Combining Hostile (a gritty, industrial sci-fi setting) with Alien and The Bio Booster Armor Guyver creates a terrifying "Bio-Industrial Horror" aesthetic. In this world, the "Company" isn't just looking for a biological weapon—they are looking for a way to merge human consciousness with ancient, god-like weaponry. This blog entry picks right up right from The Mission Encounter: The Bio-Signature Gambit Including Introduction, random tables, and player hand outs
Here is a framework to merge these three universes into a cohesive campaign.
1. The Core Concept: The "Creator" Theory
In this setting, the Engineers (from Alien) and the Advents (from Guyver) are the same entity.
The Xenomorph: An ancient, biological "scorched earth" weapon used to clear planets of failed experiments.
The Guyver Units: Ancient "standard-issue" exploration suits designed for the Creators. When a human bonds with one, the unit malfunctions because humans are "unpredictable" compared to the Creators, resulting in the massive power boost seen in the anime.
Zoanoids: Weyland-Yutani/Cronos Group’s attempt to reverse-engineer Engineer DNA to create shapeshifting super-soldiers.
2. Setting the Tone: "Gritty Chrome"
Since Hostile is about blue-collar workers in space, keep the stakes grounded. Your players shouldn't start as superheroes. They are truckers, miners, or colonial marines who stumble upon a relic that changes everything.
The Power Scale
| Element | Hostile/Alien Feel | Guyver Integration |
| Atmosphere | Dark, cramped, industrial. | Organic, pulsating, "wet" technology. |
| Combat | Lethal, quick, high-stakes. | Explosive, body-horror transformations. |
| The Enemy | Stalking Xenomorphs. | Corporate Zoanoids hidden in the crew. |
3. Faction: The Cronos-Weyland Merger
In this timeline, Weyland-Yutani didn't just buy out companies; they merged with Cronos. They operate "Research Colonies" where they use the black goo (Pathogen) to trigger Zoanoid transformations in unsuspecting colonists.
The Goal: To find a "Unit-G" (Guyver Unit) to stabilize the mutation process.
The Conflict: The Guyver unit is essentially a "Biological God" in the hands of a blue-collar worker who just wants to finish their shift and go home.
4. Mechanic Tweaks for Hostile (2D6)
To keep the Guyver elements from breaking the game, treat the Armor as a High-Risk/High-Reward system:
The Control Metal: If the player takes massive damage, they must roll a Control Check. Failure means the suit goes "Auto-Defense Mode" (attacking everything in sight, friend or foe).
The Mega-Smasher: This isn't just a weapon; it’s a terrain-altering event. Using it should require a "System Strain" roll that could leave the player exhausted or the ship's hull breached.
Xenomorph Blood vs. Guyver Armor: The Guyver's vibrational swords can cut through Xenos easily, but the acid blood causes permanent "Armor Degradation" unless the suit undergoes a regeneration cycle.
5. Campaign Hook: "The Derelict Unit"
The players are a salvage crew on a junker ship. They respond to a distress signal on a dead moon and find a derelict Engineer craft.
The Find: They don't find eggs; they find three silver "medallions" (Unit-Gs).
The Activation: During a corporate ambush, one player accidentally activates a unit. The transformation is messy, loud, and terrifying.
The Hunt: Now, the crew is being hunted by both Weyland-Yutani "Hyper-Zoanoid" strike teams and a Stalker Xenomorph attracted to the Guyver's energy signature.
Note on Horror: Keep the Guyver "gross." It’s not a clean superhero suit; it’s a living organism that stitches itself into the pilot's nervous system. Use the Hostile mechanics for infection and trauma to emphasize this.
In the Hostile (Cepheus Engine) system, characters are usually fragile humans. A Zoanoid represents a terrifying leap in lethality—essentially a "bio-tank" hidden in human skin.
Below is a stat block for a Gregole-Type Zoanoid, the heavy-muscle grunt of the Cronos-Weyland Corporation.
