Showing posts with label Orbital 2100 3rd edition Rpg. Show all posts
Showing posts with label Orbital 2100 3rd edition Rpg. Show all posts

Wednesday, March 11, 2026

Hostile Rpg Squatter Colonies Scrap - Metal Survival Campaign Setting

 



In the gritty, industrial sci-fi world of HOSTILE, squatter colonies (often called "Warren-villes," "Sump-towns," or "Leach-sites") represent the desperate fringe of interstellar colonization. When the Weyland-Yutani-esque corporations abandon a mining site or a colony fails to turn a profit, the "Company" leaves. The people, however, often can’t afford the ticket home.

Here is a breakdown of how to integrate these desperate settlements into your campaign.


1. The Anatomy of a Squatter Colony

These aren't planned cities; they are scars on the landscape. They usually form around a decaying piece of infrastructure that still provides a singular necessity: heat, oxygen, or water.

  • The Anchor: A crashed freighter, a decommissioned atmospheric processor, or a leaking geothermal vent.

  • The "Hab-Stack": Housing made from rusted shipping containers, scavenged hull plating, and pressurized plastic sheeting.

  • The Atmosphere: Thick with the smell of recycled sweat, ozone, and cheap synthetic fuel. Visibility is usually low due to "brown-outs" or repurposed industrial foggers used for privacy.

Common Locations

LocationThe "Draw"The Hazard
Lower DecksPower conduits and heatToxic runoff and crushing gravity
Asteroid MinesResidual oxygen pocketsVacuum leaks and rock-fall
Dead ColoniesPre-built structuresAutomated security still on "Kill" mode
Starship GraveyardsHigh-value scrapRadiation and structural instability

2. Social Dynamics: The "No-Corp" Life

In HOSTILE, if you don't have a corporate ID, you don't exist. Squatters are "un-persons."

  • The Scavenger Economy: Everything is recycled. A squatter’s most prized possession is a working soldering iron or a patch-kit.

  • The Strongman Rule: Without corporate security (and the laws that come with it), colonies are usually run by a "Mayor" (a charismatic leader) or a "Warlord" (whoever owns the only working pulse rifle).

  • The "Black-Med" Scene: Since they lack access to Med-Bays, squatters rely on "Street Docs" who use industrial chemicals and veterinary tools to perform surgery.


3. Integrating Squatters into Your Mission

If your players are a group of roughnecks or mercenaries, a squatter colony provides a perfect "Grey Market" hub or a source of complications.

Potential Plot Hooks

  • The Extraction: A corporation realizes a low-level tech specialist they fired years ago is living in a squatter camp—and he has the encryption keys to a billion-dollar ore-cache. The players must go in and get him out before a rival team arrives.

  • The Outbreak: A colony has been silent for weeks. The players find it's because they breached a sealed lab while scavenging, releasing a biological hazard (or something toothier).

  • The Debt Collector: The players are hired by a "Repo-Man" to reclaim heavy machinery from a colony. The catch? That machinery is currently the only thing keeping the colony's air scrubbers running.


4. Atmosphere and Flavor

"The air in the Warrens didn't just smell bad; it felt heavy, like it was tired of being breathed. Everywhere you looked, there was the 'Company' logo, scratched out or painted over with crude warnings. They weren't just living in the trash—they were the trash the universe forgot to take out."

Technical Details for the GM

When the players are in a colony, use these environmental modifiers:

  • Comms Interference: Heavy metal shielding and jury-rigged wiring impose a -2 penalty to long-range radio checks.

  • Scavenged Gear: Any equipment bought here has a 1-in-6 chance of failing on a "Snake Eyes" roll due to poor maintenance.

Since you're running a HOSTILE campaign, you need an NPC who embodies the friction between "corporate property" and "human survival."

Meet "Filter" Fran, a high-stakes survivalist who acts as the gatekeeper to a squatter colony built inside the cooling fins of a massive, derelict terraforming array.


NPC Profile: "Filter" Fran (Francesca Volkov)

Role: Colony Fixer / Chief Engineer / Unofficial Mayor

Demeanor: Pragmatic, cynical, and fiercely protective.

Background

Fran was a Grade-4 Life Support Technician for Hyperion Dynamics. When the company liquidated the "New Vladivostok" colony due to low mineral yields, they "forgot" to book passage for the maintenance crew. Fran didn't panic; she just started rerouting the remaining coolant back into the habitat heaters. Now, she runs the "Heatsink," a colony of 150 souls living in the vents of a dying machine.

