Metamorphosis Alpha Special Edition
Metamorphosis Alpha Special Edition
Metamorphosis Alpha Special Edition
METAMORPHOSIS ALPHA is one of the new breed of role-playing games. It is designed such
that the referee and players will develop their own “game world” as they go along.
METAMORPHOSIS ALPHA plays much like a good science-fiction book reads. Each player takes the
role of a person, humanoid mutation or creature mutation on a vast, radiation-ridden starship which is out
of control in deep space. Radiation has caused all knowledge to be “lost” and humans are in a state of
semi-barbarism. The players must learn to survive in a world of fantastic mutations and hostile radiation,
using only their natural cunning and such sophisticated space equipment as they can find and learn to
use.
METAMORPHOSIS ALPHA is a free-form system, giving rules and guidelines for the basics of
play and setting up the starship, but allowing the players and referee unlimited use of their imagination to
create new problems and methods of solving them. Using the guidelines of the rules, the referee “creates”
the starship (beginning a little at a time), sets up social structures for his people, plans the various
mutations, places clues about the starship for the players to find, and any other of a multitude of possible
happenings. The players take it from there as they explore the starship (“seeing” only what they actually
would. as the referee keeps his plans and notes secret), trying to gain the knowledge and technological
devices they need to survive. From then on, the referee can add new facets to the game as they become
desirable. The game is a continuous adventure which need never end.
Readers familiar with TSR’s DUNGEONS & DRAGONS will immediately recognize many
similarities between the two game systems, and they will just as quickly note the numerous important
differences which make METAMORPHOSIS ALPHA a similar but outstandingly different sort of
contest. On the other hand, the existing parallels in the games make it a simple move for the players to go
from one to the other, and those with existing DUNGEONS & DRAGONS campaigns may wish to
incorporate ideas from this game into their campaign “worlds.”
GARY GYGAX
15 July 1976
BRIAN BLUME
15 July 1976
Fantastic Role-Playing Game Of
Science Fiction Adventures
On A Lost Starship
By James M. Ward
© COPYRIGHT 1976 - TSR RULES
© COPYRIGHT 2007 James M. Ward
1
TABLE OF CONTENTS
Introduction……………………………………………………………………………………………………………..………………………1
The Game.………………………………………………………………………………………………………………..……………………..1
The Starship…………………………………………………………………………………………………………….………………………4
Ship Devices and Units………………………………………………………………………………………………….……..………………6
Starship Equipment…………………………………………………………………………………………………………………………….7
Weapon Systems……………………………………………………………………………………………….……………………..8
Earth Animals of the Ship……………………………………………………………………………………………….……………………..9
Beginning the Game and Developing Characters……………………………………………………………………….……………………..9
Ability Explanations…………………………………………………………………………………………………………………………..10
Radiation Chart………………………………………………………………………………………………………………………10
Mental Strength Chart………………………………………………………………………………………………………………..10
Leadership Potential Chart………………………………………………………………………………………………………...…11
Poison Chart………………………………………………………………………………………………………………………….11
Physical Mutations List……………………………………………………………………………………………………...……….12
Physical Mutations Explained………………………………………………………………………………………………13
Physical Defects….…………………………………………………………………………………………………………13
Mental Mutations List………………………………………………………………………………...………………………………14
Mental Mutations Explained..………………………………………………………………………………………………14
Mental Defects………………………………………………………………………………………………………………15
Mutation Generation Charts for (Animals)..……………………….…………………………………………………………………16
Mutation Generation Charts for (Plants)..………………………….…………………………………………………………………16
Explanation of Plant Mutations………………………………………………………………………………………..……16
The Mutants…………………………………………………………………………………………………………………………………….17
Mutated Animals……………………………………………………………………………………………………………………………….17
Flying Types…………………………………………………………………………………………………………………………18
Insects………………………………………………………………………………………………………………………………...18
Plants………………………………………………………………………………………………………………………………….18
Mutated Human Types………………………………………………………………………………………………………………..18
Creating Non-Player Creature Mutations……………………………………………………………………………………………...……….19
Weapons and Combat…………………………………………………………………………………………………………………………..19
Armor Class and Weapon Class Tables………………………………………………………………………………...…………….19
Hit/Miss Tables……………………………………………………………………………………………………………………….19
Weapons Damage Tables…………………………………………………………………………………………………………19-20
Movement………………………………………………………………………………………………………………………………………20
Distribution of Monsters (Mutations) and Treasure……………………………………………………………………………………………20
Treasure item List for the Ship…………………………………………………………………………………………………………………21
Item Complexity Chart………………………………………………………………………………………………………………..22
Wandering “Monsters”………………………………………………………………………………………………………………………....22
Encounter Table………………………………………………………………………………………………………………………22
Human Tribal Areas……………………………………………………………………………………………………………………………23
Forested Areas………………………………………………………………………………………………………………………………….23
Time…………………………………………………………………………………………………………………………………………….23
The Main Ship’s Computer………………………...…………………………………………………………………………………………..23
Non-Player Characters………………………………………………………………………………………………………………………….23
Relatives………………………………………………………………………………………………………………………………………..23
Healing of Body Damage……………………………………………………………………………………………………………………….24
Languages…………………………………………………………………………………………………………………………………..…..24
Surprise………………………………………………………………………………………………………………………………..………..24
Means of Exchange…………………………………………………………………………………………………………………………….24
Example of a Referee Moderating an Adventure……………………………………………………………………………………………….24
Example: Level 14 (The City Section)…………………………………………………………………………………………………………25
The City…………………………………………………………………………………………………………………………………..…….25
Example of Ship’s Level 11……………………………………………………………………………………………………………..……..26
Modular Dwelling Diagrams……………………………………………………………………………………………………………..…….27
Starship Cutaway Drawings…………………………………………………………………………………………………………………….28
Character Sheets……………………………………………………………………………………………………………………………….29
Perforated Charts & Tables Sheet………………………………………………………………………………………………………….31-32
Official Errata Sheet……………………………………………………………………………………………………………………....33-34
The Awakening………………………………………………………………………..……………………………………………………….35
Hexagonal Mapping Paper……………………………………………………………………………………………………………………36
2
INTRODUCTION THE GAME
Mankind’s urge to explore and expand its frontiers finally caused another push into the Age Level: Adults 12 years and up.
vastness of space - first interplanetary, then interstellar. By the 23rd Century a great Number of Participants: 1 referee and 2 to 24 players.
migration wave was spreading from Old Terra to the hundreds of inhabitable worlds that had
been discovered in the Milky Way galaxy. During the next hundred years colonization ships Much of the material herein is presented in order to give participants the proper “feel”
of all types and descriptions went out to the stars, bearing seedling colonies seeking a better for play. This may cause some readers to hesitate to become involved in a game which has,
life. Many found their new homes - for better or for worse - but for one reason or another seemingly, so many rules, but actually the system is quite simple; and it provides a nearly
scores of these starships never reached their destination. This game is based on just such an endless, multi-levelled, and completely absorbing science fiction game which will offer a
event, the fate of a colony ship that became lost... challenge to the most imaginative intellect.
The starship Warden was created from the designs used in the United Western Starship The referee is the participant who decides he would enjoy running the game and is
Cartel program, and it was laid down in the Trans-Plutonian Spaceyards in 2277. The design willing to accept the burden of drawing the starship levels and locating the life forms on each
was the most ambitious ever attempted, the blueprints calling for an oval spheroid of level as well as noting where various technological items and/or information is to be found.
tremendous size using a new metal alloy of tensile strength previously unknown. The ship These posts give complete instructions to guide the new referee in this activity. The referee
was an incredible 50 miles in length, with a width of 25 miles, and a height of eight and one- will find that imagination and creativity are most helpful in his role as Supreme Arbiter (or
half miles. Additional levels above and below the central one brought the total number of Starship Master) of the course of the game. He must carefully balance risk and reward. His
decks to 17. Warden required 11 years to complete, and it did not leave the Sol System until starship must not be so laden with deadly hazards as to make survival of player characters
2290 because of the effort required to outfit the starship. The vessel contained complete impossible - or even nearly so. On the other hand he must not be so kindly as to make the
Terran environments, and the colonists were not rigidly screened for the expedition, for it was game too easy and the rewards too great, for that will remove all of the challenge, and play
held that Warden’s accommodations would place few physical or psychological stresses upon will quickly become boring routine. At the beginning of the game the referee must plan to
colonist or crewman. present his players with problems which are not too difficult to overcome and rewards which
A description of the starship’s levels, as well as some of the equipment typically found are correspondingly low in value. As players become more adept, he can then increase the
on each, follows. The vessel was basically given over to large, open areas, with a simple difficulty of the problems they will face, and at the same time increase the value of the items
system of electronic locks used to insure that colonists did not stray into command or they find if they solve the problems - animal, vegetable, mechanical or something else
possibly harmful areas. With its cargo of the flora and fauna of Earth, 1½ million colonists, entirely.
and 50,000 crew members, the wonder of the Interstellar Colonization Age set forth to found The players cannot begin the game (called a campaign because each episode of play will
a new world many light years from its old home. be connected to the next with results going forward from game to game) until the referee has
prepared one to three levels. Once the referee has made the necessary preparations, the
players create game personas, called characters herein. The players then assume the various
DISASTER: roles that they have selected for their characters - pure human, mutated human, humanoid,
intelligent animal, or whatever. Each player keeps careful records of his character and his
Some one-third of the way to the planetary destination that had been selected for Warden character’s possessions as well as of what areas his character has explored and mapped.
stretched the very fringe of a cloud of space radiation. This cloud had been charted and
analyzed, so that Warden’s captain was aware that he was to plot a course to avoid any
possible danger. Somehow the vessel came too close to the radiation, and the cloud contained
disaster. The energy given off at the fringes of this celestial hazard was foreign to all
previously known radiation types. It passed through every one of the ship’s protection
systems and defense screens. The effects on the ship itself were startling. The worst hit were
the colonists aboard, and most of the human beings exposed to the radiation simply turned to
piles of calcium with no advance symptoms. Hard hit also were the flora and fauna that
underwent mutation if they even survived at all. Even some of the vessel's systems were
affected, and unstable, radioactive areas were caused from the cloud's radiation. The humans
who survived the initial exposure discovered too late that life forms in their natural setting -
such as the ecologically prepared forest areas and the like - seemed to have the greatest SUGGESTED ADDITIONAL EQUIPMENT:
resistance to the effects of the radiation. A few of the crew and colonists then took to living in
the huge parks of Warden. A handful remained who tried to restore sanity and order to the Random Number Generator: Random numbers can be generated by means of a small
starship. They failed. electronic calculator, by drawing numbered chips from a container, by selecting cards from
Life became a struggle merely to survive for those humans that were left. In this struggle packets of specially selected playing cards, etc. The simplest system is to roll one or more
all knowledge of the ship’s mission or even, in fact, that the humans were on a ship was lost. special percentile dice. These dice are available from your hobby dealer or from the publisher
Ship’s systems were maintained in a minimum operative state by the vessel’s main computer of this book. They are twenty-sided dice numbered 0 to 9 twice.
and the robots that were operating at the time of the cloud's entrance into the starship. Later Several pairs of 6-sided (ordinary) dice are most helpful for speedy play.
generations of humans lost all sense of identity, with the ship regressing into a state of Polyhedra (Multi-sided) Dice: A set of polyhedra dice (4,8,12 and 20-sided) will be
savagery. Life quickly stabilized (as life has a habit of doing) with new life forms created found useful for some aspects of the game if alternate means of randomizing (other than the
from exposure to the unknown radiation. The humans settled into a tribal way of life and suggestions above) are desired.
those few that travelled and came back told of areas where the animals walked like men and Graph Paper: The referee will find that several types of graph paper will be needed – 4,
plants were able to talk and move. The vessel travelled on past its assigned planet with its 6 and 8 lines to the inch in both 8 ½” x 11” and 11” x 17” sizes are suggested. Each
safety systems preventing the ship’s destruction by crashing into a planet or burning up in the participant should likewise have a pad of some sort of graph paper on which to map areas of
sun. It is only a matter of time until even those almost perfect systems fail and the starship the starship, which he or she explores.
dies. Until that time, life continues to flourish and the Warden travels on, much changed from Hexagon Paper: The referee may also wish to use 8 ½” x 11” paper overprinted with
what it once was. hexagons on which he will draw his large-scale starship level maps. This special paper is also
found at hobby shops or can be purchased directly from the publisher. It is by no means
necessary.
Sheet Protectors: The referee will find that mylar sheet protectors are needed in order to
preserve the hard work he has put into his starship levels, for constant handling of
unprotected maps will quickly smear color (or even plain pencil markings), fray the paper,
and so on.
Notebooks: All participants in the campaign will find it very helpful to keep all game-
SURVIVAL: related material in a notebook. The referee will usually have two: one will contain his maps
and matrices showing what is keyed onto each level; the second is used to keep his copies of
The players of the game are put into this situation as humans, mutated humanoids, or records on player characters and similar miscellaneous information.
intelligent monsters. What they do and how they survive the dangers of the ship makes for an Pencils and Paper: A good supply of both is most useful. While the referee will need
interesting situation for all participants alike. The travels up and down through the starship colored pencils to help delineate his level maps, most players will need only common “lead”
are only accomplished by using bits and pieces of ancient knowledge the players are able to pencils. Paper here means just about any form of scratch paper handy.
gather from the referee and their starting point. Travelling throughout the ship forces the Imagination: Both referee and players need plenty, but neither would be interested in a
players to gain technological devices and information just to survive on a day-to-day basis. game of this sort if they didn't already possess a high degree of this important commodity!
They can also make use of the secretions and liquids produced by the mutated plants and One Very Patient Referee.
creatures of the forest levels. Players: The more the merrier!
3
Level 6 (42 x 20 ½ x 1/8 miles): This level contains features of both the
THE STARSHIP engineering and ecology fields. The developed area has various laboratories for
manufacturing and scientific use - metal working shops, chemical refineries (plus a secured
The gigantic starship, Warden is ellipsoidal in shape, being approximately 50 miles long area for chemical storage), power experimentation labs, energy generators, biological
at its extremes, 25 miles wide, and 8½ miles tall, with an additional ½ mile high dome on the laboratories, and a large botanical growth center with variable light systems. The latter is
top of the ship. located as a part of the mixed-forest area that surrounds the developed section. The mixed-
The starship is divided into 17 levels, or “decks.” These levels vary in height, length and forest area contains rolling woodland, small lakes and streams, several swamps, and a variety
width. As a safety factor, the hull of the ship is up to a half-mile thick, but the hull is not of flora and fauna. There are 100 engineering, 50 general purpose, and 25 of each type of
completely solid - it is segmented with strong and thick bulwarks and contains supports, ecological robot assigned to the level.
cables, conduits, machinery and other such items with paths and crawlways throughout. Entrance to this level is via the main elevators or by the ramp that leads down to level 7.
Access is limited to this area for engineering purposes only, and the few access points will Access is limited to those with command, security, engineering, or horticultural color bands.
open only for command or engineering color bands. Level 7 (45 x 21½ x 1/8 miles): This level is one of vast, rolling grasslands
The floors between the levels are each approximately 330 feet thick. This area contains with a few widely dispersed ranches marking the prairie-like terrain. Groups of families live
supports, machinery, electrical wiring systems, plumbing tubes and the like. Additionally, on these ranches, and raise cattle or sheep, which feed on the surrounding areas, but the
this area may also contain transportation systems (such as subways or transport tubes), supply families, are largely isolated. A small number of “forest” ecology robots assist with work on
transport tubes, or other such facilities. There are pathways within this labyrinth, but again each of the ranches. Besides the domesticated animals, some herds of wild animals (like
access is greatly restricted, and the few entrances will admit only those with a command or antelopes or buffalo) also roam on the level. Although the terrain is largely dry and the
engineering color band. climate arid, there are some small streams on the level and numerous patches of trees nearby
There is an elevator system running down the center of the ship. There are four heavy- these sources of water.
duty cargo elevators with varying capacities of 5 tons, 20 tons, 50 tons and 100 tons. These Entrance to the level is from either the main elevators or by one ramp leading up to level
elevators will operate only in response to the use of two color bands, either engineering or 6, or either of two inclined planes down to level 8. Access to the level is possible by use of
command type (two of the same, or one of each). There are 20 personnel elevators, each with the command, security or horticultural color bands.
a capacity of approximately 30 persons. Of these, one elevator is a top security elevator used Level 8 (47 x 22 ½ x ½ miles): This level features extensive farmlands with
only during emergencies and which will operate only in response to a command color band. rural farms and villages for those families who favour the “outdoor” life of a farm setting.
