Friday, February 13, 2026

Metal Skin Panic MADOX- 01 (1987) Adapted To The Hostile rpg with 2d6 Adventure Encounter

 The MADOX-01 (Metal Armor Differential-Operational Experiment) is the quintessential "heavy metal" power suit. In the context of the Hostile RPG (which uses the 2D6 Cepheus Engine/Traveller framework), the MADOX-01 functions as a prototype Heavy Powered Armor unit designed for urban pacification and anti-tank roles.

Here is a breakdown of how to integrate this beast into your campaign.


## Design Philosophy

The MADOX-01 isn't a sleek, sci-fi exosuit. It’s a clunky, hydraulic-hissing slab of mid-tech engineering. In Hostile, it fits perfectly as a Weyland-Yutani or United Americas prototype that is terrifyingly powerful but prone to mechanical "quirks."

## Technical Specifications (Hostile Rules)

FeatureSpecificationNotes
Armor Value18Effectively immune to small arms and shotguns.
Strength Bonus+6Can flip a ground car or punch through bulkheads.
Dexterity Mod-2Bulky; not designed for gymnastics or stealth.
Speed10m / 30mWalking vs. Jump-Jet assisted dash.
Life Support6 HoursInternal oxygen and NBC filtering.

## Integrated Weapon Systems

The MADOX is a walking arsenal. In Hostile, these are treated as fixed mounts:

  • Right Arm: 20mm Autocannon

    • Damage: 4D6+5 (AP 4)

    • Note: Recoil is absorbed by the suit’s stabilizers.

  • Left Arm: High-Frequency Chainsaw/Claw

    • Damage: 3D6+Str (Ignores 5 points of armor)

  • Shoulder Mount: Multi-Tube Missile Pod

    • Damage: 6D6 (HE)

    • Capacity: 6 Micro-missiles.


## Special Rules & Flaws

To keep the MADOX feeling "authentic" to its 80s OVA roots, consider these custom traits:

  1. Tank-Leg Mode: The pilot can lock the legs into a high-stability mode. This grants a +2 DM to hit with the Autocannon but reduces movement to zero.

  2. Experimental Cooling: On an Attack roll of 2, the suit overheats. The pilot must spend the next round venting steam (leaving them immobile) or take 1D6 internal damage to the electronics.

  3. Sensor Array: Includes Thermal Imaging and a Laser Rangefinder, granting a +1 DM to all Recon and Gunner checks in low-light conditions.

GM Note: The MADOX-01 is a "Campaign Breaker." If a player gets one, the opposition needs RPGs, Pulse Rifles, or their own mechanized suits to stand a chance.


## Integration into your Campaign

In a typical Hostile setting, the MADOX-01 might be found in a derelict freighter's cargo hold or being tested in a remote colony like LV-426. It represents the "Military-Industrial Complex" at its most aggressive.

This encounter hook is designed to lean into the "Industrial Horror" aesthetic of Hostile, where the danger isn't an alien—it's a corporate product that refuses to fail.


## Scenario: "The Iron Ghost of Outpost 4"

The Setup:

The players are contracted by a logistics firm to recover "Sensitive Hardware" from a seismic research station on a dust-choked moon. The station went silent 48 hours ago after a "catastrophic software sync error."

The Twist:

The hardware isn't a hard drive; it’s a MADOX-01 prototype. During a combat-readiness test, the suit's "Auto-Guard" AI malfunctioned. The pilot is dead inside the suit—likely from a seizure caused by the faulty neural link—but the MADOX is still "operating."

The suit’s AI is now interpreting any movement within the station as a hostile breach. It is patrolling the narrow, dark corridors of the colony like a literal ghost in the machine.

### The Environment: Sector 7 Sub-Levels

  • Low Visibility: Red emergency strobes and thick hydraulic fluid leaking from severed pipes.

  • Audio Cues: The players won't see it first; they’ll hear the clunk-whirrr of servos and the heavy metallic thud of the MADOX’s feet on the deck plating.

  • Structural Damage: The MADOX is too big for the crew quarters. It has literally smashed new "doorways" through reinforced walls to get around.

### Potential Complications

D6 RollThe Situation
1-2Collateral Damage: The MADOX nicks a fuel line. The area is now a tinderbox; one spark from a Pulse Rifle sets the room on fire.
3-4Human Element: A terrified survivor is hiding in the vents. If the players loud-talk, the MADOX detects them and opens fire through the ceiling.
5-6Remote Link: The corporate handler on the players' ship tries to "hack" the suit, but accidentally triggers its High-Frequency Chainsaw into "Sweep Mode."