Appearance

  • Clothing: A grease-stained, oversized flight suit with the sleeves cut off.

  • Signature Gear: A modified P-6000 Welding Torch clipped to her belt and a respirator mask hung permanently around her neck (hence the nickname).

  • Physicality: Her skin has a yellowish tint from chronic exposure to low-grade recycled air, and she’s missing the pinky finger on her left hand—a "tax" paid to a faulty hydraulic press.


Stats & Skills (HOSTILE / Cepheus Engine)

AttributeValue
STR7
DEX9
END10
INT10
EDU8
SOC3
  • Significant Skills: Engineering (Life Support) 3, Mechanics 2, Electronics 2, Streetwise 1, Shotgun 1.

  • Traits: Jury-Rigger. Fran can repair almost any mechanical device using scrap, though the repair only lasts for $1D6$ hours before requiring a "permanent" fix.


Interaction Guide

  • What she wants: Spare parts (specifically CO2 scrubbers or heating elements) and medical supplies for her people.

  • What she hates: "Suits" (Corporate reps) and anyone who wastes resources. If a player leaves a light on or wastes water, she will notice.

  • The Hook: Fran knows the layout of the nearby abandoned Corporate Research Facility better than anyone. She’ll give the players the "backdoor" codes, but only if they agree to smuggle out a crate of shelf-stable antibiotics for her colony.

A Sample Quote

"Look, Spacer. I don’t care if you’ve got a Letter of Marque or a badge from the UPP. In here, the only law is the oxygen mix. You mess with my scrubbers, and I’ll vent you into the primary coolant line before you can say 'wrongful termination.' Now, do you have the gaskets I asked for, or are we done talking?"

 To help you round out the "Heatsink" colony and "Filter" Fran's domain, here are the details for both the environment and her specialized hardware.


1. The "Jury-Rigged" Shotgun: The Pipe-Dream

Fran doesn't carry a standard-issue corporate weapon. The Pipe-Dream is a break-action, 12-gauge smoothbore crafted from a high-pressure hydraulic strut and a reinforced polymer grip from a discarded power drill.

StatValueNotes
Damage$4D6$Lethal at close range; suffers $-1D6$ per 5 meters.
Range10mShort-barreled; effective only in corridors.
Capacity2Double-barrel side-by-side.
Weight3.5 kgHeavy, reinforced steel.

Special Weapon Rules

  • The "Kickback": On a natural roll of 2, the user takes 1 point of damage from the brutal recoil and is knocked off-balance ($-1$ to next action).

  • Ammunition Versatility: It can fire standard shells, but Fran often loads it with "Scrap-Shot"—ground-up glass and metal shavings. Scrap-Shot deals +2 damage but permanently reduces the weapon's range to 5m.


2. Random Encounter Table: The Heatsink

The cooling fins of a terraforming array are a vertical labyrinth. Use this $1D6$ table when the players are traversing the colony or trying to reach Fran’s workshop.

D6EncounterDescription
1The Steam-VentA rusted pipe bursts. Players must make a DEX (Reflex) check or take 1D6 thermal damage and be blinded by steam for 2 rounds.
2"The Taxman"1D3 desperate squatters armed with shivs demand a "breathing fee" (usually a ration pack or a battery). They aren't killers, just hungry.
3Corporate RemnantAn automated Mk. II Sentry Drone is stuck in a loop, patrolling a dead-end corridor. Its sensors are degraded, but its pulse-laser still works.
4The Scavenger's HaulThe players find a discarded crate. A Luck Roll or INT check reveals it contains $1D6$ units of "Grade-B" O2 canisters or a functional welding kit.
5The SilenceThe vibration of the array stops for 60 seconds. The squatters freeze in terror, praying the life support isn't failing. A great moment for tension.
6The Information BrokerA child named "Rat" offers to lead the players to Fran for "one shiny thing." He knows where the traps are set.

GM Tip: The Verticality

Since the Heatsink is built into cooling fins, remind the players that "up" and "down" are the primary directions. Falling is a constant threat. Any combat or high-stress movement requires a STR (Athletics) check to maintain a grip on the rusted catwalks.

 In the ORBITAL 2100 setting (3rd Edition), there is a significant lore "firewall": it is a Hard Sci-Fi, No-FTL universe. The technology is TL9, focusing on Nuclear Thermal Rockets (NTR) and spin-gravity.

