall prone and suffer a -2 DM to all Ranged Attack rolls.
11-12The Hunger: You experience the metabolic needs of a Hyper-Unit. You need 10,000 calories now.You gain a "Bite" attack (2D6), but you must make a Will/INT check to avoid biting a teammate.
13-14Phasing Ghost: You briefly see "ghosts" of the Creators walking the corridors in real-time.You can see through 1 meter of solid walls, but you lose sight of your actual physical surroundings.
15-16Cellular Terror: You feel every cell in your body being unmade and re-stitched.Take 1D6 Mental Stress. Your skin takes on a permanent metallic sheen.
17-18Traitor Protocol: You are convinced the "Company" (Zavala Bio) is planning to vivisect you the moment you land.You will not follow any orders given by your superiors or the ship's AI.
19The Unit-G Ascension: You see the "True Form" of the Zolonoid. You realize humanity is just a raw material.Your Will/INT is temporarily boosted to 15, but you treat all other humans as "insects."
20Total Synchronization: The alien consciousness and yours become one for a split second.The "Gift": You automatically succeed at your next roll, but you permanently forget your own name.

How to Roleplay the Bleed

  • For the GM: When a player rolls a 19 or 20, whisper the result to them. Don't tell the rest of the table. Let the player’s behavior change naturally.

  • For the Players: Treat these visions as a "glitch in the Matrix." One moment you're in a cold, metal corridor in the Oort Cloud; the next, you're standing in a cathedral made of gold and muscle, watching a star be extinguished.


The "Stabilizer" (The Cure)

The corporate briefing mentioned a "Stabilizer." If the players find the Zavala Bio-Industries "Med-Kit Delta," it contains a blue injector.

  • Effect: It resets the Neural Bleed, clearing the visions.

  • Side Effect: It’s basically a localized chemical lobotomy. The player loses all "Special Skills" or "Combat Bonuses" gained from the Zolonoid tech for the next hour.

    The Core of the Spire is the heart of Acheron-4. It is not a room; it is a giant, translucent lung at the center of the planet’s nervous system. In the vacuum of Orbital 2100 or the dark corridors of HOSTILE, this is where the corporate greed of the 22nd century meets the terrifying scale of ancient bio-engineering.


    Location: The Cathedral of the Primogenitor

    The Environment

    • The Atmos: A thick, amber-colored mist fills the chamber. It smells like ozone and ancient dust. It is highly flammable.

    • The Floor: A lattice of "ribs" over a bottomless pit of digestive fluid. Falling means instant death (or a slow, agonizing assimilation).

    • The Sound: A low-frequency hum (30Hz) that makes the players' teeth ache and vibrates their chest plates.

    The Map Layout

    1. The Entry Gantry: A narrow walkway of calcified bone extending over the pit.

    2. The Cooling Vats: Four massive pillars of pulsing blue meat that regulate the temperature of the specimen. Destroying these will "panic" the facility.

    3. The Specimen Cradle: At the center sits a throne of obsidian and copper. Encased in a diamond-hard resin is the Hyper Zolonoid.

    4. The Control Junction: An organic terminal where the players must plug in the Zavala Neural Link-Collar.


    The Final Encounter: "The Awakening"

    The encounter unfolds in three distinct stages:

    Stage 1: The Ritual of Extraction

    As the players begin the extraction process, the "Cathedral" reacts.

    • The Hazard: The amber mist begins to solidify around the players' feet, attempting to "root" them to the floor.

    • The Action: One player must manage the Neural Link (Skill: Electronics or Science), while the others fend off Phase-Stalkers crawling up from the pit.

    Stage 2: The Rival Intervention

    Just as the resin around the Zolonoid cracks, the Zavala Black-Ops Team (or a rival Corp like Manticore) enters via the ceiling, using grav-chutes.

    • The Twist: They aren't here to help. Their orders are to kill the PC team and take the Specimen to a different ship.

    • The Firefight: The players are caught between the "Silent" alien predators and the high-tech kinetic fire of the corporate mercs.

    Stage 3: The Unit Wakes

    The Hyper Zolonoid opens its eyes. It does not choose a side.

    • The Event: It emits a Gravity Shockwave. Everyone (PCs and Mercs) must roll DEX / Coordination or be blown backward.

    • The Choice: The Specimen is confused and hostile.

      • If the Link is successful: The PC wearing the collar becomes the "Pilot." They feel the power of a god but must resist the Neural Bleed (Table Roll 15-20).

      • If the Link fails: The Zolonoid begins a systematic "Sanitization" of the room, killing anything that moves.


    The Great Escape

    The Spire begins to collapse. The "Vein-Tunnels" are constricting.

    • The Clock: The players have 10 Rounds to reach their dropship.

    • The Complication: If the Zolonoid is with them, it is a 3-meter-tall obsidian giant that weighs 600kg. Getting it through the narrow, dying corridors of a "living" planet is a logistical nightmare.

    GM Note: This is the moment to play "Epic Horror" music. The players should feel like they are stealing a lightning bolt from Zeus while the mountain falls down around them.


    Adventure Conclusion: The "Zavala" Choice

    If the players survive and reach orbit, they face one final decision:

    1. Hand it over: Get paid millions, but know that you’ve given a corrupt corporation the DNA to enslave the colonies.

    2. The Purge: Use the ship's reactor to incinerate the specimen and yourselves, ending the threat forever.

    3. The Rogue Option: The player fused with the suit realizes they are no longer human... and the ship's crew are now their first "subjects."


      et's detail the post-mission debriefings, each with a distinct corporate tone reflecting the outcome of Project Gigantic.