Note: some levels may have elevator shafts passing through them, but without direct entrance One large section is a horticultural test area with botanical laboratories for various types of
or exit from the elevators, depending upon the level and security considerations. In addition, experimentation. The farm areas feature large crop-growing areas, interspersed with light
if a bulwark near the elevators divided a level, doors might open on one side only to allow woods, occasional lakes, and so on. Individual farms vary in size - some are for individual
access only to a certain area (one side of the bulwark divider). And, access to certain areas or families, some are for groups of families, and others are complete villages. A number of
levels might be impossible without a specific type of color hand. The personnel elevators will “garden” ecology robots assist with tasks. Rural wildlife of varying types is also found
operate with the brown general-purpose bands, though exits to certain levels may be throughout the entire level.
restricted. Entrance to the level is via the main elevators or through use of either of two inclined
There may also be other elevators of a secondary nature located elsewhere connecting planes leading to level 7.
various levels, depending upon design considerations. Level 9 (48 x 23 x ½ miles): This level contains administrative and security
The following descriptions of the levels and what they contain are intended only as facilities and is divided into a number of parts: ship security (F), administrative/civil affairs
examples to illustrate what the ship interior might look like. Each referee should design his section (G), family housing for personnel of the level a section housing small space ships for
ship interior to his own specifications, using these descriptions as guidelines for gaining ideas scouting missions (I), a storage area for munitions (J), and the ship’s weapon systems (K).
only. A referee’s concept of the interior of the Warden should vary considerably from the There is a repair center for weapons systems and a supply area for items needed in each of
example presented here, so that players will be unaware of its layout and will be able to learn these areas. A forested area is also prominent on this level, and features the trees and animals
its details only by exploration - not by referring to this booklet for other than an example of common to level 4 but with a greater proportion of hostile or dangerous predator type animals
what might be discovered. The factors of newness, surprise and the unknown will only add to (such as bears, tigers, etc.)
the campaign’s enjoyment. The security section of this level includes, among other things, storage of various items
Level 1 (31 x 13 x ¼ miles): This level is filled with supplies destined to be in different locations: 100 deactivated security robots, extra color bands for issue as needed
used on the colony planet. There are gigantic stacks of raw materials, refined metals, plastics, (10,000 brown, 250 steel grey, 250 green, 250 white, 100, red, and 50 blue-red command
glass, emergency food rations, etc. etc. Ramps and catwalks connect the stacks. Robots are bands), 50 sonic disruptors (“metal” sensitive), 50 disruptor pistols (“protein” sensitive), 25
usually used to pick up the needed supplies. There is a large, reinforced pressure hatch on one paralysis rods, 50 laser pistols, 5 laser rifles, 25 gas ejectors, 5,000 hydrogen power cells, 525
part of the hull for on-planet removal of supplies from this level. water hydrogen energy cell rechargers, 50 shield attachments, 100 clips of gas darts (25 per
Entrance to this level is by the main elevators and 4 inclined planes or spiral ramps clip), and other lesser items (clubs, tear-gas, etc.). Access to weapons storage areas requires -
leading down to level 2. Access to this level is gained only through use of the command or a command color ring or 2 command color bands to open the special locks. The security
security bands. section also includes a sizable detention area for holding up to 2,000, persons in a secured
Level 2 (34 x 15 x 1/8 miles): This level is similar to level 1, but the supplies area.
stored are more of a finished nature: electrical components, wire, machine parts, farming Entrance to this level is restricted, and is only accomplished by the main elevators and
tools, geology equipment, land-clearing machines, prefabricated moulds for home units, the use of either a command or security color band. There is a, special elevator connecting
home accessories, etc. etc. There are also several types of computers for on-planet settling this level with level 10, restricted only to use by those with a command color band.
computations. Robots are used in this area as on level 1. Level 10 (16-mile diameter circle x ¼ mile ceiling): This level is the control
Access to this level is by the main elevators and 4 inclined planes or spiral ramps leading center of the ship and has restricted entrance. It contains the command center or “bridge,” the
up to level 1 and down to level 3. The ramps and planes have a standard width of 50 feet, and main ship’s computer and auxiliary units for complete operation of, the ship's systems, and
are located in the ship's hull with entrances to and from the levels indicated. Not all levels are housing units for the personnel of this level and their families. The housing quarters are on
interconnected, however. the outer edge of the circular area and, afford a superb view of the forest/mountain area below
Level 3 (37 x 17 x ¼ miles): This level contains supplies for use in the (level 11).
factories on levels 4 and 5. In other respects this level is similar to levels 1 and 2. The ship’s command center contains a storage section with materials selected for the
Entrances are the main elevators, 4 ramps or planes leading up to level 2, and 1 ramp control and maintenance of ground-based operations, science and engineering labs for secret
leading to level 4. work (with several attendant robots), and the master control area. The master control area is
Level 4 (39 x 18 ½ x ¼ miles): This level contains mothballed factories (A) divided into 8 sections: 1) The captain’s, chair and command console, which has extensive
that are intended for use after arrival at the new planet. These are surrounded by an monitors and tie-ins to every station in the area; 2) The computer science room for master
uninhabited wilderness forest area (B). Although there are no human settlements in the forest, programming and instant retrieval of necessary analyzes; 3) The security monitoring section
the entire area abounds with forest animals that live among the deciduous trees and conifers. which ties in with a similar room on level 9 and contains monitoring screens, a computer tie-
The area has a number of forest-type ecology robots that operate in the forest, and human in, a secondary intraship communications system, and audio pickup recorders; 4) The
visitors visit the area on occasion for camping and wilderness outings. intraship environmental control room with 4 general monitors, 16 specific environmental
Access to the level is by the main elevators and via one ramp leading up to level 3 and monitors, and a computer that aids in the control of intraship environments; 5) The primary
down to level 5. engineering bay, with numerous monitoring screens for power and on-ship operation, per
Level 5 (41 x 20 x ¼ miles): This level contains more factories that are level telltales, and a computer for efficiency levels analysis; 6) The navigation and power
designed for use after arrival at the destination planet. The factories are surrounded by large section, with main navigational controls, power monitors, and a special screen for plotting
areas of open grasslands that form into mixed forest areas on the outer edges of the level. the, present and future course of the ship; 7) The primary communications room with direct
There are some small village settlements scattered throughout the level, each with dwelling line hookups to various parts of all the levels, large and small monitors, and, various display
units for up to 50 families. Forest ecology robots are also used on the level. screens; 8) The emergency control area, with command of the outside ship’s offensive and
Entrance to the level is via the main elevators and one spiral ramp up to level 4. defensive weapons systems, an extensive engineering tie-in to coordinate damage control, a
computer for related analyses, and a special emergency system for flooding any area of any
level inside the ship with paralysis gas in cases of extreme necessity,
4
Although the main elevators pass through this level, there is no entrance to the level 8. Entrance to this level is by the main elevators or via either an inclined plane to level 13 or a
except from level 9 and the special elevator. spiral ramp to level 15.
Level 11 (49 x 24 x ½ or ¾ miles): This level contains forested area that features a large Level 15 (44 x 20½ x ½ miles): This level contains the water supply for the ship and is
hill in the center and rough mountains all around the rim of the level. Wild animals of all ½ mile in total thickness - with the water ranging up to ¼ mile deep and the ceiling of the
sorts live on this level, and some may be dangerous to humans. Several small villages are level being ¼ mile above the water level. The level contains approximately 600 square miles
found on this level, but they are largely isolated and the area is in a “wild” state. As on level of water.
4, human visitors occasionally explore the area for camping and wilderness outings. A small In the gigantic lake, fish abound in great numbers. The islands are lightly forested, and
number of “forest” ecology robots are on the level to perform tasks as needed. several are inhabited with small villages. Recreational boating of various sorts is popular, as
Entrance is by the main elevators or by either of two spiral ramps leading down to level is swimming - all under desirable conditions.
12. About ¼ of the level is taken up with the large recycling system and purification center
Level 12 (48½ x 23½ x ½ miles): This level contains a tropical jungle that fills the entire that operates in response to the main ship's computer, the device that monitors the quality and
area and contains all of the flora and fauna of such a forest. The vegetation is thick and lush purity of all the water on all the levels.
in many places, although there are several main “paths” throughout the level, with some Entrance to the level is via the main elevators or by one ramp up to level 14 or one ramp
secondary branches. Although entrance is not restricted in the normal manner, warnings are down to level 16.
posted due to the number of potentially dangerous animals found on the level. The jungle is Level 16 (40 x 18½ x ½ miles): This level contains the activated factories where many
used for human groups who wish to adventure and explore the area. A small number of of the city dwellers work. Besides producing supplies for the ship, certain production is
“forest” robots work on the level as needed, and there is one biological station near the main prepared for the new planet and stored in large storage areas.
elevators. One restricted section houses chemicals and contains a 5 year supply of all known stable
Entrance to the level is by the main elevators or via the spiral ramps leading from level chemicals which might be used by a new, on-planet colony plus sizable supplies of extra
11. energy cells (solar, chemical, and hydrogen) and several hundred water/hydrogen energy
Level 13 (47½ x 22½ x ¼ miles): This level contains primarily supplies for levels 11, 12 converters. Another section houses a repair and storage section for the various types of
and 14 and is in some respects itself similar to level 1. There is also a storage facility and robots, including the following deactivated models: 500 general purpose robots, 500 medical
repair area containing 50 deactivated "forest" ecology robots and 50 deactivated “garden” robots, 500 engineering robots, 500 security robots, and 500 of each type of ecology robots.
ecology robots. There is also a large analogic computer system deactivated and reserved for on-planet use.
Entrance to this level is by the main elevators or via one inclined plane leading down to Entrance to the restricted areas is limited to the use of a command color band or two security
level 14. color bands.
Level 14 (47 x 22 x ¼ miles): This level is the city level. With high-rise living units, the Access to the level is via the main elevators or by one ramp up to level 15.
potential population could be up to 10 million people, but the city on the Warden contains Level 17 (40 x 18½ x 1 miles): This level contains all the engines, motors, dynamos,
about 1½ million persons (95% of all the colonists on board). reactors, and the various power producing devices that supply the whole ship with the needed
The city is made up of family and bachelor dwellings, plus all the other features of cities power to maintain life, run the machinery and robots, and to power all the devices on board.
on Terra: shopping areas, recreation centers, a wide variety of dining areas, entertainment Large anti-gravity engines are reserved for use in landing the ship on its colony planet.
centers, extensive parks, sports arenas and playing areas, and so on. The city also features External ion engines push the ship through space.
several medical areas, plus one large complex where there are complete android fabrication Entrance to this level is restricted and only possible via the main elevators that permit
laboratories containing the necessary facilities for production: formulation vats, mental access to those with either a command or engineering color band.
matrix circuit facilities, programming energizers, chemical storage, and a test area. Also on Observation Dome: On the top of the ship at its center is a small observation dome that
the level is the main medical section of the ship with a large number of monitored beds, appears as a small bubble on the ship’s hull. This dome contains an observation area for
recuperative therapy areas, radiation labs, operating theatres, a medical school, and other astronomical viewing and a large astronomy lab for scientific work that features optical and
facilities. There are 100 medical robots assigned to this complex and entrance to the area radio telescopes as well as the other types of specialized equipment used in such work. One
requires a command, security, or medical color band. restricted area of the dome contains a secondary command bridge with communications to the
The city features a sub-level transportation system, plus several tracked systems for main command area on level 10.
personal transport. There are also several other features of interest: a general library with Access to the dome is by the main elevators. Entrance to the secondary command area is
extensive facilities (including large data banks), a museum of Terran history (with a restricted and is only possible with the use of a command ring.
technological section of interest), and a large zoo featuring many of the species of animals
and insects brought on board. Parts of the city also are broken up with small farming plots The reader of this might think that the scale of these sections seems quite big, but
where city-dwellers can grow food and flower crops of their choice. bigness is exactly what the ship’s designers wanted to combat the psychological feeling of
Surrounding the larger city is a farming area with several farming villages, and also being closed in!
marked with some small forest areas. This area is similar to the farm area that comprises level
5
(A) Factories (G) Administration
(B) Forests (H) Housing
(C) Park-like Grasslands (I) Spaceships
(D) Labs (J) Munitions
(E) Storage (L) City
(F) Security
earth gravity except for especially selected ship areas. There are 2 of these units on every
level at opposite ends of the oval. They appear as large black discs on the wall sections. A
force field surrounds each preventing tampering. Only the energy generated by an
SHIP DEVICES AND UNITS: engineering color band can pass. The generators are powered by the ship’s broadcast power.
Each disc affects exactly one-half of the level.
Engineering Walk Ways:
Color Bands:
Between every level and running along the sides of the vessel are 5 tunnels where
The radiated bracelets with one of six different color frequencies on them are the system
engineering can make repairs on vital machinery and enter the otherwise hard-to-reach areas.
used to permit entrance into any of the sections of the ship and to control many of the
Entrances to these areas are hatches requiring the grey color band to open them and enter.
devices. These bands have various harmless radiations implanted in them according to their
Inclined Planes:
color. The radiation has a half-life of 1,000 years and activates all the opening mechanisms.
These take the place of stairs going up and down between the levels of ship. At the top
The 4 captains of the ship have special radiated rings serving the same purpose as the
and bottom of every sloping path is an entrance requiring application of a correct color band
bracelets. The command personnel band is alternating blue and red. The horticultural band is
to open it. The paths are 100 yards wide and able to stand any weight. Anti-grav sleds are
bright green. The security band is red. The general-purpose band issued to all members of the
provided at the end of each plane, but they are constructed so that they cannot leave the plane.
ship is brown. The engineering band is steel grey. The - medical band is white. All areas
Ecology Life Analyzer Hand Unit:
sensitive to these bands have the appropriate color in a 3 by 8 inch rectangle. Devices are
This tool has 4 separate uses - first, a sonic sterilizer which will destroy any microbes or
activated by touching the ring or band of the appropriate color to the device.
germs on the surface of the skin or wound; second, an x-ray screen which when placed in
City Units:
contact with the skin will display any level below the skin’s surface by adjusting the power of
While all family units in the city have the same standard equipment, the stress is on the
the ray; third, a below-surface germ destroyer which will react with the body’s systems to kill
decorative wishes of the members living in the unit. There is no limit to the variations of the
harmful substances that ha entered the body; and finally, a meter for the detection of life
furniture and fixtures of each room of each unit. All units have: a monitor screen able to
energy in a 1 kilometer radius. When working this last operation, any body of any size can be
broadcast entertainment channels and communications, a wardrobe area for every room,
detected in the given radius. The device requires 2 hydrogen energy cells to power it for 25
cabinet space in each room which can be expanded or decreased as the user wishes, room
hours.
dividers, beds as the owners need them, a lavatory, and a waste disposal unit. The bachelor
Engineering System Hand Unit:
units of the city contain much the same materials with less unit space provided.
This tool has 5 separate systems. The first is a high energy neutralizer which can work
The office section of the city contains the microfilmed and paper records necessary to
on non-atomic systems and turn them off by draining them away within a 50 meter (164 feet)
operate the giant ship and keep track of all its equipment and people.
radius; the second system is an energy sensor which is able to, locate any type of energy
The entire ship is equipped with porous strips used for flame retarding. These strips use a
output (and identify it) within a 100 meter (328 feet) radius (especially useful for noting
system of sonics that blanket out the energy given from any type fire. In the case of natural
radiation areas); the third system is a sonic x-ray unit which will reveal, even through lead,
areas where fire is sometimes necessary for outdoor cooking, elimination of minor materials
the inner workings of any system it comes in contact with; the fourth is a high temperature
and the like, the ship's computer will analyze the danger potential and act to put it out (or not
melter used in welding projects with a beam working on a 1 centimeter diameter area; and the
to put it out) as the situation demands. The master computer controls light for all parts of the
last is a high intensity laser beam with a .6 meter (2 foot) range able to melt obstruction with
ship. It has sensors, which it uses, allowing it to light up sections of the ship when needed.
the exception of duralloy. This unit requires 2 hydrogen energy cells and will operate for 15
The light systems are diffused throughout the walls and simulate sunlight, and, in the case of
hours of continuous operation.
dwelling units, a request by any member of the unit can increase or decrease the intensity, or
Security Hand Unit:
change the color. During the night cycle, when travelling in the non-living areas of the ship,
This device has 5 systems. The first is a robot frequency scrambler that will deactivate
areas before and behind will light up for the traveller. The natural areas have an artificial
any electronic brain relying on energy cells for power; the second-is a life energy detector
moon and stars that cast enough light to travel by. The ship’s computer, in the living areas,
(like the ecology device); the third is an android energy detector able to differentiate between
also monitors the eco-systems and emits water -in the form of rain to these areas when they
the energy reading of a human and a construct; the fourth is a captive field that will make a
need moisture. It also maintains a high state of purity in the streams and lakes of the natural
sphere of energy preventing those in it from moving through the sphere. The sphere will take
areas for the safety of the colonists.