### How to Resolve the Encounter

Direct combat is likely a death sentence for the players. Instead, suggest these "Hostile-style" solutions:

  • The Kill Switch: The players must reach the Server Room to broadcast a "Stand Down" code, but the suit is currently standing guard right over the terminal.

  • Environmental Kill: Lure the 3-ton suit onto a cargo elevator platform and override the safety locks to drop it down a 50-meter shaft.

  • The Pilot's Key: The suit requires a physical biometric scan to shut down manually. Someone has to get close enough to the "corpse" in the cockpit to press the pilot’s thumb against the internal sensor.


"It’s not a tank, and it’s not a man. It’s the worst of both worlds, and it’s currently trying to remodel the mess hall with my head."

Overheard on Sector 7 Comm-log


This encounter hook is designed to lean into the "Industrial Horror" aesthetic of Hostile, where the danger isn't an alien—it's a corporate product that refuses to fail.


## Scenario: "The Iron Ghost of Outpost 4"

The Setup:

The players are contracted by a logistics firm to recover "Sensitive Hardware" from a seismic research station on a dust-choked moon. The station went silent 48 hours ago after a "catastrophic software sync error."

The Twist:

The hardware isn't a hard drive; it’s a MADOX-01 prototype. During a combat-readiness test, the suit's "Auto-Guard" AI malfunctioned. The pilot is dead inside the suit—likely from a seizure caused by the faulty neural link—but the MADOX is still "operating."

The suit’s AI is now interpreting any movement within the station as a hostile breach. It is patrolling the narrow, dark corridors of the colony like a literal ghost in the machine.

### The Environment: Sector 7 Sub-Levels

  • Low Visibility: Red emergency strobes and thick hydraulic fluid leaking from severed pipes.

  • Audio Cues: The players won't see it first; they’ll hear the clunk-whirrr of servos and the heavy metallic thud of the MADOX’s feet on the deck plating.

  • Structural Damage: The MADOX is too big for the crew quarters. It has literally smashed new "doorways" through reinforced walls to get around.

### Potential Complications

D6 RollThe Situation
1-2Collateral Damage: The MADOX nicks a fuel line. The area is now a tinderbox; one spark from a Pulse Rifle sets the room on fire.
3-4Human Element: A terrified survivor is hiding in the vents. If the players loud-talk, the MADOX detects them and opens fire through the ceiling.
5-6Remote Link: The corporate handler on the players' ship tries to "hack" the suit, but accidentally triggers its High-Frequency Chainsaw into "Sweep Mode."

### How to Resolve the Encounter

Direct combat is likely a death sentence for the players. Instead, suggest these "Hostile-style" solutions:

  • The Kill Switch: The players must reach the Server Room to broadcast a "Stand Down" code, but the suit is currently standing guard right over the terminal.

  • Environmental Kill: Lure the 3-ton suit onto a cargo elevator platform and override the safety locks to drop it down a 50-meter shaft.

  • The Pilot's Key: The suit requires a physical biometric scan to shut down manually. Someone has to get close enough to the "corpse" in the cockpit to press the pilot’s thumb against the internal sensor.


"It’s not a tank, and it’s not a man. It’s the worst of both worlds, and it’s currently trying to remodel the mess hall with my head."

Overheard on Sector 7 Comm-log

 Sector 7 isn't a high-tech lab; it’s a high-ceilinged industrial fabrication bay connected to a cramped residential block. It’s designed for heavy machinery, which gives the MADOX-01 plenty of room to maneuver while the players feel like rats in a maze.


## Sector 7 Floor Plan: "The Killing Floor"

1. The Loading Dock (Entry Point)

  • Description: A massive pressurized door (currently stuck half-open). A yellow industrial lifter lies crushed in the center of the room—the MADOX’s first victim.

  • Tactical Note: Provides heavy cover (crates, lifter chassis) but is a "kill box" if the MADOX is perched on the upper gantry.

2. The Central Hub (The "Stalking" Ground)

  • Description: A circular junction connecting the labs, mess hall, and barracks. The floor is slick with hydraulic fluid (Difficult Terrain: Dexterity/Athletics check or fall prone).

  • The Hazard: The overhead lighting is flickering. Every 2 rounds, the room goes pitch black for 3 seconds.

