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.
| Feature | Description |
| The Hive Cities | Massive vertical metros where the air is filtered to prevent New Flesh spore outbreaks. |
| Gutter-Labs | Back-alley clinics where "Flesh-weavers" sell illegal mutations to those who can't afford W.R.E.T.C.H. implants. |
| The Red Zones | Abandoned 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
| D100 | Item/Mutation Name | Category | Effect / Description |
| 01-05 | Adrenal Gasket | W.R.E.T.C.H. | A brass valve in the neck. Can be "cranked" for an extra action, followed by a physical crash. |
| 06-10 | Glass-Eye Drone | W.R.E.T.C.H. | A prosthetic eye that pops out and crawls on spider-legs to scout under doors. |
| 11-15 | Dermal Slick | W.R.E.T.C.H. | Subcutaneous glands that secrete a friction-less oil, making the Agent impossible to grapple. |
| 16-20 | Synaptic Jammer | W.R.E.T.C.H. | A tooth-implant that emits a frequency to "scramble" nearby New Flesh telepathy. |
| 21-25 | Pneumatic Heel | W.R.E.T.C.H. | Compressed air in the boots allows for a 15-foot vertical leap or a silent landing. |
| 26-30 | Monofilament Floss | W.R.E.T.C.H. | Stored in a hollowed-out fingertip; can slice through steel or act as a garrote. |
| 31-35 | Neuro-Link HUD | W.R.E.T.C.H. | Contacts that highlight thermal signatures and "threat levels" of civilians. |
| 36-40 | Gastric Re-Router | W.R.E.T.C.H. | Allows the Agent to safely consume and neutralize poisons or "extract" data chips by swallowing them. |
| 41-45 | Retractable Talon | W.R.E.T.C.H. | Carbon-fiber claws hidden in the knuckles; counts as a concealed weapon. |
| 46-50 | Filter-Lung 2.0 | W.R.E.T.C.H. | Surgical mesh over the lungs; immune to airborne spores and tear gas. |
| 51-55 | Chitinous Plates | New Flesh | Hard, insect-like shell grows under the skin. +2 Armor, -1 Charisma. |
| 56-60 | Prehensile Tongue | New Flesh | Grows to 4 feet long; can manipulate objects or deliver a paralytic sting. |
| 61-65 | Acidic Bile | New Flesh | The Agent can projectile vomit digestive enzymes that melt locks (and faces). |
| 66-70 | Echo-Larynx | New Flesh | Vocal cords can perfectly mimic any sound or voice heard within the last 24 hours. |
| 71-75 | Scent-Cloud Glands | New Flesh | Releases pheromones that make people nearby feel intense trust—or primal fear. |
| 76-80 | Limb-Budding | New Flesh | The Agent can grow a vestigial third arm over an hour. It’s weak, but great for multitasking. |
| 81-85 | Ossified Shield | New Flesh | The forearm bone can "flare" out into a flat, spade-like shield of hardened marrow. |
| 86-90 | Neural Ghost | New Flesh | You can "upload" your consciousness into a corpse for 1 minute by touching it. |
| 91-95 | Bioluminescent Skin | New Flesh | Can strobelight your own skin to blind enemies or pulse softly to see in total darkness. |
| 96-00 | The Apex Shard | New Flesh | A 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."
| Score | State | Mechanical Effect |
| 0–5 | Human-Baseline | No penalties. You still dream in color. |
| 6–10 | The Hum | Tinnitus. -1 to Perception involving sound. Minor tremors. |
| 11–15 | Blurred Silhouette | Body Dysmorphia. Social rolls (Charisma) are at Disadvantage. |
| 16–19 | Borderline | Bio-Panic. You must pass a Willpower save to perform "normal" tasks. |
| 20 | The Threshold | Total 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 / Mutation | Type | Static Cost | Side Effect |
| Ex: Monofilament Floss | W.R.E.T.C.H. | 1 | Numb 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:
System Shock: You vomit black bile/hydraulic fluid. Stunned for 1 round.