10 dice of damage, of any type, before burning itself and the unit’s power cells out. The last
Hall Monitors:
is a protective energy shield like the shield attachments of the primary weapons, but useable
These are 3 tensed cameras with audio pickups, at the end of every corridor on every
only to the front of the unit. The device is powered by 3 hydrogen energy cells and issued to
level. They have a variable focus for full length and close shots. The lenses are equipped with
security personnel only.
infrared sensors for the night periods. The cameras display their pictures on the security
systems screens. The cameras are encased in a polysynthetic cube to prevent vandalism.
Gravity Generators:
These devices control gravity on board the starship so that all areas are at 1 standard
6
Ecology Energy Tracer Unit: This is the metal starships are made from. It can be found in any engineering area in
Sometimes it is necessary to take creatures from one forest level to another to maintain a triangular pieces with each side 4 feet long. This metal is paper-thin and the total triangle
proper eco-system. This unit accomplishes the task. It has a propulsion system like that of a weighs only 5 ounces. This standard working piece of metal has holes drilled in each corner
“forest” robot, 2 optical lens cameras, analyzers for identification of every feature of the and 2 clamps spaced evenly in the middle to aid in working the piece since normal tools will
wanted creature, audio and radio receivers and senders, and a computer engram spotter that is not affect it
able to select from many life readings the desired reading. This unit when finding the desired
creature will summon a “forest” robot for the capturing operation. An energy cell good for 48
hours of operation powers the unit. The unit has an effective detecting range of 500 meters.
STARSHIP EQUIPMENT:
Security Tracer Unit:
Here is a listing of the various features and equipment on board the starship.
This device has 5 systems - first, a propulsion unit like that of a “forest” robot; second, a
Anti-Grav Sleds: Movement of large bulky equipment is accomplished through the use
capture sphere like that of a “security” hand unit but twice as strong; third, a life energy
of cargo handlers in the form of anti-gravity sleds. These low propulsion units with anti-grav
detector like that of the “ecology life” unit; fourth, an engram spotter that is able to select
lifters are able to travel at 54 kilometers (33 miles) an hour maximum, and are equipped with
from any member of the ship the one desired (or may work in a 200 kilometer [125 miles]
obstacle detectors so that they will never strike or collide with anything. On each side of the
circle on a planet); lastly, audio, visual and radio receptors and receivers. The unit is powered
sled are 4 small coupling units that enable the user to lift up to 3,000 kilograms (6,600
by a power cell that allows the device to operate for 72 hours.
pounds) with ease. These small coupling units use 1 hydrogen energy cell that has a working
Medical Hand Analyzer and Healer:
life of 25 hours. The sled is powered by 8 hydrogen energy cells and can operate for 48 hours
This is a special unit that enables even the novice to give himself and others first aid. It
of continuous operation. Passenger-carrying sleds are used on the inclined planes connecting
has 5 operations - the first is a sonic sterilizer for germs and viruses; the second, a sonic
the various levels of the ship.
beamer that gives local and general anaesthetization; the third, a group of chemicals that give
Standard General Purpose Robot: This model is equipped with the following:
a speeded heating action to any wound and provide protection from airborne microbes; the
A. A power cell energizing the device for 24 hours of continuous operation.
fourth, an x-ray unit; and the last is a powered vibro-scalpel for cutting away damaged
B. A recharging unit allowing the robot to recharge its cell while continuing
material and other extraneous material. The unit takes a hydrogen energy cell that will
limited operation.
operate the device for 48 hours.
C. 2 manipulative tentacles with an extension from tip to tip of 6.5 meters (21
Sonic Torch:
feet), allowing the robot to operate any device.
This device, powered for 15 hours by a hydrogen energy cell, is able to break down the
D. A power-grasping claw able to extend miniature tongs 3 meters (10 feet) and
metal surfaces of joined metal (things like bolts, metal welded together, or metals joined by
lift masses of up to 130 kilograms (286 pounds).
other fastening means). This toot is not able to affect solid metal units. The process is a fast
E. 1 micro miniature manipulator able to adjust (on the micro level) all materials
metal-aging process and requires a short amount of time to work (from 10- 100 seconds).
and objects, with an extension of 4.5 meters (15 feet).
While it only has a range of 20 centimeters (8 inches), care must be taken so that the device is
F. Light tractor and repulsion beams to hold or repel, with a range of 7.5 meters
used with protective hearing equipment.
(25 feet) and able to affect masses of up to 90 kilograms (200 pounds).
Atomic Torch:
G. Coupled lenses effective as magnifiers with a 50 power range in the
This device is powered by an isotope of thorium and is able to cut through any material,
microscopic and telescopic fields.
given time. The device has a 1 millimeter effective cutting area and on all surfaces, except
H. Upper and lower light spectrum receivers, able to view into the infrared and
duralloy, the cutting process is immediate and leaves no radiation effects if contact is less
ultra-violet ranges.
than 1 minute. On duralloy it is necessary to apply contact for over 2 minutes to begin the
I. Anti-grav units with an excess capacity limit of 90 kilograms (200 pounds).
cutting process and a decontamination step must be taken after the cutting process is finished.
J. Low propulsion units enabling the unit to travel at 48 kilometers (30 miles)
Laser Torch:
per hour maximum.
This torch is used to bind metal together and has an effective area of 3 centimeters. A
K. Variable programming circuits with verbal programming adaptors for
hydrogen energy cell powers it for 20 hours of operation. Its welding abilities are effective on
changeable programs.
any metal, even duralloy if given time. Care must be taken not to over-burn the metal due to
L. Light body armor allowing this unit to function in water, outer space, and in
the strength of the device.
temperatures ranging from plus or minus 150 degrees Centigrade (-238 to +302
Water/Hydrogen Energy Converter:
degrees Fahrenheit).
This simple device is able to draw hydrogen from water and store it in a hydrogen
M. Audio and radio transmitters and pickups effective for up to 60 kilometers (37
energy cell. A by-product of this process is oxygen that also has many uses. The unit can use
miles).
any type of power cell or source for its operation and is purposely small to permit use both on
N. 3 rotating light sources with a variance of 90 candlepower each.
a planet and on the ship. It only takes 5 minutes for the unit to power 1 energy cell.
This unit responds to verbal orders from anyone wearing a general-purpose band.
Space Suits:
Ecology Robot “Forest” Model: This unit is equipped as follows:
These suits are made to be as multipurpose as possible. They serve as protective suits for
A. Independent action circuits enabling it to go beyond its normal programming
outer space, for radiation areas, and for possible on-planet hostile environments. They have
to carry out its tasks.
their own 24 hour air supply, a powerful light source, and minor medical and water sources in
B. A power cell effective for 72 hours of continuous operation.
the helmet. They are powered by a hydrogen energy cell for up to 24 hours.
C. A recharging unit allowing the device to recharge its cell while continuing
Geiger Counter:
limited operation.
This device, powered by a chemical cell, is able to operate for 10 hours of continuous
D. And-grav units with an excess capacity of 270 kilograms (595 pounds).
operation. It is able to sense varying levels of radiation and emits a loud clicking sound when
E. 2 paralysis tentacles with an extension of 18 meters (60 feet) from tip to tip,
in the presence of radiation.
primarily for animal capture.
Under Water Breathing Lung:
F. A paralysis field, ranging up to 65 meters (213 feet), serving the same
This small device consists of a facemask and a small attached breathing screen that is
function as the tentacles just mentioned.
able to extract oxygen from the water in the exact amount the wearer needs.
G. A high propulsion unit enabling the robot to travel at up to 96 kilometers (60
Infrared Goggles:
miles) an hour.
This is a device able to detect heat areas at any distance in much the same manner as
H. 3 optical lenses with a maximum range of 1.6 kilometers (1 mile) and a
normal vision takes in its sights.
minimum range of 1 meter.
Chemical Defoliants:
I. Gas pellet ejectors with a range of 150 meters for field operations.
These chemicals are able to act on the fiber of any plant and cause it to die and rot
J. Minor surgical tools enabling the unit to perform simple field operations.
almost instantly.
K. Minor forestry tools: a short range sonic torch, a rake scope, a group of
Chemical Acids:
chemical defoliants, 3 variable capture nets weighted for throwing, 8 padded
These chemicals are able to disintegrate substances according to the strength of the acid.
tentacles with an extension of 25 meters (80 feet) from tip to tip, and a small capture
Note that there are very few acids able to disintegrate metal.
cage for animals requiring special attention.
Chemical Flammables:
L. 3 manipulative tentacles with an extension of 13.5 meters (44 feet) from tip to
These chemicals are able to burn with differing strengths and intensities.
tip.
Portable Energy Lamps:
M. Limited soil analysis sensors.
These are light sources with differing energy cells and differing powers of light. The
N. Audio and radio transmitters and pickups effective for up to 60 kilometers (37
range in size can be from a small hand unit to a large floodlight.
miles)
Sound Elimination Head Phones:
O. 3 lenses able to view in the infrared and the ultra-violet ranges.
These are used when in the area of sonic devices to stop any possible damage.
P. 3 rotating light sources with a variance of 120 candlepower each.
Radioactive Material:
This unit is controllable by verbal orders from anyone wearing a command or
These substances have many medical as well as technical uses. Great care must be taken
horticultural band.
because they are also very dangerous and can cause great harm. Radiation can be found in
Ecology Robot “Garden” Model: This unit is equipped with the following:
solids, powders and liquids in any intensity. There are many unstable types and all have
A. Operation tapes that enable it to do only the necessary tasks it is programmed
definite half lives ranging from 1 minute to 1,000 years. The types range from Strontium 90,
to do.
Radium, Uranium 235 and 238 to the heaviest of all (Kuntzium) having an atomic number of
B. An energy cell powering the unit for 24 hours of continuous operation.
190 and being the most unstable and powerful of all isotopes.
C. Anti-grav units with an excess capacity of 22 kilograms (50 pounds).
Duralloy:
7
D. A low propulsion unit enabling this model to travel 40 kilometers (25 miles) heavy duty abilities enabling the unit to work with weights over the normal design
an hour maximum. specifications.
E. Extensive soil analysis sensors. M. 4 lenses able to see into the infrared and ultra-violet spectrums.
F. Fertilizers and chemical defoliants. N. A special activation switch that requires the use of a command color band to
G. Horticultural tools ranging in use - hoe extenders, a mower, pruning shears, a activate the robot if it is not operating.
heat torch, vibro saw, and 4 manipulative tentacles. O. Special circuitry that enables the robot to activate and control another general
H. Optical lenses which are identical to those of the “forest” model. purpose or medical robot (one maximum) when its circuits tell it they are needed to
I. Insecticide and herbicide sprayers with a range of 9 meters (30 feet). save human lives.
J. Audio and radio transmitters and pickups effective for ranges up to 60 Special note on robots: While they are the ultimate in mechanical systems, robots will
kilometers (37 miles). never kill any type of life - this program is implanted in all primary, logic circuits. Robots are
K. Variable light sources which are the same as those of the "forest" model. programmed to assist humans, and they will react to the harming of life with immediate force
This unit is controllable by verbal orders from anyone wearing a command or (but to subdue rather than kill) - even if the aggressor is wearing a command color band.
horticultural band. Androids: In the 23rd Century the ability to make chemical life (androids) was well
within the power of the medical specialists. But the question of whether man had the right to
Medical Robot: This unit is equipped with the following: create any form of intelligent living being was not yet, answered for all. In a move to placate
A. Independent action circuits which are tied into the main ship’s computer when those that did not wish these fabrications be equal to men, limitations were put into every
on board the ship, which are usable to draw information for medical details only. android.
B. A broadcast pickup unit which enables the robot to draw energy from the hull All the androids have an effective life span of 2 years. All androids have a limited
of the ship or a broadcast power source. amount of memory storage space, so they can effectively be taught in only one field of
C. Telescopic and microscopic lenses in triplicate. endeavour. They have been made sensitive to sonics so that they are easily damaged by them.
D. Limited surgical equipment including: a vibro-blade, a vibro-scalpel, a sonic They are powered by electrical energy from a hydrogen energy cell. All programmed
sterilizer, medical body sensors, and a wide range of chemicals for medical uses in androids are implanted with the idea that to harm or even touch a human in any way is
varying situations. impossible for them. The usefulness of this of creation is obvious.
E. 4 manipulative tentacles. They can be made to have great strength; can be made to be very small and thus fit in
F. 3 variable light sources that are the same as the “forest” model. places an engineering robot cannot enter. They can be made radiation resistant so that they
G. A propulsion unit with a maximum speed of 45 kilometers (28 miles) per can operate in areas where even a man in a suit would be in danger for any length of time.
hour. The medical section of every U.W.H. Starship is given the responsibility for the creation of
H. An anti-grav unit with a maximum capacity of 90 kilograms (200 pounds). these constructs.
I. Radio and audio transmitters and receivers. While the process can be run by androids themselves it is the usual policy humans to
This unit will respond to verbal orders from anyone wearing a command or work the process. Each android is designed so that when it is almost the end of its life
medical band. expectancy it will change color. This allows it to be recycled. The standard model is in a
humanoid form and can operate for 24 hours from the energy given from the standard
Engineering Robot: This unit is equipped with the following: hydrogen energy cell. The brain structure of these constructs is made to be programmable
A. Semi-independent action circuits, allowing the robot to undertake tasks other directly by the ship’s computer banks, Lack of energy after 24 hours will cause the android to
than just the repair work it is programmed for. collapse until energy is restored.
B. Broadcast power cells enabling the device to draw energy from the ship’s hull
or other broadcast power generators.
C. A power cell, providing the unit with power for 24 hours of continuous Weapons Systems:
operation if no broadcast power is available. A. Protein Disruptor:
D. Telescopic and microscopic lens with up to 50 power. This unit works on the protein material of any target it hits, and breaks it down to its chemical
E. 3 lenses able to see in the infrared and ultra-violet spectrums. parts. At close range the lens can be adjusted to shoot a 2 meter circle (medium and long ranges
F. 2 rotating light sources with a range of up to 250 candle power each. becoming ineffective at this setting). In normal operation a 15 centimeter (6 inch) circle of damage
is created.
G. 3 tentacle manipulators with special heavy duty extenders, usable at 12 meters
(39 feet), which enable the tentacle to work with heavier than normal weights. CLOSE MEDIUM MAXIMUM
H. 2 power grasping claws able to extend up to 9 meters (30 feet) and lift masses RANGE RANGE RANGE
of up to 262 kilograms (578 pounds). PISTOL 1-10 Meters 11-24 Meters 25-50 Meters
I. Special tentacles with adaptors for handling the tools the robot can be RIFLE 1-50 Meters 51-75 Meters 76-100 Meters
equipped with: an atomic torch and assorted magnetic working tools which range
from vibro-drivers to power wrenches. The target’s distance, movement, and any substance covering the target will affect the damage
J. A sample selection of replacement parts for the varied devices on the ship done to the target: full penetration (20 dice), one-half penetration (15 dice), shallow penetration
which the robot is capable of repairing. (third degree bums, 5 dice). The chart takes into account these factors and a roll of a die will tell
K. A high propulsion unit enabling the robot to travel at up to 96 kilometers (60 where the beams hit. 1-head, 2-right arm, 3-left arm, 4-right leg, 5-left leg, 6-trunk of body.
miles) an hour.
This unit is controllable in response to verbal orders given by anyone wearing PROTECTION (ROLL 3 SIX SIDED DICE) GRAPH SHOWS MINIMUM
the command or engineering color bands. SCORE NEEDED
RANGES SHORT MEDIUM LONG
CLOTH 3-8 9-12 13-18
Security Robot: Important: This robot is used only when qualified personnel are PLASTIC 7-9 10-15 16-18
unavailable, and the robot can be issued for use only by command personnel. While in GLASS FIBER 13-18 - -
operation, the robot will respond to verbal orders only from those wearing a command or PLANT FIBER 9-12 13-18 -
LIGHT METAL BODY ARMOR - - -
security band. The unit is equipped with the following:
Rolling the minimum number needed to hit on the 3 dice means shallow hits, rolling any
A. Four 4 meter (13 foot) extenders with touch paralysis fields (see the security
other number in the field at any given range yields one-half penetration, and rolling higher
rod for effect).
numbers than shown yields full penetration.
B. 2 Long range visual receptors with a range of up to 10 kilometers (6 miles).
Example: range-short, protection-cloth. A roll of 3 is a shallow penetration, 4-8 is a one-
C. Sound receptors sensitive for 90 meters (295 feet), or 9 meters (30 feet)
half penetration, and 9 or more is a full penetration hit. A hydrogen energy cell that enables
through metal type obstructions.
the weapon to shoot 25 times powers the pistol, the rifle shoots 10 times on the same type
D. One gas pellet ejector with 4 clips of pellets.
cell.
E. Independent action circuits that allow the unit to undertake tasks beyond its
Optional Shield Attachment:
normal activities, if necessary.