3. The Mess Hall (Sully’s Hideout)

  • Description: Tables are bolted to the floor, but many have been sheared off. Sully is in the ceiling vents (3 meters up).

  • The Chokepoint: The entrance is a standard-sized bulkhead. The MADOX cannot fit through here without spending 2 rounds "breaching" (smashing) the wall.

4. The Prototype Bay (The Goal)

  • Description: Where the MADOX was housed. Contains the Diagnostic Computer and the Manual Shutdown Rig.

  • The Problem: The room is a dead end. If the players get cornered here, they have to go through the MADOX to get out.


## Sector 7 Visual Map (Conceptual)

Plaintext
[ LOADING DOCK ] <--- Players Enter Here
       |
[ CENTRAL HUB ] ---- [ MESS HALL ] (Sully is above)
       |                |
[ BARRACKS ]       [ VENTILATION SHAFT ]
       |                |
[ PROTOTYPE BAY ] <-----' (Shortcut for Small Players)

## Final Showdown Mechanics: "The Industrial Ambush"

If the players want to take the MADOX down without a total party kill (TPK), they can use the environment:

  • The Overhead Crane: Located in the Prototype Bay. A player can attempt an Electronics (Remote Ops) check to drop a 5-ton engine block on the MADOX.

    • Damage: 8D6 (Ignores Armor), but it's a one-shot deal.

  • Steam Vents: Shooting the red-labeled pipes in the Central Hub creates a cloud of scalding steam.

    • Effect: Blinds the MADOX’s thermal sensors for 1D6 rounds, giving players a chance to reposition.

  • The "Sully" Assist: If rescued, Sully can use her tablet to "Ping" the MADOX’s internal diagnostics, forcing it to turn its back to the players for one round while it "reboots" its comms array.

    Gemini said

    In the cramped, lived-in quarters of Sector 7, the players aren't going to find high-end military gear. Instead, they’ll find the grit and remains of a blue-collar research team that didn't see the MADOX coming.

    Searching a room takes 1D6 minutes (dangerous when a 3-ton robot is patrolling nearby). Have the players roll 2D6 + Recon (or Intelligence) to see what they scrounge up.


    ## Scavenge Table: Sector 7 Barracks

    Roll (2D6)Item FoundGame Effect / Description
    2-3Empty Ration PacksNothing but trash and the smell of stale synth-coffee.
    4-5Industrial LubricantA pressurized can. Spraying it on the floor creates a Dexterity/Athletics (–2 DM) hazard for the MADOX or players.
    6Encrypted Data PadContains personal logs. Reveals the "Blind Spot" intel if Sully hasn't told them yet.
    7Maintenance Flare (x2)Burn bright red for 10 minutes. Can be used to "blind" the MADOX's light-amplification sensors for 1 Round.
    8Stim-Shot (Medical)Heals 1D6+2 damage or ignores "Fatigue" penalties for 1 hour. Corporate-grade adrenaline.
    9Mag-Boots (Pair)Allows walking on walls/ceilings in zero-G or on metal surfaces. Perfect for staying out of the MADOX's floor-level line of sight.
    10Heavy-Duty WelderCan be used to "weld" a bulkhead shut, buying the team 1D6+4 Rounds of safety from the MADOX.
    11Unauthorized SidearmA snub-nosed .44 Revolver hidden in a bunk. (Damage: 3D6, but loud enough to alert the suit instantly).
    12+Seismic ChargeA small mining explosive. Damage: 5D6 (AP 10). If planted on the MADOX's leg, it can disable its movement.

    ## Atmospheric Details

    To keep the tension high while they scavenge, describe the "near misses":

    • The Vibration: Dust falls from the ceiling tiles every time the MADOX rounds a corner in the next hallway.

    • The Audio: A distorted, pre-recorded voice loops from the suit's external speakers: "Safety protocols engaged. Please remain stationary for biological scanning." followed by the sound of a 20mm shell being chambered.

    • The Smell: The sharp, ozone tang of an electrical fire and the copper smell of dried blood near the bunk beds.

    ## Strategic Choice

    The Seismic Charge (Roll 12) is the "Holy Grail." If the players find it, they have a choice: blow the suit and lose their "Recover Intact" bonus, or use it to blow a hole in the floor to create a pit trap.

Gemini said


Thursday, February 12, 2026

OSR Mars Campaign Update : Dying World- Warriors of the Red Planet

 Combining the "Big Three" of planetary romance—Burroughs, Brackett, and Moore—creates a Mars (or Barsoom, or Ma'adim) that is a haunting, neon-and-dust graveyard of a world. In an OSR (Old School Essentials, Dungeon World, or Worlds Without Number) context, this is a "Science-Fantasy" setting where the "dungeons" are decaying crystal cities and the "dragons" are multi-legged predators or ancient, psychic liches.