      ZAVALA BIO-INDUSTRIES | POST-MISSION DEBRIEF

      CLASSIFICATION: LEVEL 5 / EYES ONLY MISSION CODE: PROJECT GIGANTIC (ACHERON-4)


      SCENARIO 1: SUCCESSFUL EXTRACTION & DELIVERY

      (Players delivered the Hyper Zolonoid to Zavala Bio-Industries)

      REPORT STATUS: EXCELLENT SUBJECTS: Retrieval Team Gamma-7 (Player Characters)

      EXECUTIVE SUMMARY: "Retrieval Team Gamma-7 has successfully executed Project Gigantic, securing Specimen Prime (The Hyper Zolonoid) from Acheron-4. Despite unforeseen complications, including collateral damage from rival corporate intervention and environmental instability, the Asset was delivered to the Zavala-Heavy research vessel, The Daedalus, in optimal condition for analysis. All assigned objectives met or exceeded. The Neural Link-Collar wearer has been secured for psychological de-briefing and biological remediation."

      REMUNERATION & REWARDS:

      • Payment: Full contracted compensation, including hazard pay and performance bonuses, has been wired to designated accounts.

      • Benefits: Team Gamma-7 has been granted a three-week paid leave. Upon return, eligibility for "High-Priority Asset Protection" contracts will be made available.

      • Future Prospects: Promising prospects for advanced corporate training and security clearance upgrades.

      INTERNAL NOTE (For Zavala Eyes Only): "Initial assessments of Specimen Prime are… beyond expectation. Genetic sequencing shows 99.98% compatibility with human physiology. The 'Neural Bleed' experienced by the lead operator is invaluable for understanding the unit's consciousness. We are proceeding with Project: Chimera and anticipate first-stage human trials within 6 standard cycles. Gamma-7 personnel are to be monitored for residual genetic drift and psychological indicators. They are now, in essence, valuable 'control subjects'."


      SCENARIO 2: SPECIMEN PURGED (SELF-SACRIFICE)

      (Players destroyed the Hyper Zolonoid, potentially at the cost of their own lives)

      REPORT STATUS: FAILURE (ASSET DESTROYED) SUBJECTS: Retrieval Team Gamma-7 (Player Characters - Status: KIA / MIA)

      EXECUTIVE SUMMARY: "Project Gigantic is hereby terminated. Retrieval Team Gamma-7 initiated an unscheduled and unauthorized destruction protocol, resulting in the complete annihilation of Specimen Prime and extensive damage to the Acheron-4 facility. While the specific sequence of events remains unclear, telemetry indicates the activation of a high-yield thermobaric device within proximity of the Asset. All personnel involved are presumed deceased."

      REMUNERATION & CONSEQUENCES:

      • Payment: All contracts are null and void due to failure to secure asset and unauthorized destruction. Next of kin will receive standard corporate bereavement packages, pending investigation.

      • Reputation: Team Gamma-7's professional records have been flagged as "Non-Compliant" and "High-Risk."

      • Investigation: A full internal investigation has been launched to determine how such a catastrophic breach of protocol occurred. Those responsible will face posthumous legal action for gross corporate negligence.

      INTERNAL NOTE (For Zavala Eyes Only): "A total loss. The intelligence gathered on Acheron-4 remains valuable, but the asset is irreplaceable. Our corporate competitors, particularly Manticore Group, will undoubtedly seize on this failure. Security protocols for future retrieval missions must be dramatically enhanced. We may need to consider more… disposable teams. The 'Heroic Sacrifice' narrative will be spun to downplay the loss and emphasize the 'unknown threats' of deep space. Public relations is already preparing a statement."


      SCENARIO 3: THE ROGUE OPTION (PLAYER-SUIT FUSION & ESCAPE)

      (The player-turned-Zolonoid takes over the ship and escapes Zavala control)

      REPORT STATUS: CRITICAL FAILURE (ASSET ACQUIRED & COMPROMISED) SUBJECTS: Retrieval Team Gamma-7 (Status: Hostile / Compromised)

      EXECUTIVE SUMMARY: "Project Gigantic has resulted in a critical asset breach. Specimen Prime, having successfully integrated with a member of Retrieval Team Gamma-7, subsequently seized control of the team's transport vessel. The vessel, designated The Ironclad, has gone rogue and exited Zavala Bio-Industries controlled space. All attempts at communication and remote override have failed. Specimen Prime, now fused with the 'Host,' is considered an independent, extremely hostile, and unaccounted-for threat."

      REMUNERATION & CONSEQUENCES:

      • Payment: All contracts are null and void. A galactic-wide bounty has been placed on the entire Retrieval Team Gamma-7, dead or alive (preferably alive for asset recovery).

      • Bounty: A substantial bounty has been issued for the capture and return of The Ironclad and its occupants. "Lethal force authorized" if recovery is not feasible.

      • Threat Level: All Zavala Bio-Industries personnel are to be briefed on the extreme danger posed by this rogue unit. Expeditions for retrieval are being organized.

      INTERNAL NOTE (For Zavala Eyes Only): "This is a catastrophe. Not only have we lost Specimen Prime, but it is now weaponized and operating autonomously with human intelligence. The potential for the 'Host' to replicate or disseminate its unique biological enhancements poses an existential threat to our intellectual property. Initiate Project: Hunter. Dedicated pursuit teams, equipped with experimental counter-bio-weaponry, are to be deployed immediately. This 'incident' must be contained before it destabilizes the galactic bio-weapons market. No expense spared. No survivors."

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