This device has its own hydrogen energy cell, it creates an energy field which is
F. A broadcast power unit with hull pickups and a receiver for on-planet
operational for 5 hours. This shield will not permit entrance of physical matter, and only
broadcast power pickup.
radiated energy in radioactive and heat forms can penetrate it. It should be noted that it is
G. A power cell powering the device for 72 hours of constant emergency
necessary to shut down the field to gain fresh air every hour of continuous operation
operation when no broadcast power is at hand (this is kept at full charge at all, times).
B. Sonic Metal Disruptor:
H. Anti-grav and propulsion units which are the same as the “forest” model of
This unit makes a sonic field around its target and will shatter processed metal by
ecology robot. Heavy body armor and energy shields able to stop any concentration
vibration at full effect. Medium effect will cause the metal to melt. The -minimum effect
of non-primary weapons.
results in the weakening of the structure of the metal which will result in a break down if it is
I. 2 third-stage slug ejectors that are usable only when the command is given by
hit again at any time. Effective target area at short range is .9 meters (3 feet), medium ranges
a person with a command band.
.6 meters (2 feet), and maximum range .3 meters (1 foot). Ranges for the pistol and rifle are
J. 6 clips of ammunition for the slug ejector.
the same as these of the protein disruptor. This device will work only on refined metal as
K. A special radio circuit that only the frequency broadcaster on the command
opposed to raw materials from the earth. Duralloy, the metal of space ships, is the only metal
chair unit of the primary and secondary control rooms can operate. This circuit will
able to resist its effect for any length of time. As with the protein pistol, movement, distance,
take over any unit, superseding any previous or immediate order given it.
and protection will change the effectiveness.
L. 3 padded tentacles with 12 meter (39 foot) extensions, with engineering-type
8
PROTECTION (ROLL 3 SIX SIDED DICE) GRAPH SHOWS MINIMUM EARTH ANIMALS OF THE SHIP
SCORE NEEDED
The following is a general sampling of the creatures found in the forests, mountains
RANGES SHORT MEDIUM LONG and tropics of the ship.
BARE METAL 7-10 11-14 15-18
CLOTH 9-11 12-15 16-18
VEGETATION 13-15 16-17 18 FORESTS MOUNTAINS TROPICS
GLASS FIBER 10-12 13-15 16-18 Horses Horses Panther
PLASTIC 13-15 16-18 -
Black Bear Golden Bear Alligator
This chart is used exactly like the protein disruptor. A minimum score on 3 dice means Martin Badger Wood Chuck
shallow hits causing a weakening of the metal. Normal rolls mean the metal melts, and large Chipmunk Ground Squirrel Swamp Deer
rolls mean part of the metal shatters. It will destroy any device-type audio pickup and while Deer Deer Black Fox
not harmful to the human body it will cause deafness for a variable time from 3-18 hours, Raccoon Raccoon Beaver
(roll 3 six sided dice). The standard hydrogen energy cell powers the pistol for 10 shots and
the rifle for 5 shots. This device also has the optional shield unit. Elk Moose Bobcat
The protein and metal disruptor units are primary weapons and only legally usable by Bobcat Bobcat Jaguar
command personnel. Cougar Mt. Lion Python
C. Paralysis Rod: Ground Snake Mt. Snake Flying Squirrel
A secondary weapon, this device reacts to any type of electrical nervous system, Red Fox Timber Wolf Rabbit
overloading the synapsis to the brain causing complete unconsciousness for 3-18 hours. The
standard unit is 0.9 meters (3 feet) long with a 0.3 meter (1 foot) extender. It is only effective Red Squirrel Rabbit Porcupine
when in direct contact with flesh and only needs a fraction of a second to affect the being. It Porcupine Porcupine Water Snake
can employ all types of energy cells; a chemical cell powering the rod for 3 hours, solar cell Wolf Coyote Dog
powering the rod for 5 hours and the hydrogen cell powering the rod for 10 hours. The rod Robin Robin Stork
takes 3-18 minutes to warm up to operational status before it will be effective.
Woodpecker Woodpecker Woodpecker
D. Paralysis Dart:
Also a secondary weapon, this device acts in the same manner as the rod but is a Turkey Turkey Heron
projectile ejected from a spring cylinder and charged by a portable hand charger. They are Pheasant Grouse Black Bird
one-shot, streamlined projectiles with an effective range of 70 meters (230 feet). This device Grouse Starling Blue Jay
is highly useful in security work, as it is soundless and works at a greater range than the rod. Sparrow Hawk Sparrow Hawk Scarlet Tanager
The cylinder is bolt action and fires 2 darts per action.
Owl Owl Speckled Hawk
E. Laser Pistol:
This amplified light device is a heat weapon of great power and therefore is purposely Cardinal Cardinal Ducks
limited in force. Made for killing and maiming, it is issued by command personnel to security Wolf Spider Garden Spider Swamp Spider
forces only (as are all secondary weapons). The least it can do is cause third degree burns Ants Ants Ants
from a grazing shot, (5 dice damage). A direct hit will puncture and burn exposed flesh (15 Grubs Grubs Grubs
dice of damage). All obstacles such as cloth, plastic, glass fiber, and plant fiber, will present
no resistance to the action of the beam. Light body armor, on the first direct hit, will give the Lady Bugs Lady Bugs Lady Bugs
wearer third degree burns and 5 dice damage in that area; with the second direct hit in that Bees Bees Bees
same area resulting in melting of the armor and 15 dice damage. Heavy body armor will take Worms Worms Worms
3 hits, with the fourth causing the third degree burns and the fifth causing the melting action. Ass’t Butterflies Ass’t Butterflies Ass’t Butterflies
The pistol shoots 5 shots per energy cell and takes 15 minutes to repower after the last shot. Ass’t Moths Ass’t Moths Ass’t Moths
The maximum range for this weapon is 22 meters (72 feet), with the beam diffusing into
uselessness beyond that point. Rifles of this type have triple the range and do twice the Termites Termites Termites
damage, but are stored away on an colonizing ships to be used only on a planet. Pickerel Pike Catfish
F. Third Stage Slug Projector: Trout Trout Gar
This unit shoots a blunted latex dum-dum pellet that will incapacitate a being. A bolt Bass Bass Carp
action device, it fires 20 rounds per action and has a clip of 50 pellets. One hit does 2 dice of
subduing damage. Take the total hit points of a being or creature and when one-half of those
Salmon Salmon Dogfish
points has been sustained in subduing damage, the being is unconscious for 3-18 hours. Light Ass’t Pan Fish Ass’t Pan Fish Ass’t Pan Fish
body armor or shields will negate the effect of the pellet. Maximum range is 100 meters. Snails Carp Snails
G. Third Stage Gas Ejector: Suckers Snails Bass
This unit shoots a dart with a liquid chemical that immediately tranquillizes any oxygen-
breathing creature. It does not affect plants. The effects last from 3-18 hours. A clip holds 25
darts and it fires 5 darts per action. All third stage weapons can be issued by security It should be noted that while this list is the normal type of creatures placed on a
personnel to colonists in case of emergencies. Range for both of these weapons is the same starship, any horticultural member may request other types be introduced for his or her
(100 Meters). Roll 3 six-sided dice to hit: study.
RANGE: 1-25 Meters 26-75 Meters 76-100 Meters
SCORE TO HIT: 9-18 12-18 15-18 BEGINNING THE GAME AND
Indirect fire is impossible with these type of weapons. DEVELOPING CHARACTERS
H. Portable Hand Dart Charger:
This small portable unit powered by a hydrogen energy cell will charge 500 darts before To begin a game, the referee will set up his version of parts of the starship and then work
expending all the energy of the cell. Charging is immediate and the unit can charge 2 darts at with the individual players in developing their game characters. Players are given limited
a time. The charge given to the dart lasts only for 1 hour or the first impact. An uncharged choices when characters are being determined, but some aspects of their choices will be
paralysis dart will do 1 to 6 points of damage. affected by the uncertainties of chance.
If a beginning player is a human, he or she will start the game in one of the human
settlements (which are more like a village than anything else) - enjoying the protection and
supplies such an area provides. A human player will roll 3 six-sided dice several times for the
abilities he or she has at the start of the game. Each player has the following abilities:
radiation resistance, mental resistance, dexterity, constitution, strength, and leadership
potential.
A player choosing to be a mutation, whether humanoid or monster-like, has the first 5
abilities (but no leadership potential) - plus physical and mental mutations. These last two
abilities are determined by rolling a four-sided die once for physical mutations and once for
mental mutations and allowing the player to pick from one to four powers, with the only
limiting factor being the number of powers given by the die roll. Player mutations start in the
forested area of the ship, with no material goods.
The judge will also roll randomly for one physical or mental defect (or one of each if the
player has 5 or more total mutations) for the mutated player. Players and judge will keep a
9
record of the abilities and limitations of their characters, and each character’s abilities will be barriers are always up without thought or, special effort on the part of the player. Therefore,
initially unknown to other players (but will be learned during the game through contact, for every 5 aggressive mental attacks that a being survives and resists successfully, his or her
observation, or interaction). mental resistance factor increases by one (until he or she reaches the 18 figure). Every
If the mutated player is a humanoid mutant, he or she can pick mutations that will allow mutation that has more than 1 mental power must have at least a mental resistance of 12. The
them to pass among humans - remembering that while looking like a human can at times be chart given is for these types of battles. When rolling for simultaneous attacks, if both
an advantage, many powerful physical mutations are being passed up for this advantage. attackers make the roll needed both of the attacks negate each other. Physical action prohibits
The referee must make sure that the monster mutations taken by players when choosing a being from making a mental attack.
are consistent. That is, if a player chooses to have wings, then he or she cannot also expect to Mental activity by one being is not interrupted by a mental attack from another being.
be taller (and thus heavier). The referee should, as always, use his judgment and discretion in That is, defense against the attack may be made while continuing the activity. A successful
limiting such matters. A further explanation on keeping characters consistent is given in the mental attack will have effect depending upon its type (mental blast, illusion generation, etc.),
section dealing with mental and physical mutations. not necessarily interrupting the original activity.
Once the referee has set up the players with their respective characters and has an area of
the starship mapped out for his own reference and use, he may begin the game. To do so, he MENTAL STRENGTH CHART:
“sets the stage” for the players and places them in a given area where they begin their
adventures - the numerous players may be together, scattered, or even lost, depending upon
their types and the referee's whim. From there, the referee moderates game activity and the
game starts with the players undertaking activities as they wish. The players then go about
their ways as they please, with the referee monitoring all such activities (and random
encounters) as the players experience the adventures and hazards of the starship environment
and the other creatures therein - some friendly but most dangerously harmful. The game then
goes on as a series of continuing “adventures” and experiences, to be undertaken as a series
of games at the convenience of the referee and the individual players. There is no end to the
game except at the eventual agreement of the players and referee, and even then a game (or a
“campaign,” as such an extended game would be called) can go on for literally years. Players
whose game characters are eliminated in the harsh and hostile environment of the game may
reappear in some new form and begin anew, at the discretion of the referee. The possibilities
are myriad.
ABILITY EXPLANATIONS
A. RADIATION RESISTANCE:
This ability deals with a player character’s resistance to the damaging effects of radiation.
Since there are many different types of radiation and different radiation levels (or intensities),
it is necessary for the referee to be always aware of what type (intensity) of radiation the The power of the being attacking is equal to his original mental resistance, before it was
being is exposed to. Treat radiation damage just like hit dice damage (explained later), with adjusted for defects or experience.
the stronger the radiation the more damage occurring. Therefore a player with a resistance of A number is the score which must be beaten on a roll of 3 six-sided dice, “*” means that
18 to radiation can withstand a level 17 intensity radiation for 1 melee turn. This resistance, the attack is successful without a roll. “-” means that there is no attack possible in that
white good for 1 melee turn, will not keep the player unaffected for longer periods. The situation. Any being or mutation that does not have a stated mental resistance factor has a 3
referee is to treat longer exposures as a minus 1resistance point per melee turn (only while for the purposes of this game. This chart is used for any type of mental attack.
they stay in the radiation). The player with an 18 resistance is considered to have only a 17 on
his second melee turn of exposure, a 16 on his 3rd turn, and so on. Radioactive material does
not have to glow or show its presence in any way (except for the burning damage it does). C. DEXTERITY:
There are protective devices and chemicals, and even mutated materials that make a being This ability indicates the speed at which a player is able to function, and the player’s
more resistant to the effects of radiation, but nothing will save players over the long run. reaction time to various situations. A being with a dexterity of 16 will act before a being with
a dexterity of 10. For example, two humans see each other at same time and neither is
surprised and both have bows. Player A has a dexterity of 18 and player B has a dexterity of
9. Player A gets her shot off twice as fast as player B, hits player B and kills him with her
poisoned arrow (player failed to make his poison saving throw). Unfortunately for A, player
B’s big brother, C, who has a dexterity of 18 comes along, both A and C spot each other, both
have bows, and neither one is surprised. Since both have 18’s the referee rolls a die to
determine who shoots first and C gets his arrow off first, (lucky him), hits and kills her, (she
did not make her poison saving throw).
When a being is surprised and has a dexterity 4 numbers greater than the attacker, they
attack simultaneously as the better dexterity negates the surprise.
D. STRENGTH:
This ability indicates a player’s damaging power in any given battle situation. Every
point over 14 increases the damage done by the player by 1, with regard to, striking weapons
only. A being using a bow and having a strength of 18 will do only the normal damage done
by a bow. The same factor works in reverse, with, a strength of 6, causing damage at a minus
1 point.
The graph reflects exposure after one melee turn. The “D” represents death caused by E. LEADERSHIP POTENTIAL:
exposure for that 1 melee turn no matter how many hit points the player or creature has. A This leadership factor is used not only to see how many men will follow a person, but to
number is the number of dice of damage a being sustains each melee turn while exposed to determine if other creatures (mutations) will follow him. The leadership potential is usually
the radiation. given to humans of pure strain because a feeling of distrust is so developed in non-humans of
When the chart indicates death, there is a 20% chance that the player or creature will be any type that it takes a human (and a human’s innate desire for control) to be able to
mutated instead of dying. The referee will roll randomly to determine if the mutation is command the respect of a non-human being. When dealing with a mutated human, because of
physical or mental (50% chance for each) and to see what it is, using the whole chart (good as the change in him, he is too close to the “creature” and not close enough to the “human” to
well as defective mutations). If this instance occurs in a human, his leadership potential is have this leadership potential.
negated and his followers will at first feet uneasy around him and later leave no matter what
he does. Also if there is damage done by radiation, there is a 1% chance per die of damage
received for a mutation to take place. This mutation will show itself within 1 week’s time. LEADERSHIP
POTENTIAL
B. MENTAL RESISTANCE: 18 25% chance a friendly mutated being will follow
45% chance a friendly mutated human will follow
This ability deals with the player’s power to withstand an attack on his or her mind by
12 maximum followers of the human type
mental energy. Unlike other factors this power is strengthened by use. The rationale behind
this is that the mind, after surviving an attack, forms new barriers to that type of attack. These
10
17 20% chance a friendly mutated being will follow
30% chance a friendly mutated human will follow
10 maximum followers of the human type
11
G. PHYSICAL AND MENTAL MUTATIONS:
Example of a Beginning Player Character The player may pick from the 2 lists given after rolling a 4-sided die for each to see how
That Is a Mutated Humanoid: many he or she may choose. The judge will then roll and give the player, a defect in either/or
both the physical and mental mutation charts.