Here is a campaign framework for this dying, decadent world.


1. The Core Aesthetic: "The Dying World"

  • ERB’s Barsoom: Provides the action and biology. High gravity (technically low, but treated as heroic), multi-armed monsters, tharks, and the code of the sword.

  • Brackett’s Mars: Provides the mood and grit. Low-life spacers, dusty bazaars, ancient sins, and the oppressive heat of a failing sun.

  • C.L. Moore’s Mars: Provides the horror and weirdness. Shambler-haunted ruins, soul-stealing idols, and the terrifying Jirel-esque intersections of magic and science.


2. The Three Great Inhabitants

To blend these worlds, categorize the factions by their "Age":

FactionOriginVibe
The Red NationsERBNoble but declining city-states. Great with fliers and radium rifles, but bound by rigid honor codes.
The Low-Canal ScumBrackettTerrans, outcasts, and mutants living in the "Drylands." They deal in ancient tech and forbidden drugs.
The Old Ones (Shamble-Men)MooreImmortal, degenerate sorcerers living in deep, lightless vaults. They treat humans as cattle or vessels.

3. OSR Mechanics & Hacking

To get the right "feel" for an OSR game, you need to tweak a few standard fantasy tropes:

The "Sword vs. Radium" Rule

Technology is powerful but fickle.

  • Radium Pistols: Deal high damage (e.g., $2d8$) but explode on a Natural 1.

  • The Code: In many cities, firing a gun is a social death sentence. You duel with the longsword, or you are hunted as a coward.

Magic as Degenerate Science

There are no "Wizards." There are Mentalists (ERB) and Ancientists (Moore).

  • Spells are actually dormant nanotechnology, psychic projections, or "Thirsting" relics that require blood or "Life-Force" (XP) to activate.

Resource Management: The Oxygen/Water Die

In the wastes, use a Usage Die (d6 -> d4 -> Empty) for your water and oxygen supplies. If you run out in the Deep Desert, you begin taking Constitution damage every hour.


4. Key Locations (The "Hex-Crawl" Nodes)

  • Jha-Keel (The City of Bells): A Brackett-style trade hub built over a Moore-style abyss. It’s a hive of thieves where the bells ring to ward off "The Things from the Dark."

  • The Dead Sea of Korus: A Burroughs-inspired valley filled with man-eating Plant Men. It’s the ultimate "high-level" hex.

  • The Vault of Shambleau: A dungeon crawl where the "treasure" is a beautiful woman who is actually a psychic parasite.


5. Bestiary: The Horrors of the Red Sands

  • White Apes (ERB): Use Ogre stats, but give them a climbing speed and four attacks.

  • The Black Shadow (Moore): An incorporeal undead that drains "willpower" (Wisdom) rather than HP.

  • The Martian Sell-Sword (Brackett): A 3rd-level Fighter with a grudge, a radium pistol, and a heavy addiction to Keth (a Martian drug).


6. Campaign Hook: "The Last Water-Hag"

The canal systems are failing. A legendary "Water-Hag" (a Moore-style ancient) has stolen the atmospheric processors' control crystals to fuel her own immortality. The Red Nations are on the brink of a genocidal war for the last drops, while Terran syndicates are trying to strip-mine the ruins before the air runs out.

GM Tip: Emphasize the colors. Everything is ochre, crimson, violet, and dying gold. The sun is small and cold. The night is terrifyingly silent

 To capture the blend of Burroughs’ heroism, Brackett’s grit, and Moore’s cosmic horror, this table is designed for a d100 roll. I’ve grouped them by "tens" to make it easier to navigate during a session.

The D100 Martian Drylands Encounter Table

Roll (d100)Encounter CategoryDescription
01–10The Environmental TollDust-devils, "Blue Fever" outbreaks, or a sudden oxygen-pocket collapse.
11–30The Low-Canal ScumHumanoid outlaws, Brackett-style drug runners, or Terran prospectors.
31–50The Great BeastsERB-inspired megafauna: Thoats, Banths, or Zitidars.
51–70The Fallen AristocracyRed Martian patrols, ruined fliers, or duelists seeking honor.
71–90The Moore-ish HorrorsShamblers, soul-eaters, and artifacts that hum with "wrong" geometry.
91–00The Wonders of the AncientsMirage cities, functional tech-shrines, or "The Thirsting God."

