Showing posts with label Wretched Apocalypse - Second Edition. Show all posts
Showing posts with label Wretched Apocalypse - Second Edition. Show all posts

Saturday, November 29, 2025

The "Asphalt-Eaters" (a Road Pirate gang) For Red New Flesh Rpg & Wretched Apocalypse Second Edition Rpg

 In the New Flesh context, "Ab humans" (Abhumans) are likely those who have fully embraced the mutagenic changes of the "New Flesh" or Interzone's pollution”fusing biology with automotive technology.



Here are the stats for the "Asphalt-Eaters" (a Road Pirate gang), designed for the Red System (OSR-compatible/MicroRed).

The Faction: The Asphalt-Eaters

  • Concept: Nomadic bio-truckers who worship the "Long Haul." They don't just drive their rigs; they are surgically and genetically integrated into them.

  • Aesthetic: The Highwayman meets Cronenberg. Their trucks are sleek, matte-black 18-wheelers with pulsating biological veins running under the chassis. The drivers have "steering-interface" ports in their chests.

  • Tactics: They use "Ghost MoI

  • de" (biotech stealth) to ambush convoys in the Night Land, then board using magnetic flesh-grafts.


1. The Rig: "The Black Lung"

Modeled after the Highwayman's stealth truck, but alive.

This massive hauler acts as the group's mothership. It is not just a vehicle; it is a semi-sentient bio-mechanical organism.

  • HD: 12 (60 hp)

  • AC: 18 (Bio-metallic plating)

  • Move: 120' (cruise) / 240' (turbo-boost)

  • Attacks: 2 — Ram/Crush (3d6), 1 — Plasma Turret (2d8)

  • Saves: F10 R12 W14

  • Morale: 12 (Mindless loyalty to the Captain)

Special Abilities:

  • Chamele-Skin (Stealth Mode): The rig can change its color to match the Night Land s darkness. Attacks against it have a -4 penalty while in this mode. It becomes invisible to thermal/radar.

  • The "Gazelle" Detachment: If the rig is destroyed, the cab (Hit Dice 4) detaches. It can sprout bio-rotors (fleshy helicopter blades) and fly away (Move: 180' Fly).

  • Living Cargo: The trailer is a digestion chamber. Captured vehicles are swallowed via a rear ramp-maw and dismantled by acid and nanobots for parts.


2. Road Captain: "Jetto" Vrax

The Leader. A cyber-fused warrior who wields a sawed-off shotgun and a laser-monocle.

  • HD: 6 (32 hp)

  • AC: 15 (Reinforced Duster + Subdermal Plating)

  • Move: 30'

  • Attacks: 1 — Mag-Shotgun (2d6, Range 30') or 1 , — Power-Fist (1d8+2)

  • Saves: F8 R10 W12

  • Morale: 10

Special Abilities:

  • Interface Link: Vrax can remote-control "The Black Lung" within 1 mile via a spinal jack.

  • Adrenal-Surge: Once per combat, Vrax can act twice in a single round.

  • Mutant Eye: Can see in absolute darkness (Night Land vision) and detect heat signatures.


3. Ab-Human Boarder: "Road-Ticks"

The Grunts. Twisted, acrobatic mutants designed to leap from moving vehicles onto prey.

  • HD: 3 (14 hp)

  • AC: 13 (Leathery Hide)

  • Move: 40' (Climb 30')

  • Attacks: 2 — Claws/Spikes (1d4+1) or 1 — Chain-Whip (1d6)

  • Saves: F12 R11 W14

  • Morale: 8

Special Abilities:

  • Mag-Clamps: Hands and feet are fused with magnetic pads. They can walk on the outside of moving vehicles without making a check.

  • Kamikaze Leap: If a Road-Tick leaps onto a target vehicle, they deal 1d6 impact damage upon landing.

  • Explosive Blood: When reduced to 0 HP, their unstable biology detonates. Everyone within 5' must save vs. Breath or take 1d6 acid damage.


4. Tech-Shaman: "The Mechanic"

The Specialist. Half-man, half-diagnostic computer.