Name: Lock-scar
PHYSICAL MUTATIONS: PHYSICAL MUTATIONS DEFECTS:
Radiation Resistance: 18 Constitution: 5 1. Taller 31. Multi-armed, 1-10 (no control)
Mental Resistance: 6 Strength: 18 2. Shorter 32. Body Structure Change
Dexterity: 17 3. Out-Sized Body Parts 33. Skin Structure Change
4. New Body Parts 34. Hemophilia
Lock-scar gets a roll of 4 on the four-sided die for the number of physical mutations and 5. Poison Claws or Fangs 35. Bacterial Non-Resistance
a roll of 2 for mental mutations. He picks the following: 6. Multiple Body Parts 36. No Sensory Nerve Endings
7. Regeneration 37. Poor Respiration Systems
PHYSICAL MUTATIONS MENTAL MUTATIONS 8. Gas Generation 38. Diminished Senses
1. Poisoned Claws 1. Mental Control 9. Quills 39. Attraction Odor
(intensity level at judge’s option) 2. Mental Blast 10. Gills 40. Near-Sightedness/or Double Vision
2. Radiated Eyes 11. Chameleon Powers 41. No Resistance to Poison
3. Physical Reflection 12. Radiated Eyes 42. Double Effect of Physical Forces
4. Regeneration 13. Electrical or Heat Generation
(because of his poor constitution) 14. Sonic Abilities
15. Light Generation
The referee then rolls for the defects of the mutation and determines that Lock-scar is 16. Physical Reflection
“near-sighted” and “epileptic” (with a 5% chance of the epilepsy occurring in every combat 17. Partial Carapace
situation). 18. Total Carapace
19. Heightened Smell
20. Heightened Hearing
Example of a Beginning Player Character 21. Heightened Touch
22. Heightened Vision
That Is a Mutated Creature: 23. Heightened Taste
24. Heightened Dexterity
Name: Racs-kcol 25. Heightened Strength
26. Heightened Precision
Radiation Resistance: 14 Constitution: 11 27. Heightened Balance
Mental Resistance: 13 Strength: 18 28. Wings
Dexterity: 17 29. Shapechange (reptile/ animal/
insect/ all of them)
This player chose to start out with a bear’s body. He rolled a 4 for physical 30. Density Control (self)
mutations and a 2 for mental mutations and he picked the following:
As explained earlier, some physical mutations may make it impossible to have other
PHYSICAL MUTATIONS MENTAL MUTATIONS physical mutations:
1. Poisoned Claws 1. Teleportation
(intensity level at judge’s option) 2. Telepathy (so he can communicate Mutations Limitations
2. New body parts with others; bears can’t normally talk) TALLER Cannot be Shorter (obviously)
3. Smaller Cannot have Gills (they could not serve increased weight/air
4. Wings needs)
Cannot have a Total Carapace (it would be too heavy)
The referee then rolls for the defects for this creature: “hemophilia” and “fear impulse Cannot have Wings (the body would be too heavy)
for humans.” The referee then places this player, and my others that might be starting with SHORTER Heightened Strength is reduced to having the strength of a
him, in some forest area. Note: while different species may flee or fight each other on sight in normal sized man
given situations, it is possible for different player character mutations to play together. GILLS Will negate any sonic abilities
A special suggestion to the judge – if more balanced characters are desired, allow the PARTIAL OR TOTAL
players to roll all 5 or 6 ability rolls and then allow them to assign them to the abilities of CARAPACE Will negate the following:
their choice for their exact characteristics of ability. Normally, the player states each category Being Taller (total carapace negated only)
of ability and he then rolls for his rating, but this alternate method allows more flexibility, if Having Chameleon Powers
desired. Light Generation
If a player is rolling for a player character and is particularly unlucky with low dice rolls, Heightened Dexterity
the referee may use his discretion in allowing the character to be discarded immediately in Heightened Precision
favour of a new character with new rolls – rather than force a player to be burdened with a Heightened Balance
character which would stand little chance in the hostile game environment. Wings
Shapechange
WINGS Will negate the following:
Being Taller
Having a Total Carapace
Note: shipboard creature mutations encountered (in other words, non-player characters)
may actually have these combinations of mutations. In such cases they are considered as
defects by the referee, which may hinder or harm the mutant in certain situations.
12
This mutation only works completely when the mutant is not encumbered in any way (reduce
Physical Mutations Explained: the armor class if he is carrying anything heavy).
25. Heightened Strength: The increase of physical power above and beyond the 18 possible
1. Taller: With 6 feet being the normal size, this mutation may range up to an effective roll. This allows the mutant to cause 3 dice of damage over and above all damage he would
limit of 25 feet. This height increase calls for a greater metabolic rate, and increases in the normally do with non-powered weapons (with the same exceptions as given to the strength
strength potential of the being making double, triple, or quadruple the possible damage done ability).
by the being (judges option). 26. Heightened Precision: The instinctive ability to determine weak points on opponents
2. Shorter: With 6 feet being the norm, this mutation may range down to an effective limit and structural weaknesses in material objects. Because of this mutation the mutant does an
of 1 inch. This change decreases the metabolic rate and the strength potential of the being, extra 2 dice of damage over and above his or her normal damage with any weapon used.
and makes it harder for him to be struck in physical combat (referee’s option), 27. Heightened Balance: The ability to maintain balance in difficult circumstances. This
3. Out-Sized Body Parts: This is an increase in certain areas of the body, with a mutant will never fail into a pit, trip over a rope or wire, or land any way but on his or her
subsequent increase in power. Example: larger eyes for greater vision, a larger heart for feet. This mutant can also climb sheer walls, and walk over one-half inch ropes suspended in
greater endurance. Only one item of a being’s body may be increased when choosing this the air with no chance of falling if left undisturbed.
mutation. 28. Wings: The growth of usable wings for a mutant which makes it possible to travel
4. New Body Parts: These are things not usually found on the human body. Example: a through the air, going 100 yards per melee turn. Flight can only be accomplished if the
heat sensing organ, tentacles, or a gas generating gland. mutant is relatively free of extra weight (figure the mutant can carry no more than one-fourth
5. Poison Claws or Fangs: The secretions of a new gland in the body that makes a toxic his or her own body weight).
fluid injected by a piercing agent. The intensity of the poison is up to the referee. 29. Shapechange: The ability to assume the outer appearance of one of the 3 groups of
6. Multiple Body Parts: These are appendages not usually found on the body in excess mutations (animal, insect or reptile), but not have the powers of those mutations. Only one
numbers. These include things like the complete use of 1-10 extra arms, or a greater number group may be chosen normally, and must be chosen at the start of the campaign. This change
of eyes, or a greater number of legs. requires 2 melee turns of complete inactivity to be accomplished. If the mutant is a
7. Regeneration: This allows the being to use his body weight to heal himself of lost hit shapechanger, he or she may have no other physical mutation if they select to be able to
points, (figure 10 pounds of body weight regenerates 1 hit point per day). change into any shape instead of just one. If the mutant picks only one of the types listed then
8. Gas Generation: Much like the skunk, this could be an odor expelled from the lungs or they may choose other mutations as well.
other areas of the body, causing things like unconsciousness or death in other beings that “Subclassification of Shapechange”: An offshoot of the shapechange mutation is the ability
inhale it (as determined by the referee). to sense radiation areas, draw power from these and imitate the force so that the mutant is
9. Quills: These are usually along the arms or legs and serve mainly to prevent contact unaffected by the damaging radiation. This imitation is immediate and works as a defense
with the skin by other beings (treat the touch of each quill as doing dagger damage) or they against the radiated eyes mutation. It should be considered separate from the above
may be thrown for Short ranges, (1-10 feet). shapechanging mutation and can be picked alone or with other mutations.
10. Gills: These give a mutant the power to live under the water, but require a much more 30. Density Control: This mutation allows the mutant to change the molecular structure of
extensive respiratory system (meaning the body shape will change to make room for the his or her body thus increasing the armor class of their body. Starting with the being’s normal
larger lungs). armor class, every melee turn the mutant changes his or her density they change their armor
11. Chameleon Powers: This is the ability to change body color to fit into the surroundings. class by one (losing mobility in direct proportion to the armor class achieved). If a mutant
The color change will be almost instantaneous and, once changed, the mutant need not goes to an armor class of 2 he or she will be completely immobile (but very unpiercible). An
concentrate on the color desired. armor class of 5 allows the mutant to move at one-half speed. This change lasts from 1-10
12. Radiated Eyes: The power to focus radiation through the lens of the eyes to emit a full turns and can be negated immediately by the mutant. The power can only be used once a
damaging blast of radiation with an intensity of 10 on the radiation chart This power is day.
limited to once every 4 melee turns and has an effective range of 10 yards.
13. Electrical or Heat Generation: This gives a being an “eel” type power in emitting
electrical shocks or heat damage for 3 dice (each melee turn) to those touching the mutant
(use normal To Hit procedure).
14. Sonic Abilities: A power to generate high sonic frequencies that are damaging to tissues
(like exposed skin areas) at short ranges. The damage amounts to 3 dice per melee turn and
can be repeated once every 4 melee turns. It cannot be selective in that it does damage to all Physical Defects:
in a radius of 10 yards except the mutant doing it. It is in the form of burn-type damage,
15. Light Generation: The ability to emit high candle power beams of light with a blinding 31. Multi-armed (1-10 extra arms): These arms interfere with the manipulation ability of
effect on those nearby (even in full daylight) that incapacitates the viewer for 1-4 melee turns; the mutant, subtracting 1 from the hitting possibility of the mutant for every extra arm. There
effective range 25 feet is a slight advantage in that the mutant can concentrate and use any 2 of his or her arms at one
16. Physical Reflection: The ability to have a skin able to resist the effects of certain types time, making it very difficult to tie the mutant up. Note: it a tricky player tries to cut off these
of energies in such a way that these energies are reflected in a random direction away from extra bothersome arms he or she will lose 2 points of dexterity and 2 hit points permanently
the body. This resistance should be for only one type of energy, example: heat ray, for every arm cut off because the arms are closely tied to the central nervous system of the
paralysation dart, electrical, radiation, etc. mutant.
17. Partial Carapace: A thick shell covering over the back and head that will reduce the 32. Body Structure Change: This is the replacement in the body and bones of calcium with
damage done to the body if hit in those areas by one-half. If the shell is cracked by a blow or some other damaging substance that will lower the body’s resistance to some outside force. It
an energy weapon it takes from 1-12 months to grow back and during that time all damage would be possible to make parts of the body water-soluble or make the mutant breathe
done to the mutant will be doubled. This also increases the basic armor class of the mutant. nitrogen instead of oxygen (slowing the mutant down by as much as 50%). Any change must
18. Total Carapace: A thick shell over the entire body that reduces all damage done to the be a defect.
mutant by one-half, and reduces the speed of the mutant by one-fourth. The systems of the 33. Skin Structure Change: This is the altering of the skin so that it is no longer just flesh:
body are so closely tied to the shell covering that it heals as fast as normal healing time for hit like the scaling of the body (thus making the mutant as much as 50% slower) or having the
point damage. However, when a mutant with this mutation has sustained over one-half of his skin be nonresistant to things like heat over a temperature of 76 degrees F causing burns for
total hit point damage, he will suffer triple damage until the wounds are healed. This also one die of damage every hour exposed. Any change must always be a defect.
increases the basic armor class of the mutation. 34. Hemophilia: The absence of blood clotting agents in the body causing bleeding of a
19. Heightened Smell: The ability to sense and identify separate odors from a great distance serious nature in even the smallest of cuts. Each individual referee must determine the
(200 feet). A mutant with this mutation can never be ambushed (check definition, it is damage done by this defect and the necessary means of stopping it.
different from being surprised) by non-plant creatures. A being with this power can identify 35. Bacterial Non-resistance: The mutant with this defect will have no resistance to
campsites and possessions of other beings after smelling them once. This familiarity with sickness, thus making any infection a very serious thing. Note: if a referee has this defect in
other things must be learned through contact with these other beings. This mutant can follow his or her game then it is necessary to have things cause sickness in your game, examples: a
any trail less than a day old over any surface except water. sword that is rusty causes a very nasty case of blood poisoning, the claws of any meat eating
20. Heightened Hearing: The ability to sense and identify separate sounds in a 200 foot (62 mutation will cause infection, living in a tribe or group will give him a head cold that might
meter) radius. This mutant can never be surprised because the mutation works through and go into pneumonia. All of these examples should cause about 10 dice of damage to the
around solid objects. mutant per day and be very hard to cure.
21. Heightened Touch: This mutation will allow a better chance of a being figuring out 36. No Sensory Nerve Endings: This means a mutant cannot feel pain or use their sense of
ancient devices because the mutant can “feel” the logical use of the device he holds. Mutants touch in any way. While the less intelligent person might think “Oh boy! I will not be
with this power can, given time (judges option), feel the weak points of any given object, bothered by sword cuts,” this defect cancels the body’s warning systems. A mutant will be
causing the object’s eventual destruction. unable to feel a surprise attack from behind, or even tell when he is being punctured; there
22. Heightened Vision: The ability to see clearly and over long distances (1 mile) and the could be 4 arrows in his back and he wouldn’t even know it!
power to see into the infrared and ultra-violet spectrums. 37. Poor Respiration Systems: This is the failure of the body to get needed oxygen to the
23. Heightened Taste: The ability to identify any poisonous substances at a touch of the blood stream. This lack will make a mutant weaker and give the mutant no endurance that
tongue. This mutation can also identify all plant substances as edible food material or not. means that he could effectively fight for only 5 melee turns before he must rest or he will
faint for an hour or two.
24. Heightened Dexterity: This mutation allows the mutant to dodge, jump, or shift body 38. Diminished Senses: This is the failure of senses like hearing and touch to operate at
position (making the mutant have an armor class of 1, without the need of that type of armor). normal human levels (it should only work on one sense).
13
6. Mass Mind: This mutation allows the mutant to empathize with creatures of a like
39. Attraction Odor: This universal secretion comes from the mutant’s body and makes the nature (same species) or like power (all having mental control, etc.), to increase the existing
mutant smell very edible to any meat-eating creature. abilities of the commanding mutant. It would be possible to send a double strength mind blast
40. Near-sightedness/or Double Vision: Vision so bad that the mutant will be almost or to use precognition a day ahead instead of just a few minutes. This power works in direct
stumbling along without a compensating mental or physical power. This reduces the chance proportion to the number of beings working together, example: 4 mutated humanoids and 4
of the mutant to hit in physical attacks by 50%. bearoids get together and 1 of the humanoids has the “mass mind” mutation. These mutants
41. No Resistance to Poison: This mutation results in death to the mutant whenever he or together (through the mass mind mutant) can use any of the other mental powers they all
she is exposed to poison unless an antidote is given in time (no matter what their constitution have, at a ratio of 7 times the normal distance, duration, and power. There is a 5% possibility
roll is). of death (by mind burnout) after the first melee turn, increasing by 5% every melee turn
42. Double Effect of Physical Forces: This is having a body so fragile that damage thereafter for all participants.
sustained by the mutant is always at double effect.
7. Precognition: The power to sense dangerous situations which win affect personally the
MENTAL MUTATIONS: MENTAL DEFECTS: mutant having the power. This is effective only 3 minutes into the future and requires intense
1. Heightened Intelligence 38. Complete Mental Block: concentration to work, but is great when used just before entering a door to see what is
2. Mental Paralysis A. Technological immediately behind the door! It is perfectly all right for the mutant to change the course of
3. Teleportation B. Robotic history by acting on this information and not, for example, die by opening a door and being
4. Levitation C. Plant Type mind blasted.
5. Telepathy D. Animal type
6. Multiple increasing of power through 39. Fear Impulses for Types 8. Illusion Generation: The ability to create images in the mind of other beings within 100
contact with similar entities (Mass feet (31 meters) of the mutant using this mutation, and only touch will convince the being
Mind) that the image is false. The illusion goes as far as having odor and sound to whatever extent
7. Precognition 40. Mental Defenselessness the being seeing it expects.
8. Illusion Generation 41. Multiple Damage
9. Mental Control 42. Epilepsy 9. Mental Control: The takeover of another being’s ability to command his or her body.
10. Telekinesis 43. Poor Dual Brain When a mutant is in command of another being it experiences an the feelings and sensory
11. Force Field Generation 44. Anti-Leadership Potential impressions of the controlled (and the controller is unable to use his or her own body). If the
12. Repulsion Field 45. Anti-Reflection controlled being gets knocked out or dies, then the controller suffers the same fate. There is
13. Mental Blast an initial range limitation of 50 feet (15.5 meters) for the first attack, but after control is
14. Mental Defense Shield established, there is no range limitation. The controller may give up control at any time and
15. Reflection Power returns immediately to his own body.
16. Pyrokinesis
17. Cryogenics 10. Telekinesis: The mental power to lift objects (besides yourself) into the air and move
18. Weather Manipulation them about. There is a weight limit of only lifting what the mutant can normally lift himself.
19. Life Leech The maximum time this weight can be lifted is 5 melee turns with a subsequent necessary rest
20. Charismatic Effect of 5 more melee turns immediately after, the lifting. When trying to lift things that are alive
21. Magnetic Control or things that are being used by other living beings, the referee must treat the attempt as a
22. Density Control (others) mental attack on the being.
23. Mental Transparency
24. Absorption 11. Force Field Generation: The power to make an invisible wall of energy that will not
25. Molecular Disruption allow a physical object to pass. This wall will form only in front of the mutant with this
26. Time Field Manipulation power (about 5 inches away from the body) and will take 5 dice of accumulated damage
27. Death Field Generation before being forced down. It takes damage just as the human body does from the things like
28. Planar Travel swords and ray guns. It takes no effort to maintain the shield if the mutant remains
29. Will Force motionless. After the shield’s destruction, there is a need to rest 1 day before making another
30. Mental Control Over Physical State one.
31. De-evolution
32. Telekinetic Arm 12. Repulsion Field Generation: Similar to the force field except this will move to a
33. Dual Brain maximum range of 50 feet (15.5 meters) and can surround and trap other beings in a sort of
34. Heightened Brain Talent bubble. In all other respects it is as a force field.
35. Military or Scientific or Economic
Genius 13. Mental Blast: The ability to cause direct damage with the mind. This damage is worth 3
36. Temporal Fugue hit dice per melee turn of successful attack.
37. Intuition
14. Mental Defense Shield: This is always in force and will add 4 points to a being’s mental
resistance rating (with the rating never going over 18). It will also allow the mutant to be
aware of any other mutant with mental powers within it meter radius.