Enemy Profile: The Gregole-Type Zoanoid
These are "processed" humans designed for heavy boarding actions and planetary pacification. In human form, they look like oversized, overly muscular security guards. Once "Optimized" (transformed), they swell into 8-foot-tall, chitin-armored nightmares.
Attributes
| STR | DEX | END | INT | EDU | SOC |
| 15 (+3) | 8 (0) | 14 (+2) | 6 (–1) | 4 (–2) | 2 (–2) |
Stamina: 30
Armor: 8 (Reinforced Chitin)
Speed: 12m (Ground)
Abilities & Traits
Sudden Optimization: As a significant action, the Zoanoid can transform. This causes 1D6 Horror/Sanity damage to unprepared witnesses.
Bio-Regeneration: At the start of every round, the Zoanoid heals 2 points of Stamina. This does not function if the damage was caused by fire or acid (Xenomorph blood).
Thermal Vision: Ignores DM penalties for darkness or smoke.
Vacuum Sealed: Can survive in a vacuum or underwater for up to 2 hours without external oxygen.
Attacks
Crushing Claws: Melee (Unarmed), 3D6 Damage.
Vibrational Horn: Melee (Large Blade), 4D6 Damage. Ignores 4 points of personal armor.
Grapple: If the Zoanoid hits with its claws, it can attempt a free Grapple check (STR vs STR).
Tactical Guide for the Referee
The "Boss" Mechanic: Damage Threshold
Because Hostile is so lethal, a Guyver-style enemy can wipe a party in one turn. To give your players a chance, use the Layered Armor rule:
Human Guise: While in human form, they have no armor and normal human stats.
The Reveal: They usually transform only when they reach half health or are backed into a corner.
Weak Point: If a player succeeds on an Expert (10+) Tactical or Medical check, they spot the "Processing Node" (usually the back of the neck). A called shot to this area (–4 DM to hit) ignores all armor.
Interaction with Xenomorphs
If a Zoanoid is wounded by a Xenomorph, the Acid Blood reacts violently with the Zoanoid’s hyper-metabolism.
Reactive Mutation: If hit by Acid Blood, the Zoanoid must make an END check (8+). Failure means it enters a "Degenerative State," losing its Bio-Regeneration and taking an additional 1D6 damage per round as its own cells begin to dissolve.
Encounter Seed: "The Company Man"
The players are escorting a corporate executive through a dark colony. Suddenly, a Xenomorph vents from the ceiling. Instead of screaming, the executive’s skin begins to tear, his bones crack and grow, and he intercepts the Xeno mid-air with a clawed hand. Now the players are trapped between a biological killing machine and a corporate "asset" that no longer looks human.
This technical manual entry treats the Unit-G not as a superhero suit, but as an Ancient Biological Weapon System. In the Hostile RPG, these weapons are "Game-Breakers"—they should feel incredibly powerful but carry a heavy "System Strain" on the human pilot.
TECHNICAL MANUAL: UNIT-G BIOLOGICAL WEAPONRY
Subject: G-Type Bio-Boosted Armor (Relic Class)
Manufacturer: [REDACTED] / The Creators
Status: Hazardous / High-Level Asset
1. High-Frequency (HF) Vibrational Swords
Retractable organic blades housed in the forearms. The blades oscillate at ultrasonic speeds, severing molecular bonds on contact.
Damage: $4D6+4$ (Ignores all non-powered personal armor).
Range: Melee (Reach).
Properties: * Molecular Severance: If an Effect of 6+ is rolled on the attack, the target's limb or primary weapon is instantly severed/destroyed.
Xeno-Neutralizer: The vibration prevents Xenomorph acid from splashing "effectively"—reduce acid splash damage to the user by 50%.
2. Pressure Cannon (Gravity Orb)
A gravity-lens located in the belt/waist area. It compresses local gravity into a "bolt" of kinetic force.
Damage: $3D6$.
Range: 20m (Short).