However, if your campaign has introduced a "salvaged FTL" element—perhaps an experimental prototype from a black-ops Earth Union project or an "Oumuamua-style" alien artifact found in the Kuiper Belt—it becomes a "Game Changer" asset.

Here is a detail of a salvaged 3rd-generation (experimental/prototype) spacecraft for that setting.


The Vessel: UEV-Exodus (Vanguard Prototype)

Status: 3rd-Gen Experimental Salvage

Original Registry: Earth Union "Project Ghost-Walk" (Classified)

1. Physical Profile

Unlike the utilitarian "tail-sitters" of 2100, the Exodus looks alien even to human eyes.

  • The Spine: A 150-meter carbon-nanotube lattice.

  • The Drive Core: A massive, lead-shielded sphere at the rear that hums with a vibration that bypasses the ears and vibrates the teeth.

  • Condition: The hull is scorched with "Transit-Radiation"—a prismatic, oily sheen that won't wash off. Several solar vanes are sheared off, and the spin-gravity ring is jammed at a 12-degree tilt, making life inside "downhill" at all times.

2. The FTL Drive: The "Alcubierre-Zozer" Fold-Engine

In a world of weeks-long orbital transfers, this drive is a miracle—and a nightmare.

  • Mechanism: It doesn't "jump"; it compresses space-time. To an observer, the ship simply stretches into an infinite line and vanishes.

  • The Cost: It requires a staggering amount of Helium-3. A single "blink" (approx. 1 AU) drains 15% of the ship's total fuel reserves.

  • The "FTL Sickness": Because the drive wasn't perfected, crew members experience "Temporal Displacement." After a fold, the crew suffers a -2 penalty to all tasks for 1D6 hours as their brains struggle to resync with linear time.


3. Technical Specifications (Cepheus Engine / Orbital 2100)

StatSpecification
Hull400-ton Streamlined (Experimental)
Armor4 (Reinforced against micro-meteoroids at FTL speeds)
M-DriveThrust 2 (Standard NTR for docking/maneuvering)
F-DriveExperimental Fold-1 (Distance: 1 AU per "Blink")
Power PlantFusion (TL10 Prototype - prone to overheating)
Crew4 (Pilot, Engineer, Navigator, Sensor Op)
ComputerModel/3 (TL11 "Hardened" against FTL-static)

4. Salvage Flaws (Roll 1D6 for Current Glitch)

Since this is a salvaged vessel, it is far from "factory-fresh":

  1. Ghost Echoes: The ship's internal comms occasionally play recordings of the previous crew's final moments.

  2. Gravity Flux: During FTL, the spin-ring attempts to rotate at triple speed. If not locked down, it causes structural damage.

  3. Leaking Rads: The engine shielding is degraded. After every FTL use, the Engineering deck is lethal without a Lead-Lined Vacc Suit.

  4. Navigation Drift: The ship always arrives $1D6 \times 10,000$ km off-target.

  5. Oil-Slick Sensors: The external cameras see "colors" that don't exist, making docking difficult.

  6. The "Stutter": The engine has a 10% chance of failing to shut down, requiring a Difficult (-2) Engineering check to avoid overshooting the Solar System entirely.


5. Campaign Hook: "The Golden Ticket"

The Earth Union wants their prototype back. The Lunar Republic wants to strip it for parts. The independent miners of the Belt want to use it to reach the Oort Cloud and escape the Cold War forever.

The Players' Dilemma: They found it drifting near Neptune. It’s the only ship in the system that can outrun a missile or cross to Mars in seconds rather than months. But every time they use the FTL, they send out a "Gravity Ripple" that every sensor station from Mercury to Pluto can track.

 

Gemini said

Near the "Heatsink" squatter colony, lodged in the shadow of a jagged sulfuric ridge, lies the Acheron-V Sector Lab. Originally a high-security research outpost for Sutekh-Biomedical, it was officially "decommissioned" (abandoned) when the atmospheric processors in this sector began failing.

In the world of HOSTILE, this is a "Gold Mine" of tech—and a "Meat Grinder" for the unprepared.


Location: Sutekh-Bio Lab 4 (The "Cold-Storage" Vault)

The facility is a subterranean bunker partially crushed by a localized tectonic shift. It was designed to remain functional even if the surface colony perished, making it a pressurized time capsule of corporate secrets.