  • HD: 4 (18 hp)

  • AC: 12

  • Move: 30'

  • Attacks: 1 — Arc-Welder Rifle (1d8 electrical, ignores metal armor)

  • Saves: F13 R12 W10

  • Morale: 9

Special Abilities:

  • Bio-Repair: Can heal "The Black Lung" or other vehicles for 1d8 HP per round by touching them.

  • EMP Scream: Once per day, can emit a psychic scream that disables all non-biological electronics within 30' for 1 round.


New Flesh / Highwayman Equipment Loot Table

If the players manage to defeat them, they might salvage:

d6ItemEffect
1Invis-o-CloakA poncho made of the Rig's skin. Grants 50% camouflage in darkness. Smells like ozone and raw meat.
2Lotus-ModuleA chip that, when installed in a vehicle, allows it to deploy a secondary mini-vehicle (motorcycle) from the trunk.
3Jetto's BoomerangRazor-edged. Returns to thrower. Deals 1d6 dmg. On a critical hit, it severs a limb.
4Synth-FuelA canister of glowing blue liquid. Doubles a vehicle's speed for 1 hour but deals 1d4 damage to the engine (overheat).
5Ab-Human PheromonesA spray that makes mutants/monsters ignore you for 10 minutes.
6The "Equalizer"A wrist-mounted pistol (1d10 dmg). It is fused to a severed arm. You must surgically attach it to use it.

Friday, February 21, 2025

New Flesh Rpg & William Hope Hodgeson's Nightland rpg Session Report Two



 

 The PC's almost couldn't cope when the darkness creeped across the landscape and the monsters began to wake up.We lost two operatives last night as the Humpted men closed in on the player's PC's. These things were raving and sobbering humanoid horrors. This picks right up from the last session here on the blog. 
And I saw how that the Humped Men did seem to be humpt by reason of their being so monstrous thick and mighty of the neck and the shoulder, as that they had been human bulls. And I saw that they were very strong, and by the speed of their climbing, I knew they were swift…” – Ch. 9, “The Dark Pyramid”

 The Humpted Men followed them behind the party almost getting taken and they got two of the PC's who were dragged into the darkness. The party moved on & they found that they were being tracked by an unknown force.The PC's scambled to find a volcanic tube while spraying machine gun fire everytime they heard foot falls. They found the lava tubes and checked the tubes for monsters and found one that was clear. The PC's wanted a better look at what they were up against. 
The party's psionic opened herself up to the influence of the Nightland! This was a bad idea as she was overwhelmed in the incredibly bad influences of the Dark Forces of the Nightland. The PC made her saving throw and was able to shake off these dark influences before she was possessed! 
Our adventurers are a diverse group of New Flesh rpg  party members & they are on a mission to get the technologies of the Nightland. They are facing down the evolved remains of mutant races from Interzone who are now the monsters of the Nightlands. 
Deep in the lavatube they found a ton of obsidian arrows from the bows of the Humpted men. These arrows could penatrate most modern body armor. 
The party has moved several boulders into the front of the lava tube. The party survived the night with two guards on the tube's enterance. 
Outside there were literally dozens of humanoid horrors. These horrors were out there until the red sun rose. The party have fed thier bio implants and then ate thier own food supplies. They were able to cycle out thier guards and they got some sleep. They heard another railed city pulling into the area. The party started toward the railed city and then were attacked by the advanced city guards. The party were shocked by the railed city guards! We ended with the party retreating. Our game ended here!
The Nightland book is a prime resource for our campaign and we're  filled in wasteland & mutant  details using The Red Room's Wretched Apocalpyse Second Edition. 

































The PC's were able to send a couple of corpses and artifacts of the Humpted me back through the temporal wormhole that the party came through. The party came across a small metallic book that they sent back down the time travel stream. 

Sunday, February 16, 2025

New Flesh Rpg & William Hope Hodgeson's Nightland rpg Session Report

  We've got together despite the weather and snow here! We've got a diverse group of New Flesh rpg  party. These guys are sent into an alternative timeline to plunder for technology. In this case, it's the far future of William Hope Hodgeson's Nightland & the party ended up in the twilight zone of the railed cities which chase the giant red sun before the cold horrors of the Nightland close in. 