Properties: * Knockback: Any target hit is knocked back 1D6 meters and must pass a DEX (8+) check to avoid being knocked prone.
Silent: Operates with no acoustic signature, making it ideal for stealth "removals."
3. The Mega-Smasher
The suit’s ultimate weapon. Two translucent organic lenses located under the chest plates. Requires the user to manually "peel back" the chest armor to fire.
Damage: $2D10 \times 5$ (Vehicle Scale).
Range: 500m (Long).
Properties: * Charge Time: Requires one full round of "Opening" (during which the user's Armor is reduced to 0). Fires on the second round.
Total Destruction: Anything in a 3-meter wide path is vaporized. In shipboard environments, this will cause an immediate hull breach (Explosive Decompression).
System Strain: After firing, the user must pass an END (10+) check or suffer Exhaustion (DM-2 to all actions) until they consume a high-calorie meal and rest for 4 hours.
SYSTEM TRAIT: THE CONTROL METAL
The metallic orb in the forehead is the interface between the human brain and the armor.
Bio-Feedback: If the user is reduced to 0 Stamina, the Control Metal takes over. The character enters a Fugue State. The Referee takes control of the character, who will now use the most efficient means (usually the Mega-Smasher) to eliminate every life form in the vicinity, including crewmates.
Regeneration: The Unit-G heals the host at a rate of 1D6 Stamina per minute, and can even regrow lost limbs over 24 hours—provided the Control Metal remains intact.
Referee’s Note: The "Battery" Problem
In the Hostile setting, energy is finite. The Guyver doesn't use batteries; it uses the host's metabolism. If a player uses the Mega-Smasher or stays "Boosted" for more than an hour, they should begin taking 1 point of STR damage every 10 minutes from extreme starvation and cellular fatigue.
In the Hostile RPG, Stress is the silent killer. When you bond with a Unit-G, you aren't just wearing a suit; you are being integrated into an ancient, predatory hive-mind. The suit wants to survive, and it doesn't care if your "human" mind gets in the way.
Below is a custom Bio-Boosted Stress & Panic Table. Use this when a player's Stress level peaks or when the suit's Control Metal is damaged.
Unit-G Stress & Panic Table
When a Guyver pilot is forced to make a Panic Check (due to trauma, horror, or over-exertion), roll 2D6 + current Stress Level.
| Roll (2D6 + Stress) | Result | Effect |
| 7-8 | Hyper-Vigilance | The suit's sensors redline. The pilot gains DM+2 to Initiative but DM-2 to all social or delicate tasks as they become twitchy and paranoid. |
| 9-10 | Adrenaline Spike | The pilot must move toward the nearest threat and attack. They cannot retreat this round. Gain +2 damage to all melee attacks. |
| 11-12 | Bio-Feedback Stutter | The suit momentarily rejects the host. The pilot takes 1D6 damage (ignoring armor) and is Stunned for one round as their nervous system fries. |
| 13-14 | Sensory Overload | The Pilot hears the "Song of the Creators." They are incapacitated by visions of deep space for 1D6 rounds. The suit's armor remains active, but they cannot act. |
| 15-16 | The Berserker State | The human mind "blacks out." The suit takes over to "protect" the host. The pilot attacks the nearest moving object (friend or foe) until no targets remain. |
| 17+ | Control Metal Breach | The orb in the forehead glows white. The pilot’s personality is suppressed. The suit initiates a Mega-Smasher charge-up immediately, targeting the largest power source in the area (often the ship's reactor). |
New Mechanic: "The Hunger"
A Guyver suit is a biological engine that runs on calories. In Hostile, where supplies are tight, this is a major liability.
Metabolic Cost: Every time a player uses a Major Ability (Mega-Smasher, Pressure Cannon, or High-Speed Flight), they gain 1 Point of Hunger.
The Toll: At the end of a mission, the player must roll END + (Current Hunger).
Success: The player is merely "Starving" (DM-1 to all checks until they eat).