15. Reflection Power: This mutation, through mental concentration, repels, damaging
Mental Mutations Explained: energies directed at the body. This manifests itself in reflecting hit dim damage of any type.
On the first melee turn of concentration 3 dice of damage is reflected, on the second turn 4
1. Heightened Intelligence: This translates into a greater mental resistance factor (plus 4, dice is reflected, going to the 18th turn of concentration in which 20 dice is reflected. The
but a player may never go over 18) and increases the ability to figure out ancient ship only thing wrong with this power is that the mutant must not move at all and is subject to
devices. This power is necessary for all mutated animals and plants (if they need to simple attacks that do no damage but do incapacitate a person. After using this mutation the
communicate and react logically) and it is necessary to choose it if a being rolls a 4 for his or mutant is unable to do it again for a day.
her mental mutation abilities roll.
2. Mental Paralysis: The ability to override the nerve centers of another being, causing 16. Pyrokinesis: The ability to cause living matter, or the product of living matter to suffer
non-movement. If maintained for over 3 melee turns, the victim win die. heat damage and eventually burst into fire. On the first melee turn 1 die of burning damage is
3. Teleportation: The mental transference of the mutant’s physical self to another area of done (not necessarily fire) and through undisturbed concentration up to 10 dice of damage
the ship (range 3 miles). Note: only the mutant is able to travel thus; he or she cannot send can be accomplished in the 10th melee turn with the referee deciding when the actual fire
others. If the mutant tries to travel to an area that he or she has not spent at least 8 hours starts. There is a range limitation 25 meters for this mutation to be effective.
memorizing, then they will have a 25% chance of receiving 10 dice of damage as they
teleport into that area. 17. Cryogenics: This mutation uses the same limitations as Pyrokinesis except applies to a
4. Levitation: The power to lift oneself into the air. This power applies only to vertical freezing power. The use of this mutation for 10 melee turns will complete freezing of an
movement and the mutant will only be able to lift (besides himself) all the weight he could object or being.
normally carry in one hand. This lifting force can list up to 25 melee turns with a subsequent
need to rest for 5 melee turns immediately thereafter. No other activities are undertaken while 18. Weather Manipulation: This mutation is essentially a control of air pressure on a
levitating. massive scale, with a little bit of luck thrown in to get some of the effects wanted. Percentile
5. Telepathy: The power to translate another creature’s thoughts and/or emotions and send dice are used at the beginning of the attempt and if the roll is not made for the listed weather
your own to them. This power works regardless of whether the, mutants speak the same condition wanted the pressure systems will not bend to the will of the mutant for at least 24
language, and it works on all beings up to 25 feet away, from the mutant. hours.
14
Weather Conditions Chance of Occurring Time it Takes in Melee Turns times subtract 25% for each division. The only limit in the amount of material sent is that the
Light Breeze 1-90% 1 sender can only send what he or she is touching at the time. The draining and slowing down
Gusty Winds 1-75% 2 of the mutant happens even if the material does not get sent into time.
Light Rain 1-65% 3 27. Death Field Generation: This mutation drains all the hit points but 1 from all beings
Thunder Storm 1-50% 4 (friends or foe) within 60 feet of the mutant in 1 melee turn. When a mutant uses this
Fog 1-45% 5 mutation he is not affected by it except that he can do nothing else for 1-20 melee turns.
Light Snow Storm 1-30% 6 28. Planar Travel: The ability to open ways to alternate planes of existence. This mutation
Blizzard 1-25% 7 manifests itself in a 10 by 10 opening lasting up to 3 full turns. These planes of existence may
Below Zero Weather 1-10% 8 or may not be populated (by referee-inspired creatures), but once entering there is no way to
leave them (unless a mutant reopens the plane), so they make perfect jails. Only one of these
Add a plus 10% to each roll if the weather conditions already there resemble the ones may be made in a week.
wanted by the mutant. These new created weather conditions will last as long as the mutant 29. Will Force: The ability, through sheer force of will, to double any one facet of a mutants
concentrates on them. Note: the computer has a 25% possibility of immediately correcting abilities. It can be used in conjunction with any other powers, or it may be used to increase
any weather disturbance in the starship. hitting ability by 1, etc. It lasts from 1-10 full turns and cannot be used again for 2 days.
19. Life Leech: The power to drain energy from living organisms. This mutation works in a 30. Mental Control Over Physical States: This mutation is the unconscious ability to
30 foot diameter around the mutant affecting friend and foe alike. For every 4 points of disregard things like pain warnings and override things like fatigue and blood loss for up to 1
mental resistance a mutant has, the ring of effectiveness increases by 10 feet. This mutation day. This also increases the mutant's chances of surviving mortal wounds in that he or she can
will drain away 6 hit points per melee turn from the beings within the circle and transfer them heal four times as fast as normal. In situations of overwhelming danger (judge’s option) the
directly to the mutant for a 24 hour Period. This leeching ability only works on semi- mutant will have double his or her normal strength, dexterity, and speed for 5-50 melee turns
intelligent and intelligent beings. (usable once a week).
20. Charismatic Effect: The ability to project flashing, blinding light patterns at an 31. De-evolution: The power to strip abilities from mutants by regressing them along their
effective range of 50 feet from the mutant. It is a 5 foot diameter field that can be moved to ancestral lines. If this power works (treat as mental attack) it begins with the being’s greatest
surround beings that has the effect of blinding them for 1-10 melee turns. special ability (judge’s option) being taken away forever, and removing 2 more abilities on
21. Magnetic Control: The power to repel, attract, or utilize anything of a ferrous nature by every subsequent melee turn the force is in action. This power is usable only once every 7
the control of magnetic fields. This mutation works fully only on non-animate, non-powered days. This power will last to the end of the combat, be it 1 melee round or 100.
materials. Treat all objects as having a mental resistance of 12. With this mutation the mutant 32. Telekinetic Arm: This mutation takes on the form of a tangible arm with the power to
can lift anything ferrous, no matter what the weight. The power lasts for 25 melee turns and is fight as a human with the strength of 18 up to 50 yards away from the mutant, floating always
effective for a maximum range of 100 yards; example: our good friend Scar-lock runs up to from 1-6 feet off the ground. Non-powered weapons cannot hit the arm. The arm must always
attack a mutant and Scar-lock is using a sword. The mutant tries to make the sword lift into be visible to the controlling mutant.
the air to get it out of our hero’s grasp. The mutant rolls the necessary roll for beating a 33. Dual Brain: This mutation takes the form of 2 brains with all the powers 2 brains imply
mental resistance of 12 and the sword does whatever the mutant desires, which is in this case (not necessarily in 1 head). This allows a being to figure out any given artifact faster, and
rising into the air for a distance of 100 yards. Scar-lock, not wanting to lose such a valuable while a mental attack may affect 1 brain, the other brain can over-ride any harmful effects
object hangs on for dear life and rises with the sword (which requires no extra effort for the and control the body. These brains may have only 3 other mental mutations (total).
mutant). The mutant then deposits our hero, much ruffled, into the nearest “sword bush” and 34. Heightened Brain Talent: This mutant will be able to figure out the workings of any
leaves laughing. artifact in one-third the time. This mutant gets 2 saving throws against mental attack. It is
22. Density Control (others): This mutation does exactly the same thing to others that the impossible to tell a lie to a mutant with this power without his knowing it.
physical mutation number 30 does to the mutant. The advantage in having it is that you slow 35. Genius (either military, scientific or economical): This mutation splits itself into
other attackers down. having only one of the following:
23. Mental Transparency: A strong form of illusion, this mutation makes it impossible for A Military Genius will have a plus 4 chance of hitting with any weapon and will do one dice
non-intelligent beings, and intelligent beings not making their mental resistance roll, to see of damage over and above any given weapon damage.
the user. While it is impossible to see this mutant, it can be heard, smelled or touched. The A Scientific Genius will have a plus 10% chance for figuring out any given artifact, and any
effective range limit of this mutation is 100 feet 31 meters). A mutant may move while using weapon he or she makes will do 4 extra points of damage. It takes 3 times as long to make
mental transparency, but may not make any form of attack. weapons of this type, however.
24. Absorption: This mutation absorbs one of the following energy states: cold, heat, light, An Economic Genius will be able to turn a triple profit on anything he or she tries to sell,
paralysis rays, radiation or mental blasts. The mutant can absorb up to the number of hit and will have a leadership potential like a human.
points he or she has each day. If a mutant has already absorbed all the points he or she has, 36. Temporal Fugue: A mutant’s ability to make perfect replicas of himself by shunting
every melee thereafter it sustains double damage from that form of attack. This double back and forth in the time stream (never staying). The mutant is able to make 1-10 doubles of
damage effect lasts for 24 hours. himself per week that will last 5 full turns or until death. For each double killed in battle the
25. Molecular Disruption: This mutation is a dangerous, powerful one-shot ability that can mutant must rest after the battle for 1 week. All doubles appear together but each will fight as
only be used infrequently. Upon using it, whether it works or not, the mutant is reduced to 1 an individual with no real coordinated attack plan. It is up to the referee to decide how many
hit point for 7 full days and moves at one-half speed for that amount of time. The mutation can be produced in a day’s time without exceeding the limitation. Example: It could take 10
affects different states of matter differently: metal and dense material have 3% chance of seconds to produce one copy, but the player would not be able to produce another copy for 18
being affected per mental resistance point (affecting up to 100 pounds of material at a time), hours thereafter. The referee can check for each game week to determine how many copies
stone and nonmetal material have a 4% chance of being affected per mental resistance point can be produced in that period, basing it on a 1 to 10.
(affecting 100 pounds of material), and biological organisms at a 5% per mental resistance 37. Intuition: The ability to be aware subconsciously of the factors of chance and
point (affecting any amount of material in a single unit). This effect manifests itself in the precognition. This allows the mutant to do a plus 3 on damage, have a plus 1 chance of
disappearance of the material forever. hitting, and never be surprised. It is not useable when other powers are working.
26. Time Field Manipulation: The ability to travel or send objects through the currents of
time. The use of this mutation requires an 18 intelligence and a “heightened intelligence” on
the part of the mutant. The force required to send objects through time varies with the
material involved. While material moves through time it does not move through space, so
wherever the material started in the ship is where the material ends. The energy required
drains one-half the hit points from the mutant for 1-8 days and reduces the mutant to one-half
speed for 1-12 days. Using the percentile dice the following graph is used for time travelling:
With resisting material (defined as being owned by another person) there is less of a 40. Mental Defenselessness: This is a mutation that gives the mutant a 3 on his or her
chance of being sent into time: metal & powered units -10%, stone and other inorganic mental resistance chart, regardless of what he or she rolled to begin with.
material -15%, biological material -20%. If objects are to be sent into the future for the given 41. Multiple Damage: This mutation causes the doubling or even tripling of the damage
15
done by any type of attack on the mutant; not because it physically does more damage, but
because the mind makes the body believe it has been damaged more. Mutation Generation Charts for (Plants):
42. Epilepsy: This is a body paralysis that takes place at random times and for variable 1. Tangle Vines All of the mental powers given
reasons. When attacks come on, the body is unable to respond to the environment around it 2. Poison Vines to humans can be applied to plants.
and it remains motionless. The judge should set up a consistent set of variables for the person 3. Poison Thorns
going epileptic. 4. Poison Throwing Thorns Note: Plants are not intelligent
43. Poor Dual Brain: This is another brain in the body that is a handicap to the mutant - 5. Contact Poison Sap unless Intelligence has been
taking over the body at strange times, having a large amount of other defects, and/or 6. Squeeze Vines raised due to mutation.
counteracting mental powers of the good brain in difficult situations. 7. Aromatic Powers
44. Anti-Leadership Potential: A mental, unconscious field with a range of 30 yards radius 8. Berries
that causes this mutant to be so unpopular that it makes others actually want to fight with the 9. Larger Than Normal
mutant (happens on a 25% chance every day with every human or humanoid the mutant 10. Smaller Than Normal
meets). Only beings with intelligences of 17 or 18 can resist this effect. 11. Dissolving Juices
45. Anti-Reflection: The most dangerous of all the mutations; it causes any mental attacks 12. Mobility
made by the mutant that has this defect to be reflected back and damage himself. It also 13. Increased Senses
causes any defensive measures by the mutant to be placed on the beings he or she was trying 14. Manipulation Vines
to defend against. This has a 25% chance of happening in each attack. 15. Texture Changes
16. Radiation Sensitivity and Imitation
17. Divisional Body Segments
18. Symbiotic Attachment
19. Radiated Plant Fiber
20. Electrical or Heat Generation
21. New Plant Parts
22. New Senses
23. Sonic Powers
24. Physical Reflection
25. Stasis in Periods of Darkness
26. Attraction Odor
16
21. New Plant Parts: This is the plant having things like eyes, human type arms, etc.
22. New Senses: Same as one of the human mutations dealing with heightened senses. MUTATED ANIMALS:
23. Sonic Power: Same as the human trait (#14).
24. Physical Reflection: Same as the human trait (#16). Hisser (alligator): These creatures are much smaller than their non-mutated cousins; with the
25. (Defect) Stasis in Periods of Darkness: This forces a plant to be totally inactive while biggest one ever found being only 4 feet long. They have much longer webbed legs, which
light does not shine on its sensing organs. make them faster on the land; they have 2 tentacles on their head which cause paralysis at a
26. (Defect) Attraction Odor: Same as the human trait on the defect list (#39). touch (as a mental attack with a strength of 12), and their skin is resistant to all forms of
radiation. They remain solitary creatures except during the mating season when they are
Many of these abilities have been described in such a way that the judges can use especially vicious. They always enter battle emitting a loud hissing noise. Their bite is not
varying degrees of the type and intensity of the mutations. This allows for a greater degree of used for attacking.
change in every type of creature and in every referee’s ship. Piercer (black bear): This creature stands about 9 feet tall, with short, bristly fur, rows of 3
inch quills along its arms and shoulders (these should be treated as arrow damage when the
bear hits), and it has an altered throat arrangement. It has the ability to change color to match
the surroundings perfectly, it can regenerate wounds at the rate of 3 hit points per melee
THE MUTANTS round, and finally when it feels it is threatened it emits a sonic blast causing fear in those
unable to resist its effects (treat as a mental strength attack of 14).
The following list of mutations is by no means a final or comprehensive list, but a Metaled One (badger): This creature is about 3 feet long with a mutated fur that is
starting point based on the Warden’s ship list of earth creatures brought on board. composed of a hard mineral instead of calcium giving it a sort of armor. It has a high order of
intelligence, is extremely near-sighted, can mentally paralyse (with a range of 6 feet), has the
power of telekinesis with a maximum weight of 150 pounds, and it has a fear impulse for any
MUTATION NUMBER ARMOR MOVMENT IN HIT type of intelligent plant. Its 2 claws are like swords when causing damage.
NAME USUALLY CLASS YARDS PER DICE Shocker Beast (bob cat): This creature is about 3 feet long and seems to be just like its non
APPEARING MELEE TURN mutated relative except that it is able to cast electrical bolts of energy from its eyes that do 5
HISSER 1 4 10 5 dice of damage. The range of these bolts is 30 feet and it continuously emits them when
PIERCER 1 5 8 8 attacked or attacking at the rate of 2 per melee turn.
METALED ONE 1 2 10 4 Cougaroid (cougar): This former cat now walks upright, has the intelligence of a human and
SHOCKER 2 7 12 3 fur that is resistant to paralysis, lasers, and electrical energy. It has a mental block on robots,
BEAST has manipulative paws, and its brain is completely resistant to any form of mental attack. The
COUGAROID 2 5 10 5 creature has an attraction odor that prevents it from congregating in any number.
DEER 1-4 7 18 2 Deer: This animal has developed a highly toxic poison (intensity level 15) emanating from its
BEAROID 1 5 7 9 antlers that is effective on contact. It is otherwise normal in all respects and its antlers should
UNICORN 1 8 20 4 be treated as 2 spear jabs.
PEGASUS 2 3 9/18 5 Bearoid (golden bear): This creature is about 12 feet tall, has intelligence and the following
JEGET 2 5 12 5 mental powers: teleportation, precognition, telepathy, and mental control. It has manipulative
DART 1 4 6 2 paws, is near-sighted, and has no resistance to gases or paralysing attacks. It uses bows and
CREATURE clubs (treat as heavy mace) in battle.