1. The Environment

  • The Air: Stale, metallic, and freezing. The primary life support is dead, but a backup emergency scrubber is still clicking away, providing just enough O2 to keep a human alive—barely.

  • The Lighting: Dim red emergency strobes. Every 30 seconds, a high-intensity "Sanitization Flare" (UV light) flickers in the hallways, momentarily blinding anyone without polarized visors.

  • The Hazard: Structural Instability. The tectonic shift has tilted the entire facility at a 15-degree angle. Loose equipment, shattered glass, and toxic chemicals pool in the "downslope" corners of every room.


2. Key Areas of Interest

The Airlock / Decontamination Zone

The outer door is jammed halfway open, clogged with the frozen remains of a security team that didn't make it out.

  • The Loot: 2x Standard Issue Pulse Rifles (empty) and a Keycard (Access Level: Green) held in the stiff grip of a Sergeant.

  • The Danger: The internal automated turrets are still powered. They will fire on anything not transmitting a Sutekh employee ID signal.

The Cryo-Seed Vault

A massive, reinforced room filled with rows of liquid nitrogen canisters.

  • The Prize: It contains "Gen-2" hardy crop seeds designed to grow in high-sulfur soil. To the squatters at the Heatsink, this is more valuable than gold—it’s a future.

  • The Twist: One of the canisters isn't holding seeds. It’s marked "PROJECT: NIGHTSHADE" and contains a dormant, synthetic viral strain.

The Server Core (The "Black Box")

A room filled with humming, water-cooled processors.

  • The Objective: Fran wants the Logistical Nav-Data stored here. It contains the coordinates for every Sutekh supply cache in the outer rim.

  • The Interaction: Accessing the data requires a Difficult (-2) Computer check. Failing the check triggers a "Purge Protocol," flooding the room with Halon gas (suffocation hazard).


3. The "Ghost" in the Machine

The facility is overseen by "MOTHER-7," a low-level logic computer. She isn't sentient, but she is programmed to protect Sutekh assets.

  • Tactics: She will use the PA system to play "Calming Corporate Mandates" while she seals doors to trap the players.

  • Audio Log: “Attention Employees. An unscheduled restructuring is in progress. Please remain in your designated workstations. Safety is our primary synergy.”


4. Random "Remnant" Table (1D6 Search Results)

If the players spend 10 minutes scavenging a room, roll on this table:

D6Item FoundCondition
1Med-Kit (Advanced)2 uses left; contains high-grade "Stitch-Glue."
2Encrypted DatapadContains a middle-manager's private (and scandalous) emails.
3Synthetic Skin-PatchHeals 1D6 damage instantly but causes a fever (-1 to rolls).
4Broken Android ArmCan be salvaged for 500cr worth of rare minerals.
5Company ID BadgeBelongs to "Director Vance." Grants Level: Blue access.
6Empty Coffee MugCeramic. Has the Sutekh slogan: "Building Better Tomorrows."

Wednesday, February 11, 2026

What If Campaign - Hostile RPG: Alien & Guyver Fusion Adventure Campaign



 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

ElementHostile/Alien FeelGuyver Integration
AtmosphereDark, cramped, industrial.Organic, pulsating, "wet" technology.
CombatLethal, quick, high-stakes.Explosive, body-horror transformations.
The EnemyStalking 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.

  1. The Find: They don't find eggs; they find three silver "medallions" (Unit-Gs).

  2. The Activation: During a corporate ambush, one player accidentally activates a unit. The transformation is messy, loud, and terrifying.

  3. 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

STRDEXENDINTEDUSOC
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:

  1. Human Guise: While in human form, they have no armor and normal human stats.

  2. The Reveal: They usually transform only when they reach half health or are backed into a corner.

  3. 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)ResultEffect
7-8Hyper-VigilanceThe 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.
9-10Adrenaline SpikeThe pilot must move toward the nearest threat and attack. They cannot retreat this round. Gain +2 damage to all melee attacks.
11-12Bio-Feedback StutterThe suit momentarily rejects the host. The pilot takes 1D6 damage (ignoring armor) and is Stunned for one round as their nervous system fries.
13-14Sensory OverloadThe 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.
15-16The Berserker StateThe 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 BreachThe 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.

  1. 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.

  2. 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.

  3. 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:

  1. 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.

  2. 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.

  3. 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.