Failure: The suit begins "digesting" non-essential organs to compensate. The player suffers a permanent -1 reduction to a random Physical Attribute.
The "Humanity" Track
In a long-term campaign, the more a player uses the Guyver, the more their "Humanity" (SOC) drops.
The Xeno-Link: At low Humanity, the player begins to "understand" the Xenomorphs. They can sense Xenos through walls (100m range), but the Xenos also view the Guyver as a "Royal" or "Alpha" threat, prioritizing the pilot over all other humans.
The "Stress" of the Reveal
Remember, in the Alien universe, seeing a monster is terrifying. Seeing your friend turn into a 8-foot-tall chitinous insectoid-god is worse.
Rule: Any non-boosted crewmate who witnesses a Guyver transformation for the first time must make an immediate Stress Check (DM+2).
This scenario, titled "The Canary in the Ore-Works," is designed for a mid-tier Hostile crew. It blends the "whodunit" tension of The Thing with the corporate coldness of the Alien franchise.
Scenario: The Canary in the Ore-Works
The Setup
The players are "muddies" (salvage miners) aboard the USCS Ishimura-class tug, The Gallowglass. They’ve been contracted by a Weyland-Yutani shell company to recover a "Class-A Bio-Mechanical Relic" from a derelict vessel drifting near the Cronos Nebula.
The Twist: One of the three NPC crew members is a Cronos-processed Zoanoid sleeper agent. Their mission is to ensure the relic (a dormant Unit-G) is delivered to a corporate black site, even if it means "sanitizing" the rest of the crew.
The Suspects (NPCs)
The Referee should play these characters as helpful but stressed.
Vance (The Pilot): Heavy smoker, twitchy, has a "medical condition" that requires frequent injections.
The Red Herring: The injections are actually for a synthetic nicotine addiction, but they look like suppressants.
Kora (The Engineer): Quiet, tech-obsessed, recently underwent a "cheap" corporate physical.
The Red Herring: She has a cybernetic prosthetic that hums, mimicking the low-frequency vibration of a Zoanoid.
Dr. Aris (The Science Officer): Overly calm, obsessed with the relic.
The Truth: Aris is a Ramotith-Type Zoanoid (speed/stealth based). He has no "scars" or physical defects—he is too perfect.
Phase 1: The Subtle Signs
As the crew brings the Relic aboard, the Zoanoid’s biology begins to react to the Guyver unit’s presence. The players notice "glitches" in the environment:
The Fridge Raid: The ship’s food stores are being depleted at 4x the normal rate. (Zoanoids need massive caloric intake).
The Smell: A heavy, musky, "reptilian" odor begins to permeate the vents near one of the suspect’s quarters.
The Biometric Glitch: The ship’s internal sensors show a "heartbeat" in the galley that registers at 220 BPM—impossible for a resting human.
Phase 2: The Escalation
One of the NPCs is found dead (or severely injured) in the airlock. It looks like a "Xenomorph attack" (acid burns, claw marks), but a Medical Check (Difficulty 8+) reveals the wounds were made by blunt force and tearing, not the surgical precision of a Xeno.
The Clue: The "acid" is actually concentrated stomach acid from a Zoanoid’s hyper-active digestion, not molecular acid blood.
The Pressure: The ship’s AI (Mother) announces that the "Biological Containment Protocol" has been activated by a remote corporate signal. No one can leave.
Phase 3: The Optimization
The sleeper agent realizes the crew is onto them. They won't just transform and fight; they will use the ship’s environment.
The Reveal: If cornered, Dr. Aris (or your chosen NPC) undergoes a Sudden Optimization. His skin turns a pale, mottled green, and his eyes merge into a single visor-like slit.
The Combat: Use the Gregole-Type stats from before, but increase DEX to 12. He moves through the maintenance shafts like a Xenomorph but hits with the force of a power loader.
Technical Hazard: "The Bio-Signal"
The Unit-G relic in the cargo hold begins to "pulse" in response to the Zoanoid’s transformation.