The party missed the city on the rails by two hours. And so the party was left  deeply in the wilderness.
Around them were dozens of volcanic 'fire holes' and these the party looked to survive the night. The cold was starting to set in. 
They ended up battling a couple of giant scorpions and spiders within  one of the holes. Our adventurers ended up within a clean volcanic hole and deployed water collectors. The night pasted without incident. 
The morning was a different matter as they climbed out of the hole to a red sun rise. They drank clean water and began following the rails toward the travelling city. 
The party was attacked by wicked obsidian arrows from the primitive and dangerously cannibalistic  mutant Humpted Men!
And I saw how that the Humped Men did seem to be humpt by reason of their being so monstrous thick and mighty of the neck and the shoulder, as that they had been human bulls. And I saw that they were very strong, and by the speed of their climbing, I knew they were swift…” – Ch. 9, “The Dark Pyramid”
The party beat back the cannibal tribe of mutant horrors but not for two horrors of game time. We ended with the party going back to thier lava tube encampment. We ended here.
Alright the Nightlands by William Hope Hodgeson is practically unreadable for it's first chapter. I've read it ages ago and recently reread the book. Within it is reference to the railed cities which follow the bloated far future  red sun before it sets around the dead seas of our former Earth. This of course takes place millions of years in the future. I filled in wasteland & mutant  details using The Red Room's Wretched Apocalpyse Second Edition. 





















So basically I built on some of the ideas of the Wretchedvese's temporal wormhole generators for alternative timeline travel. See the Wretched web comics & plugged in some of  William Hope Hodgeson's material. 

Tuesday, December 19, 2023

Review & Application of Wretched Apocalypse - Second Edition By The Red Room For Cha'alt or OSR Campaigns

 "Over the last couples of  days I've been regoing over Venger Satanis's Alpha Blue adventure titles but it was the Red Room's Wretched Apocalyse 2nd edition made the scene; "Wretched Apocalypse - Second Edition RELEASED. Now available at the Red Room store, @GiantSlayerRPGs

and . Later it will be available in print at Luludotcom. " And this is going to be pick right up from here on the blog.
moordereht.com/product/wretch Wretched Apocalypse is an expansion to the Wretched RPG universe, where the stark and unforgiving realms of post-apocalyptic science fiction come to life. This addition, while a standalone game in its own right, also serves as a versatile tool-set sourcebook, seamlessly integrating with any Wretchedverse game, such as Wretched New Flesh and Wretched Space."
And it got me thinking about Wretched Space second edition and especially Cha'alt volume one. Cha'alt is by it's very interstellar nature a post apocalytic science fiction campaign setting. Cha'alt has experienced a series of wars and weirdness involving the Great Old Ones. And this makes it perfect fodder for incorporating "Wretched Apocalypse - Second Edition. Why?! Because Wretched Apocalpyse Second edition is a three hundred and thirty three page power house tool kit for all of your post apocalypse OSR adventures.




























Wretched Apocalyse 2nd edition has a ton of tools for creating the wastelands that you as the DM can challenge the players with. You've got everything from settlement generators, faction generators, antagonists, to full on example of two predone campaign settings for the Wretchedverse.
And this makes it perfect to inject into your favorite OSR rules set and in this case it's Cha'alt. Why Cha'alt?! Because of the huge influx of supernatural weirdness already baked into the Cha'alt setting.
 What Cha'alt has going for it even though it's an interstellar post apocalpytic rpg campaign setting is the fact that it's still very high technologically capable. That is unless you get into the back wastelands. And this makes it ideal for use with Wretched Apocalyse 2nd edition. Using all of the tools therein to really flesh out these out lying areas of the Cha'alt wastes.
And Cha'alt is a place where the campaign setting is really ripe for exploitations by the powers that be in Alpha Blue's Federation. And or the powers behind
 The Void Haven Outpost! So this directly connects back unto both the Outer Rim and Alpha Blue. 
And it can be connected into Wretched Apocalyse 2nd edition easily! But is Wretched Apocalpyse 2nd edition worth getting?! On it's own merits most certainly. And there are serveral reasons for this. Reason one is the fact that Wretched Apocalypse - Second Edition has all of the tools to create a dream post apocalyptic interstellar colony, or wasteland apocalypse of the DM's design. Two Wretched Apocalpyse has all of the tools to plug right back into your favorite Wretchedverse rpg setting.