Detailed Encounters (Roll d100)

  • 01–05: A "Dry-Storm": Vision reduced to 5 feet. Gear takes 1d4 damage from abrasive sand.

  • 06–10: The Keth-Smugglers: 2d6 thugs (Brackett) transporting psychic drugs. They are paranoid and "twitchy."

  • 11–20: A Thark Hunting Party: 1d10 Green Martians ($4$-armed, 15ft tall) on Thoats. They respect only strength and high-tier weaponry.

  • 21–25: The Shambler’s Trail: A lone, wet trail of slime in the bone-dry desert. Following it leads to a Moore-style cave of "sensory bliss" and certain death.

  • 26–30: Abandoned Radium-Schooner: A land-ship half-buried. Contains 1d6 fuel cells but is guarded by a Great White Ape.

  • 31–40: The Duelist: A disgraced Red Martian Noble (ERB) who demands a 1-on-1 sword duel for the "right of way" through the canyon.

  • 41–50: The Singing Towers: Ancient glass structures that emit a frequency causing $1d6$ Sanity/Wisdom damage unless ears are plugged.

  • 51–60: A Caravan of the "Low-People": Mutant Martians selling "pre-collapse" junk. 10% chance they have a functioning Radium Rifle.

  • 61–70: The Banth Den: 1d4 ten-legged lions stalking the party. They hunt silently and only strike at night.

  • 71–80: The Memory-Mist: A violet fog. Anyone entering must save vs. Spells or see a vision of Mars as it was 10,000 years ago, becoming catatonic with nostalgia.

  • 81–90: The Black God’s Idol: A Moore-esque statue that offers a "Gift" (a feat or stat boost) in exchange for the permanent sacrifice of a party member’s "Life-Spark" (Max HP reduction).

  • 91–95: Crashed Terran Rocket: A sleek, chrome needle from Earth. 1d4 survivors are terrified and have no idea that their "currency" is worthless here.

  • 96–99: The Sky-Galleon: A massive ERB-style warship passes overhead. If signaled, they may provide water—or a volley of radium fire.

  • 00: The Avatar of Mars: A manifestation of the planet's dying spirit. It grants a single "Wish" but demands the players accelerate the death of a rival City-State.


Mechanics for the Drylands

  • Reaction Rolls: Use them! A Thark might be a lethal enemy or a staunch ally depending on a single 2d6 roll.

  • The "Iron Rule": If a player rolls a Natural 20 in a sword duel against a "named" NPC, they may claim that NPC's titles and holdings (Burroughs' law).

    Gemini said

    In the synthesis of this Mars, the Shamble-Men (derived from C.L. Moore’s Shambleau) represent the horrific, "wet" biological rot hidden beneath the "dry" red sands. They are the leftovers of an era when Martian science turned inward to solve the problem of death, resulting in a parasitic immortality.


    The Nature of the Shamble-Man

    They are not undead in the traditional sense; they are hyper-biological. A Shamble-Man is a humanoid host—often a beautiful youth or a wizened elder—whose nervous system has been replaced by a psychic, scarlet parasite that resembles thick, writhing hair or a mass of leeches.

    • The Appearance: From a distance, they look like weary travelers in heavy robes. Up close, their "hair" moves independently, and their eyes are flat, oily pits of red.

    • The Scent: They smell of wet earth and copper—a jarring scent in the arid Martian wastes.


    OSR Stats (Generic Scale)

    • Hit Dice: 5+2 (The host is fragile, but the "mass" is resilient)

    • Armor Class: 6 [13] (Tough, rubbery hide under robes)

    • Attacks: 2-12 "Hair" Tendrils (1d4 each + Paralysis)

    • Move: 90’ (30’)

    • Saving Throw: F5 (Immune to sleep, charm, and mind-control)

    • Morale: 10

    Special Abilities

    • The Feeding (Psychic Drain): Instead of dealing physical damage, a Shamble-Man can choose to "feed." The victim must save vs. Paralysis. On a failure, they are locked in a state of intense, agonizing euphoria. They lose 1d6 Wisdom per round. If Wisdom reaches 0, the soul is consumed, and the body becomes a fresh husk for a new Shamble-larva.

    • Regeneration: As long as they are feeding, they regain 1d8 HP per round.