Every time the Zoanoid takes damage, the Unit-G emits a High-Frequency Ping.
The Risk: Any player standing near the relic must make a Stress Check. On a failure, they feel an "irresistible urge" to touch the metal.
The Reward: If a player bonds with the Unit-G during the fight, they can end the Zoanoid threat easily, but they immediately trigger the Humanity Track and become "Company Property" forever.
Ending the Session
Survival: The crew kills the Zoanoid and jettisons the relic. They are now hunted by Cronos-Weyland for the loss of the asset.
The New God: A player bonds with the Guyver, saves the ship, but now must deal with the fact that they are no longer "human" in the eyes of their crew.
To give your players that true "expendable grunt" feeling, you can print this out or send it to them as a digital briefing. This contract uses the cold, legalistic tone of Weyland-Yutani with the biological focus of the Cronos Group.
EMPLOYMENT & ADHERENCE AGREEMENT: JOINT VENTURE 401-X
PARTIES: Weyland-Yutani Corp ("The Company") & Cronos Biological Development (“The Subsidiary”)
SUBJECT: Deep-Space Salvage & Biological Recovery Operations (Sector 7)
STATION: USCS Gallowglass
SECTION I: PRIMARY OBJECTIVES
The Employee agrees to provide salvage and technical services for the recovery of Unidentified Bio-Mechanical Assets (UBAs). All materials recovered, including biological tissue, metallic relics, and anomalous artifacts, are the exclusive intellectual property of the Company.
SECTION II: HEALTH & SAFETY (TRANS-HUMAN PROTOCOL)
The Company reserves the right to administer "prophylactic" biological boosters to ensure Employee survival in extreme environments.
Clause 12.4: Employee waives the right to a full chemical breakdown of any administered "Optimization Serum."
Clause 12.5: Any "spontaneous physiological restructuring" (including but not limited to: bone density increase, skin discoloration, or the growth of secondary sensory organs) is considered a Standard Workplace Adaption and is not grounds for medical leave.
SECTION III: THE GUYVER/UNIT-G PROVISO (CLASSIFIED: LEVEL 9)
In the event of discovery of a Unit-G (Control Metal), the following protocols are strictly enforced:
Host Integration: Involuntary bonding with a Unit-G shall be viewed as a "Permanent Equipment Loan." The Employee’s body is henceforth classified as Company Hardware.
Maintenance: Separation of the Unit-G from the host is lethal in 99.8% of cases. The Company is not liable for host expiration during "Hardware Retrieval" (Extraction).
SECTION IV: NON-DISCLOSURE & SANITIZATION
Unauthorized discussion of "Xenomorphoid" lifeforms or "Bio-Boosted" technology with non-Company entities is a violation of the Interstellar Trade Secrecy Act.
COROLLARY 99-B: If a "Biological Breach" occurs, the ship’s AI (Mother) is authorized to trigger internal venting or self-destruct sequences to ensure Bio-Hazard Neutralization. Employee survival is a secondary priority to the "Sanitization" of the data.
SECTION V: COMPENSATION
Base Pay: 40,000 Credits (payable upon return to Gateway Station).
Survival Bonus: +15% for every crew member remaining un-mutated at the end of the voyage.
Hazard Pay: Paid in full to the Employee's next of kin in the event of "Complete Cellular Consumption."
[X] SIGNATURE: __________________________ [X] WITNESS (AI ID): _____________________
"Building Better Worlds through Genetic Optimization."
How to use this in your game:
The Perception Check: Have players roll an INT (Difficulty 10+) check to see if they spot the "fine print" in Clause 12.5 before they sign.
The Payday: At the end of the session, use the Survival Bonus to create tension. If one player is a Zoanoid, the other players literally lose money if they don't "neutralize" their teammate before docking.
The Extraction Threat: If a player bonds with the Guyver, remind them of Section III. The Company doesn't want to help them; they want to "retrieve the hardware" from their corpse.
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