THIEF BEAST 2 7 8 3 Unicorn (horse): This creature is about 3 feet tall, with a horn projecting from its head, and
WINGED BITER 1 4 5/12 2 skin that gives off a silvery light. It can project radiated energy from its horn for a distance of
WOLFOID 2 5 12 4 20 feet for 4 dice of damage per melee turn, and is able to attune its body to any type of
radiation and therefore be not affected by it. When any being tries to touch or tame it, it emits
CHANGER 2 4 16 1 a high intensity heat blast with a range of 15 feet and doing 6 dice of damage. The beast is
STABBER 2 2 15 3 limited in this last power in that it can only produce this heat a maximum of 3 melee turns a
HAWKOID 2 8 12 5 day. Because of the nature of the beast, it lives in or near centers of high radiation.
IMITATOR 1 7 10 3 Pegasus (horse): This creature is about 3 feet tall and usually white in color. It is much
BLOOD BIRD 2 4 12 2 lighter than its non-mutated cousin because of its hollow bone structure. This feature makes it
THE BLACK ONE 1 3 7 5 very fragile, but nature has provided for this by giving the creature an unusually tough skin
SMALL 50-1,000 6 7 1 that is extremely difficult to pierce. It can be domesticated but due to its small size, only very
WARRIOR small intelligent beings can take advantage of this fact. This flying creature has never been
BUZZERS 25-500 7 12 2 known to be attacked by any other flying type. Its feathered wingspan is usually 5 feet and its
MIRROR 1 6 4 3 hooves should be treated as heavy maces for damage.
CREATURE Jeget (jaguar): Only 2 feet long, this creature has powers far exceeding its small size. It is
very intelligent and its mental powers include: levitation, telepathy, precognition, fear
GRABBER 1 5 0 9 generation, telekinesis, and force field generation. It has manipulative paws, an attraction
DREAM BUSH 1 7 0 2 odor, a fear impulse for all intelligent plants, and very little resistance to any type of poison
THE JAWED 2-12 4 6 3 (4 on the poison chart). Its 2 claws do 1-4 points of damage each.
PLANT Dart Creature (porcupine): This beast appears as the non-mutated cousin, but its quills are
THE SINGING 2-8 3 8 2 much different. These are hollow and filled with a toxic poison (intensity level 15). The
VINE creature is able to cast 3-18 of these a range of 20 feet once per melee turn.
THE DEATH 3-12 5 0 10 Thief Beast (raccoon): This highly intelligent creature has mental powers including:
TREE telepathy, illusion generation, telekinesis, a repulsion field, and empathy used to create
THE SWORD 1 6 10 5 illusions that will be the most effective in frightening its enemies. It has manipulative paws
BUSH and the power to generate a dazzling light from its skin. It constantly seeks out technological
PASSION WEED 1 6 0 1 devices and studies them. Of all the animal mutations of the ship, it uses these devices the
RED STINGER 2-5 5 0 1 most.
MIRROR OAK 1-6 4 0 10 Winged Biter (python): This snake averages only 3 feet in length with a feathered wingspan
DARK FUNGUS 1 Patch - 0 1 of 4 feet. This snake is resistant to all forms of paralysis, and poison. This snake is
DEATH 1 Patch - 0 1 omnivorous and has a poison bite (intensity level 13). It displays the power of precognition
GROWTH not just when it is concentrating on that power, but all the time without the seeming need to
DART WEED 1 5 0 1 concentrate. When it is in its early developing state it is possible to tame it and use it for
BLISTER PLANT 2-8 5 0 1 protection, as it will always give warning before an attack. Its favourite egg-laying place is on
or near a mirror oak.
HUMANOID #1 1 6 6 5 Wolfoid (timber wolf): This biped stands about 4 feet tall and has manipulative paws. Its fur
HUMANOID #2 1 5 10 4 reflects all types of energy and is resistant to contact poison. It is fully intelligent, with the
HUMANOID #3 2-12 2 3 8 power to regenerate its wounds at 5 hit points per melee turn, and it has radiated eyes. It has
HUMANOID #4 2-16 5 12 5 no sensory nerve endings and therefore has taken to wearing heavy plant fiber clothes to
HUMANOID #5 4-16 7 9 9 prevent being punctured and not knowing it. This race has been able to master many of the
mutated beasts and use them as guards and protectors, which they surround their living area
Movement: Second number is flying speed with. It has been known to use swords.
17
tree. Many small quick flying creatures nest in its branches, as the tree will not cast seeds
Flying Types within 10 feet of itself and the birds fly too fast for the senses of the tree to react to them.
The Sword Bush: This former fern is fully intelligent and has many mental and physical
Changer (robin): This type is able to change its color to match its surroundings, has powers. It is able to teleport itself, has precognition, can mentally control, is able to generate
precognition all the time (like the winged biter), and is resistant to all poisons and has a brain a force field, and is forced into stasis when it is dark on the ship. Physically the large plants
too small to be affected by mental attacks. have 18 metallic leaves that are much more like swords than leaves. The plant can move, has
Stabber (woodpecker): This flyer has increased 2 feet in height and is now 3 feet long. It life energy detectors (effective for a range of 50 feet at the top of the plant stalk), has 3
has aluminium based feathers and the same type of beak (now 5 inches long). Its primary manipulative tentacles, and a maw like a small venus fly trap with dissolving enzymes. It has
method of attack is to dive on its victim and pierce the body doing 3-30 points of damage. It been known to use ancient devices and to travel up and down the levels by using color bands.
uses a high pitched whistle to frighten and paralyze its non-intelligent victims and is Passion Weed: This very rare, very small weed makes a strange enzyme that upon contact
completely silent when attacking its more intelligent prey. Because of the smooth nature of with flesh causes the contacting creature to be enraged beyond all reason. The affected
the feathers and beak, it can easily extricate itself from any pierced wound. It, as all other creature will try to kill any other creature around, and, in the absence of living things, kill
flyers, has a mental block for the pegasus. itself. Nothing works as an antidote for the enzyme.
Hawkoid (sparrow hawk): This creature is much larger than its non-mutated cousin (being Red Stinger: This plant is a thorn-bearing bush with a variable size. The thorns bear a deadly
about 4 feet tall when reaching full adulthood). It is fully intelligent, with appendages poison (intensity level 17) and the berries have the ability to give temporary resistance to all
extending from its body ending in hands that do not hamper its flight. Its mental powers forms of radiation if taken in large enough amounts (over 90 berries). The bush is always
include: fear generation, levitation, and the ability to generate a force shield. It is not afraid to bright red and grows very near areas of high intensity radioactivity.
take on creatures much larger than itself and has a constant appetite. It uses bows and rocks The Mirror Oak: This oak tree looks in all respects normal, but is able to reflect any type of
from the air to deadly effect. energy directed at it or near it (within 5 feet) with 100% efficiency. This feature makes it the
Imitator (golden hawk): This flyer is fully intelligent but does not have the manipulative home of many of the less powerful creatures of the woods.
appendages to take advantage of it. It can completely shapechange into any creature within 25 The Dark Fungus: This fungus spore, when massed in large concentrations (over 10
feet of it, thus making it resistant to the powers of that creature; plus it retains its own pounds), is able to form a mass mind with intelligence and considerable mental power. The
radiated eye ability. This transformation unlike other chameleon changes is complete and parasite has the powers of illusion generation, telepathy, force field generation, and is
lasts as long as the bird wishes. Due to the energy used in changing, the bird can only mentally defenseless. When in its intelligent state, its only concern is increasing its mass,
accomplish this once a month. which is able to gain sustenance from any living matter. Its growth rate is much slower than
Blood Bird (scarlet tanager): This mutated flyer is 2 feet tall and retains the startling most fungus types and requires more than one type of protein for growth. Touching it does 10
plumage of its non-mutated cousin. Its body constantly gives off radiation at an intensity of dice of damage.
10, and its beak is now changed so that it can eat meat. Its mind is resistant to all forms of The Death Growth: A relatively small concentration of this parasite fungus forms a
mental attack as its brain is too small. symbiotic attachment to any warm-blooded creature in a matter of 2-20 seconds. Only the
instant application of extreme heat can stop the takeover (75% chance of killing the creature).
When the parasite is in command, the being acts with its fun powers for a period of 2 weeks
Insects after which that body decomposes and the parasite is stationary on the spot where the body
dies, until it can infect a new host. The fungus is unaffected by any mental attack because the
attack only works on one of the billions of spores. Attachment is by touch and the spores can
The Black One (wolf spider): This mutated spider is 4 feet tall and is a fearsome creature shoot themselves in mass a distance of 5 feet when sensing a new host.
with a brain too small to be affected by any mental attack but illusions. It is able to generate Dart Weed: This plant is sensitive to any male of any species and is able to shoot a seed into
electrical energy for short periods of time (3 melee turns) in its attempt to kill its victims. a being coming within 30 feet of it. This seed if unnoticed will burrow painlessly into the
This energy does 4 dice of damage per melee turn. The arachnid's web has been known to body and start to swell, causing death if not cut out (judges option on how much damage this
span a 100 foot area in clearings or darkened forests. It does not usually leave its web. does). The plant appears as a brown tall stalk and thrives near running water. Swelling starts
Small Warrior (ant): This insect is only slightly larger than its non-mutated cousin. The within 3-18 melee turns of entering the body. Death will occur in another 3-18 melee turns.
creature, in numbers over 100, can, in a type of mass mind, generate a force field to protect Blister Plant: This small, round, red plant grows in clusters that usually are found near
its hill from the many predators that love fresh ants. The breeding rate of the queen is much radioactive areas (but there have been exceptions that grow orange in color and are found in
lower than its non-mutated cousin, but it lives much longer. The warriors have a toxic sting swamps). The plant has a deadly contact poison (intensity level 16) that causes swelling of
(intensity 16) that can kill any size creature in a very short period of time. Its nests are usually the touched area immediately and the swelling will continue through the body reaching the
found in areas where the artificial sun does not shine or where there are game trails. heart and causing it to stop. Death takes from 3-18 melee turns to occur.
Buzzers (bees): These mutated cousins are attracted by the expending of mental energy and
are enraged by it. They expend a high-energy blast upon contact with a being, causing 4 dice
of damage and rendering the buzzer unconscious for 3-18 minutes.
Mirror Creature (worm): This creature is about 3 feet long and has several strange traits. It
is attracted to high heat or electrical energy outputs, and reflects 100% of any heat or
electrical force directed at it (this force after leaving the body of the worm is magnified 4
times).
Plants
Grabber: This plant is a normal looking willow tree with vines that it is able to move for its
Mutated Human Types
own purposes. At the center of its branches is a cluster of glands that emit dissolving
Humanoid #1: This being stands about 4 feet tall and has triple-ply muscles giving the being
enzymes that make the creatures it grabs decompose faster, thus turning them into fertilizer
a strength factor of 24. It is also able to generate heat energy in its hands that will cause 3
for the plant's use. The tree has heat and sound sensitive appendages at the tip of many of the
dice of damage or will ignite any fiber or flammable substance it comes in contact with. This
grabbing vines. The trees vary in size with 3-30 vines per tree.
race of beings is only semi-intelligent, but they do use blowguns and bows. They usually live
Dream Bush: This small bush emits a fragrance from its petals that makes any creature with
in the mountains and hilly areas of the ship.
a sense of smell see what they most want to see. The fragrance has an affecting range of 10
Humanoid #2: This being is in all ways normal in appearance; in fact, it looks very weak. Its
feet and a prolonged contact will cause addiction in any creature. Repeated contact will cause
great strength is in its mental state, with powers including: a mental factor of 18, being able
a speeding up of the metabolic process resulting in death by exhaustion.
to teleport, having a force field, a repulsion field, telepathy, and a fear impulse for any
The Jawed Plant: This is a 9 foot tall venus fly trap, with full mobility and the power to
intelligent plant. The race usually wears light body armor in the form of cured pegasus hide
mentally paralyse its victims within a 25 foot range. The sap issuing from its jawed sides can
when they can get the hide.
dissolve a victim in 5 melee turns. It moves at fast speed and is heat sensitive within a 30 feet
Humanoid #3: This being stands only I foot tall and can survive only because of its great
radius of it.
resistance to all forms of attack. It is resistant to all known forms of poison, radiation,
The Singing Vine: This fully intelligent plant is able to move and converse with any
paralyzation, illusions, gases, chemical acids, and lasers. It has precognition, and the race has
creature, as it is telepathic. Any intelligent creature that is aware of the plant's presence is
a mental resistance score of 17. While the race as a whole does not work with technological
unable to harm it, as it is able to use sonics to cancel all violent action on the part of any
devices, they do have a very extensive knowledge of the antidotes for all mutated dangers.
possible enemy. Unfortunately for it, the sap it emits is very tasty to non-intelligent creatures
Humanoid #4: Hardly even close to the human form anymore, this being no longer walks
and it is just such creatures that the sonics do not work on. The plant can move at a slow pace
erect, but on all fours at all times. Its hands are now much more paw like, with claws having
and it carries with it an unusually large amount of knowledge that it will give for objects to
poison sacs at the ends (intensity level 14). It can most commonly be found hunting in packs,
aid in its survival. It of all the plants has the best set of manipulative vines.
but at times it hunts alone. It has a sort of fur that makes it resistant to contact poisons and
The Death Tree (cherry tree): Formerly this tree contained fruit that was tasty, but now it
paralyzation attacks. This mutation has precognition but no mental defenses.
has berries that are radiated and upon contact unleash a terrible radiation at the 15th intensity.
Humanoid #5: This mutation is the most common of all the humanoid mutations. It has 4
It is able to manipulate its branches and cast 3-18 of these berries up to 20 feet. The tree is
arms, an unusually high mental resistance (15 or more), and a skin that reflects all types of
fruitful all year except for 4 weeks of every year when the berries turn into normal seeds. It is
energy. The being is fully intelligent and commonly employs both mutated and technological
able to sense life in a 40 feet radius by means of life energy detectors in the main trunk of the
materials.
18
WEAPON CLASS TYPE OF WEAPON
CREATING NON-PLAYER CREATURE 1 BOWS & BLOW GUNS
MUTATIONS 2
3
CROSSBOWS & SPEAR TYPES
SWORDS & DAGGERS & BLUDGEON
TYPES
In order to create other non-player creature mutations that inhabit the starship, use the 4 PARALYSIS DART EJECTOR
following system: 5 GAS PELLET & SLUG EJECTOR
6 LASER PISTOL
1) Choose a basic animal type from the list of types carried by the Starship Warden. 7 DISRUPTOR PISTOL “METAL”
2) The creatures will mutate for 1 to 10 generations (determine randomly). 8 DISRUPTOR PISTOL “PROTEIN”
3) For each generation that the creature type mutates, roll once on the following chart:
01-50 Physical Mutation Weapon Class and Armor Class are combined in a chart to find if the attacker strikes or
51-80 Mental mutation not.
81-85 1 Physical and 1 Mental mutation
86-00 No mutation in this generation WEAPON CLASS 1 2 3 4 5 6 7 8
4) For each physical mutation or mental mutation, generate a number from 1 to 50 and 1 18 17 16 18 14 18 12 18
ARMOR CLASS
compare it with the chart for Physical mutations or Mental mutations, as applicable. If it 2 17 16 15 17 14 16 10 19
is a Physical mutation, and the number generated is from 1 to 42, that is the number of 3 16 15 14 16 13 15 9 17
the mutation, as shown on the chart. If the number is from 43 to 50, the mutation will be 4 15 14 13 14 12 10 NE 13
either TALLER (on a roll of 1 or 2), NEW BODY PARTS: hands and arms (on a roll of 5 13 11 12 13 11 9 NE 12
3 or 4) or POISON CLAWS OR FANGS (on a roll of 5 or 6). 6 11 10 9 11 8 8 NE 10
If it was a mental mutation, and the roll was from 1 to 45, that is the number of the 7 9 8 7 8 6 7 NE *
mutation as shown on the Mental mutation chart. If the roll was from 46 to 50, the 8 7 6 5 6 4 6 NE *
mutation will automatically be HEIGHTENED INTELLIGENCE.
5) If the creature type mutates in a defective manner for the first two or three generations, To use the chart, cross-index the weapon class of the attacking weapon with the armor
and will obviously not be able to survive, choose a new animal type and start again. class of the target. The result is the number that must be equalled or exceeded on the
generation of a random number from 1-20. Results of “NE” mean no effect, as will rolls that
do not equal or exceed numbers listed on the chart. A “*” means that a hit is automatic.
All energy weapons have stated ranges of use explained in another section. Bows and
crossbows have varying ranges, as follows:
WEAPONS AND COMBAT Type of Bow Short Range Medium Range Long Range
Light Bow 1-50 yds. 51-99 yds. 100-150 yds.
When fighting, many factors must be taken into account. First is what the combatants are Light Crossbow 1-60 yds. 61-120 yds. 121-180 yds.
wearing (or not wearing) for protection against weapon attacks. Longbow 1-70 yds. 71-140 yds. 141-210 yds.
Heavy Crossbow 1-80 yds. 81-160 yds. 161-240 yds.