Phantom Limb: You lose feeling in an augmented limb. It acts independently.
Visual Glitch: Friendly faces appear as meat-constructs or static-noise.
Echolalia: You can only speak in the last sentence spoken to you.
Adrenal Leak: You must attack the nearest moving object, friend or foe.
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
| D100 | Mutation Name | Result: The Horror of the End |
| 01-05 | The Chrome Statue | Your W.R.E.T.C.H. implants fuse with your skeleton. You become a perfectly preserved, immobile statue of living carbon-fiber. |
| 06-10 | The Hive Mind | Your brain liquefies and becomes a breeding ground for bio-drones. You exist now only as a "signal" shared by 1,000 insects. |
| 11-15 | The Meat Room | You collapse and begin to expand. Within minutes, you have grown to fill the current room, your skin becoming the wallpaper. |
| 16-20 | Binary Ghost | Your 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. |
| 21-25 | The Ouroboros | Your body begins to consume itself starting from the feet, regenerating just as fast. You are a screaming, eternal loop of digestion. |
| 26-30 | Vocal Overload | Every secret you’ve ever kept begins to be broadcast from your pores at 120 decibels. You cannot stop "leaking" information until you expire. |
| 31-35 | The Glass Garden | Your blood turns to liquid silica. You crystallize into a beautiful, jagged sculpture of red glass. Touching you causes infection. |
| 36-40 | Shadow-Step | You become "non-Euclidean." You are visible only in peripheral vision and can no longer interact with the physical world. |
| 41-45 | The Engine of War | Your limbs become permanent, fixed weaponry (Gatling-arms, blade-legs). You lose all reason, becoming a mindless sentry for the Agency. |
| 46-50 | The Bloom | You sprout massive, bioluminescent flowers from your eye sockets. Your scent causes everyone within a mile to fall into a blissful, permanent coma. |
| 51-55 | Neural Kudzu | Your nervous system leaves your body through your fingertips, seeking out the nearest "host" to plug into. You are now a parasite. |
| 56-60 | The Liquidator | Your cellular bonds fail. You turn into a sentient, caustic puddle that can mimic the shape of anyone it has dissolved. |
| 61-65 | The Living Server | Your 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. |
| 66-70 | The Mycelium King | You explode into a cloud of spores. Every person in the city who inhales them now dreams your dreams. |
| 71-75 | The Clockwork Saint | Your flesh falls off, revealing a perfectly intricate, golden clockwork interior. You function perfectly, but have zero biological needs or emotions. |
| 76-80 | The Flesh-Warp | You 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. |
| 81-85 | The Radio-Active | Your internal power source leaks. You become a walking Chernobyl, melting the floor beneath you and killing all non-augmented life nearby. |
| 86-90 | The Archive | Your 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. |
| 91-95 | The 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. |
| 96-00 | The Unmade One | You 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
Infiltrate the Central Atrium: Navigate the labyrinth of razor-sharp flora.
Locate the Statue: Kaelen is fused to the center of a fountain made of frozen, crystalline blood.
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).
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
| Item | Usefulness in this Mission |
| Sonic Chisel | Essential for cutting through the Glass Garden without noise. |
| Heavy Cloaks | Helps prevent "Razor Air" from cutting skin, but reduces speed. |
| Flashbangs | DO NOT USE. The reflections will permanently blind the entire party. |
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)
| Attribute | Value | Notes |
| Armor Class | 16 (Natural Silica) | Immune to piercing; Vulnerable to sonic/bludgeoning. |
| Hit Points | 22 (Fragile but dense) | Shatters spectacularly upon death. |
| Speed | 20 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
The Ambush: Position Stalkers as "statues" in a hallway. Let the players walk past them before the Stalkers begin to vibrate and move.
Sound Sensitivity: If a player fires a loud weapon (unsuppressed), 1d4 additional Stalkers arrive from the surrounding rooms within 2 rounds.
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."
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