    • Vulnerability: They loathe the "Cold Light of Truth." High-intensity radium flares or mirrors reflecting the Martian sun deal 2d6 damage and force a Morale check.


    The "Moore-ish" Horror: The Feeding Ritual

    A Shamble-Man encounter shouldn't just be a brawl. It should be a seduction.

    In a Brackett-style tavern or a Burroughs-style palace, a Shamble-Man (usually in "Shambleau" form) targets the person with the highest Charisma or Strength. They offer a "forbidden ecstasy." To the victim, the experience feels like being a god; to the onlookers, it looks like a person being slowly digested by a pile of red worms.


    3 Hooks for Shamble-Men

    1. The Red Muse: A famous poet in a Red Martian city hasn't slept in weeks. He is producing masterpieces, but he’s becoming skeletal. He is hiding a "lover" in his chambers—a Shamble-Man he found in the ruins.

    2. The Infested Mine: A Terran mining operation broke into a "Vat-Room" from the First Age. The miners haven't come out, but someone is still sending up crates of ore... packed with scarlet, pulsing moss.

    3. The Pilgrimage: A group of "Low-People" are seen wandering into the desert, smiling and singing. They are walking toward a "Shamble-Mother," a massive, immobile biological engine that requires a village's worth of souls to birthe a new "God."


    How to Kill One (The "OSR" Way)

    Brute force is risky because of their Wisdom-drain. Smart players will:

    • Use Fire: It’s the only thing the parasite truly fears.

    • Reflective Shields: To bounce the harsh Martian UV rays into the dark corners where they hide.

    • Lead-lined Helmets: To block the psychic "song" that precedes the feeding.

      In the smoke-filled "Keth-dens" of Jha-Keel or the sun-bleached plazas of a Red Martian city, information is the only currency that doesn't lose value.

      Roll a d10 to see what the party overhears. Some are true, some are Brackett-style lies, and some are Moore-style warnings.

      Rumors of the Red Sands

      d10The RumorVeracity / Hook
      1"The Merchant Prince of Tharkis isn't wearing a wig. Those are scarlet tendrils. He hasn't blinked in three days."TRUE. A Shamble-man has successfully 'seated' itself in the government.
      2"There’s a downed Earth-rocket in the Sea of Silt. It was carrying a 'Positronic Brain' that knows the location of the Polar Water-Vents."PARTIAL. The 'Brain' is actually a trapped, insane Martian AI.
      3"If you drink the blue cactus milk near the Temple of Illian, you can see the invisible fliers of the Holy Assassins."FALSE. It’s just a potent hallucinogen; the assassins are very visible—and behind you.
      4"A Green Martian chieftain has found a Radium Cannon the size of a longboat. He’s looking for 'soft-skins' to help him aim it at the city walls."TRUE. This is a Burroughs-style military hook. High pay, high lethality.
      5"The 'singing' coming from the old canal pipes isn't wind. It’s the Ancientists tuning their psychic resonators for the 'Great Harvest'."TRUE. A Moore-ish ritual is reaching its crescendo beneath the city.
      6"Don't buy 'Ancient Tech' from the one-eyed trader in the bazaar. It’s all Earth-made junk painted with ochre to look like Martian bronze."TRUE. A classic Brackett-style swindle involving a "relic" that’s actually a toaster.
      7"There is a valley where the air is thick enough to breathe without a mask, but the plants there have a taste for human blood."TRUE. The Valley of Lost Souls; a dangerous hex-crawl location.
      8"The Red Princess is looking for a champion. Not for a duel, but to smuggle her out of the city before her soul is sold to the Black God."TRUE. A classic ERB-style romance hook with a Moore-ish twist.
      9"The 'Wind-Sickness' isn't a disease. It’s invisible spores from the Shamble-Mothers. If you cough up red dust, it’s already too late."TRUE. This functions as a slow-acting curse/disease mechanic for the party.
      10"Deep in the Drylands, there is a tower of pure salt. They say a Terran woman lives there who can 'sing' gold out of the sand."FALSE. It’s a psychic lure used by a Moore-ish predator to attract greedy travelers.

      Using these Rumors

      • The "Barsoom" Approach: If they follow Rumor #4 or #8, emphasize grand scale, noble gestures, and massive battles.

      • The "Brackett" Approach: If they follow Rumor #6 or #2, emphasize the grit, the smell of the slums, and the desperate need for credits.

      • The "Moore" Approach: If they follow Rumor #1, #5, or #9, dial up the body horror, the psychic dread, and the alien nature of Martian "magic."