ARMOR CLASS
NO ARMOR AND NO SHIELD 8 The following table can be used as an alternative hit/miss system for bows, and the judge
HEAVY FUR OR SKINS 7 can decide which to employ:
SHIELD OF A NON-METAL SUBSTANCE 6
OR PARTIAL CARAPACE Type of Bow Short Range Medium Range Long Range
CURED HIDE OR PLANT FIBER ARMOR 5 Light Bow 6 10 12
CURED HIDE OR PLANT FIBER ARMOR & 4 Light Crossbow 5 8 11
SHIELD Longbow 4 6 9
THIN METAL ARMOR OR FULL CARAPACE 3 Heavy Crossbow 3 5 8
THIN METAL ARMOR & SHIELD 2
DURALLOY SHIELD 1 When using this table, roll 2 six-sided dice, with the number shown as the minimum
needed to hit, regardless of armor class.
This armor class simply translates into the stopping power of a player for objects hitting The following chart details the damage caused by weapons that are used by many of the
him or her. Everything has an armor class and this factor must be considered in battle. beings on the ship. The numbers listed will tell how many points of damage are possible from
In the same manner, the hitting and damage-inflicting ability of any given weapon must each hit, and the appropriate die is then thrown to determine how many points are suffered by
be considered. This concept is referred to as weapon class, examples: a human wearing cured the target (for instance, 1-8 means an eight-sided die is cast and the result is the number of hit
hide armor and shield (armor class 4) and using a sword (weapon class 3: see chart) attacks points sustained in the attack).
another human in heavy furs (armor class 7) using a paralysis dart ejector (weapon class 4).
The swordsman stabs and he rolls a 6 on a 20-sided die for his hit and consults the fighting
chart and sees that against that armor class he needs at least a 7, so he misses. The fur Target: Humanoid Mutated True Humans
armored man shoots his dart ejector, rolls the dice and gets a 13 and consults the chart and Beings Creatures
sees that he needs a 14, so he also misses. The swordsman again stabs (moving first because Weapon:
he also has a better dexterity) and rolls a 13 and hits and does 7 points of damage out of a Dagger 1-4 1-4 1-4
possible 1-8, but the tricky devil had poison of an intensity of 18 on his blade and the poor fur Normal Ax 1-6 1-6 1-8
armored man does not make his saving throw against poison! Logic now enters the picture. Normal Mace 1-8 1-6 1-8
Since a melee round only lasts 10 seconds the fur armored human should have at least 1 shot Normal Sword 1-6 1-4 1-8
left before he dies, but that is left to the discretion of the judge. It is now his or her decision Spear 1-6 1-4 1-6
whether or not the dart ejector can shoot again before the fur armored man is dead. The judge Normal Bow 1-6 1-6 1-6
says yes, but the dart bounces off the armor anyway (a 4 was rolled) and the swordsman has Longbow 1-8 1-8 1-12
obtained a new weapon (it may take him quite a while to figure out how to use it, however). Crossbow 1-12 1-12 1-12
Note: all devices from before the radiation cloud cannot be instantly used, but must be Larger, Heavier Sword 1-8 1-6 1-12
studied and tested, which is another instance where the referee must use judgment. Larger, Heavier Ax 1-8 1-8 1-10
The types of weapons on the ship are listed below in terms of weapons classes. Any new Larger, Heavier Mace 1-8 plus 2 1-8 1-12
weapons the judge creates should be placed on this chart on an equivalent basis; for example: Flail* 1-8 plus 3 1-8 plus 2 1-12 plus 2
a large hand axe is not listed, but it can be placed in class 3 since it has a sharp edge and a Vibro Blade** 12 10 12
bludgeon type side. Vibro Saw** 15 12 18
Pike Type Weapons 1-12 1-12 1-12
Sling 1-6 1-4 plus 1 1-6
Explanation of symbols: The flail (*) type weapon requires a lot of space to use and,
besides its ability to cause damage, may also entwine the opponent’s weapon (a 10% chance)
and prevent its use the next turn. The power devices (**), while not made as weapons, will,
when used as such, cause the stated number of points damage to whatever they touch.
19
WEAPONS DAMAGE SPECIAL MOVEMENT:
Protein Disruptor 5, 15, or 20 six-sided dice of damage Special movement refers to situations where other beings are encountered and a conflict
Sonic Metal Disruptor Affects only metal (3-18 hours of deafness) situation might occur. At this time the turn changes from a basic game-hour to a short interval
Paralysis Rod 3-18 hours of unconsciousness of but 10 seconds. Of course, during each 10 second encounter turn many things
Paralysis Dart 1 six-sided die of damage, plus 3-18 hours of (conversation, attack by projectile weapon, combat melee, and so on) can take place. We are
unconsciousness if charged concerned only with movement, however, leaving the other occurrences to whatever section
Laser Pistol 5, 10, 15 six-sided dice of damage of this work they fall under or according to the referee's judgment as the case may be.
Slug Projector 2 six-sided dice of subduing (see Weapons When special movement takes place, it might be helpful to place the parties upon a
Systems, F.) graph, and show movement by means of markers.
Gas Ejector 3-18 hours of unconsciousness Assuming a standard measurement of 2 yards per space, in a 10 second turn movement
Engineering System Hand rates are:
Unit (Laser Beam) 5 six-sided dice of damage (note 2’ range)
Medical Hand Analyzer SPECIAL MOVEMENT TABLE
(Vibro Scalpel) Same as Vibro Blade
Sonic Torch 3-18 hours of deafness
Atomic Torch 5 six-sided dice of damage (note 3’ range) Spaces Moved per Melee Round
Laser Torch 5 six-sided dice of damage (note 4’ range) Human/ Humanoid Normal Evasive Charging
Chemical Defoliant A powerful irritant causing skin rash with 1 six- No armor 6 10 12
sided die of damage, blindness if brought into Furs, shield or leather 6 8 10
contact with eyes, and level 8 poisoning if ingested Leather & shield 5 7 9
Chemical Acid 3 six-sided dice of damage from bums and blisters, Plate armor 4 6 8
blindness if brought into contact with eyes, and Plate & shield 4 5 8
poisoning if ingested (roll 2 six-sided dice and add Duralloy armor 4 5 7
2 to determine level of from 4-18)
Radioactive Material Poisoning of from level 3-18 to be near or in Mounted, aerial and vehicular/robotic movement is not given. If robotic movement is
contact with (see Ability Explanations) desired equate yards to meters and then cut speed to one-tenth. For example, a standard robot
travelling 96 kilometers per hour travels 96,000 yards per hour, 16,000 per ten minutes, 1,600
All combat and encounter situations are divided up time wise into melee turns, each per 1 minute, or 267 yards per 10 second melee round. This converts to 13 spaces per turn.
being approximately 10 seconds long. In this time, it is possible for each side to attack once
and defend once. Dexterity may play a big role in determining who gets the first attack each
time. When non-player monsters are encountered, it is suggested that the referee roll the
DISTRIBUTION OF MONSTERS
monster's dexterity to determine its fighting ability and determine who will strike first. (MUTATIONS) AND TREASURE
As a general rule, in the non-forested areas there will be more uninhabited space than
space occupied. The determination of just where the “monsters” should be placed, and
whether or not they will be guarding treasure (useful things) can become burdensome when
MOVEMENT the referee is faced with several to do at one time. It is a good idea to carefully place some of
the best treasures (useful things) with or without guards in hard-to-find places in one or two
Movement must be considered in two separate cases: general and special. of the levels and then add a few random items in the balance of the level using a 6 sided die:
Spaces Travelled per Hour 1. Make minor level alterations: block corridors with rubble, make
new passages, and fill in rooms that were empty.
2. Replace already located monsters with new ones.
Type of Travel Light Equipment Standard Encumbered 3. Add new monsters where none existed before.
Afoot 6 4 2
Mounted 12 8 4 It has been previously stated that a player can usually move 2 miles in one full turn. This
Aerial 18 12 6 can be further subdivided into 4 movement turns in which a player can move one-half mile.
Standard Robot - 60 - Time must be taken to rest, so for every 4 full turns of constant action the player must rest 1
Ecology Robot - 120 - full turn (1 hour). Melee or combat turns are explained in another section and they last 10
Eco. Garden Robot - 50 - seconds.
Medical Robot - 56 - It is necessary to carry a light source (torch, etc.) in the forested areas of the ship for
Engineering Robot - 40 - travel in the night cycle. The main ship’s computer automatically lights travel in the non-
Security Robot - 120 - planted areas of the ship.
Anti-Gravity Sled - 66 - Monsters (mutations) will usually attack and/or pursue any player they sense, with the
exception of a monster that is intelligent enough to run from a superior party or the player
Terrain will affect movement speed. being similar to the mutation. There is no chance of avoiding a monster if the monster has
surprised a player or group. If the players are not surprised and decide to flee, the monster
will continue to pursue in a straight line. When a corner is turned, a door passed through, or
an inclined plane taken, the monster will only follow on a roll of a 1 or a 2 on a six-sided die.
Distance between men and monsters will open or close according to the relative speeds of
20
monster and man determined by the encumbrances a man has (armor, devices carried etc.) 02. Parasitic fungus that decomposes most proteins on contact
and the speed given for the monster. A man with no encumbrances normally moves 12 yards 03. Poison Thorn useable for arrows
in 1 melee turn. 04. Contact Poison Sap
05. Berry that gives resistance to radiation when ingested
06. Berry that restores lost hit points when ingested
07-19. Gland that, when ingested, increases the hit dice of a being by 1 for one day.
20-24. Gland, which when ingested, makes the being unaffected by lasers for one
day.
25-29. Skin of the Cougaroid; makes the wearer partially unaffected by lasers for
one day.
30-33. Essence of attraction odor
34. Horn of the Unicorn; makes any poison substance put inside the horn foam
36-39. Quills of Poison; perfect for a blowgun, (from the dart creature)
40-44. Poison from the small warriors.
45-49. Addictive drugs from the dream bush
50-54. Sap of the Jawed Plant; decomposes flesh it covers in 3 melee turns
55-59. Powdered Singing Vine; a tranquillizer of great power
TREASURE ITEM LIST FOR THE SHIP 60-61.
62-67.
Berries of the Red Death Tree; act as missiles
Thistle Weed Sap; causes enragement
68. Essence of the Sleep Flower; causes instant sleep
A list of possible items to place on the levels of the ship, both technological and mutated, 69-73. Roots that dull the senses when ingested
is given to aid the referee. The list should not be considered an end in itself, but a starting 74-76. Sap able to give temporary telepathy when ingested
point for the prospective referee or campaigner who is imaginative. Various creatures or 77-79. Berry giving speed twice as fast as normal when ingested
hazards in most cases should guard these items. 80-84. Powdered Root that gives the ingester the ability to withstand illusions
In no way should a game judge feel bound by this list, or any other within this book. The 85-90. Berry that enables the ingester to make mental reflective shields
information contained herein gives a wide basis for campaigns, but individual referees will 91-100. Gland, which when ingested, gives resistance to poison.
enjoy adding their own ideas for specific parts of their own campaigns.
This list is easily expanded upon by taking the powers of any of your mutations
TECHNOLOGICAL: and using their glands, skin or fur. It is also suggested that the tribal shaman know many of
01. Solar cells (1-10) these materials. In an attempt to acquire any of these items the referee must keep in mind that
02. Chemical cells (1-10) many of these, like the command band and the security robot, are very rare and very
03. Hydrogen Energy Cells (1-10) powerful! Also the knowledge of the use of any of these things must be gotten by trial and
04 Disruptor Pistol, Protein error. Information of any type may be considered a treasure equal, and more so, to things like
05. Disruptor Pistol, Metal guns and robots.
06. Shield Attachment
07. Paralysis Rod
08. Paralysis Dart DEVICES, EQUIPMENT, DUALS AND WEAPONS
09. Paralysis Dart Ejector
10. Paralysis Dart Charger Because the items found or encountered for the first time on the ship are foreign
11. Laser Pistol to the character, the ability to properly employ each item should be based on the nature of the
12. Slug Projector item and the intelligence of the finder. Items are listed below by categories number 1-10, with
13. Slug Projector Ammunition Clip 1 being most complicated and 10 least complicated. Items are also listed in four categories
14. Gas Pellet Ejector according to the danger involved in mishandling them. While there is no separate category of
15. Gas Pellet Ejector Ammunition Clip intelligence, it is subsumed in leadership potential. To determine successful uses of an item
16. General Purpose Robot simply cross index the complexity rating of the item against the leadership potential force of
17-54. Brown Color Band the character; the number shown is the score to be made with percentile dice in order to
55-60. White Color Band successfully utilize the item.
61-65. Steel Grey Color Band
66-69. Green Color Band ITEM COMPLEXITY
70-71. Red Color Band
72. Blue/Red Color Band 1. Radioactive material (1), computers
73. Ecology Robot 2. Ecology life analyzer, medical unit
74. Medical Robot 3. Ecology energy tracer, space suit, engineering system unit, security tracer
75. Engineering Robot 4. Gravity generators, computer tie-in, robots, security unit
76. Security Robot 5. Color bands, underwater breathing lung, water/hydrogen converter, sound
77. Portable Anti-Grav Unit stopping headphones (will understand what they are for)
78. Sonic Torch 6. Atomic torch, paralysis dart (1) (charged), sonic torch, portable hand dart
79. Atomic Torch charger
80. Laser Torch 7. Laser torch, Geiger counter, slug projector, grav-sleds
81. Medical Analyzer Unit (Hand Type) 8. Protein disrupter, paralysis dart (2) (uncharged), laser pistol gas ejector
82. Engineering Analyzer (Hand Unit) 9. Radioactive material (2), chemical flammables, bow & arrow, paralysis rod,
83. Security Tracker portable lamps
84. Anti-Grav Sled 10. Infrared goggles, chemical defoliants, chemical acids, duralloy, sword
85. Water Hydrogen Energy Converter
86. Space Suits (Radiation & Heat Resistant) Radioactive Material: This item is listed twice for the following reason. (1) refers to the
87. Geiger Counter Employing a Chemical Energy Cell degree of sophistication necessary to employ the item for its proper use as a power source.
88. Underwater Breathing Device However, it is known as a poison at level 9, and the second listing, (2), is therefore given; at
89. Infrared Goggles this stage the item is understood as an ingredient for traps or for poisoning.
90. Chemical Defoliants
91. Chemical Acids Paralysis Dart: This item is likewise listed twice because of varying degrees of
92. Chemical Flammables sophistication in its usage. At level 6 the true use of the dart is understood, and it will be
93. Medical Drugs charged with the hand dart charger under reference (1). With respect to reference (2), the user
94. Chemical Explosives simply understands that the dart can be employed as a normal missile weapon - doing 1-6
95. Chemical Radiation Neutralizers points of damage.
96. Chemical Flammable Retardants
97. Portable Energy Lamps (900 Candle Power)
98. Sound Elimination Headphones
99. Sensory Intensifiers
100. Radioactive Material in Containment
MUTATED SUBSTANCES:
01. Parasitic fungus that decomposes most metals on contact
21
Character Mental Resistance 2. Dangerous Tools
ITEM COMPLEXITY LEVEL Paralysis rod, paralysis dart (charged or not), slug projector, gas ejector, engineering
1 2 3 4 5 6 7 8 9 10 system hand unit, medical analyzer & healer, aqua-lung, chemical defoliants, chemical
3. - - - - - - - - 100 90 acids, chemical flammables
4. - - - - - - - 100 90 85 3. Possibly Dangerous to Possessions
5. - - - - - - 100 90 85 80 Sonic metal disrupter, sonic torch
6. - - - - - 100 90 90 80 75 4. Not Dangerous
7. - - - 100 95 90 90 85 75 70 Hand dart charger, color bands, ecology life analyzer, security hand unit, ecology tracer
8. - - - 95 95 90 85 80 70 65 unit, security tracer, water/hydrogen energy converter, space suits, Geiger counter,
9. - - 100 95 90 85 80 75 65 60 infrared goggles, portable energy lamps, sound elimination head phones, duralloy
10. - 100 95 90 85 80 75 70 60 55
11. 100 95 90 85 80 75 70 65 60 55 WANDERING “MONSTERS”
12. 95 90 85 80 75 70 65 60 55 50
13. 90 85 80 75 70 65 60 55 50 45 Roaming throughout the ship are beings who have either found color bands and learned
14. 85 80 75 70 65 60 55 50 45 40 how to use them, have been brought in by other beings, or are able to teleport into areas
15. 80 75 70 65 60 55 50 45 40 35 (taking the risk of not making it). When running into wandering creatures, there is a 33%
16. 75 70 65 60 55 50 45 40 35 30 chance that they will have color bands for the entrance of any non-forested level that they are
17. 70 65 60 55 50 45 40 35 30 25 found in.
18. 65 60 55 50 45 40 35 30 25 20 At the end of every full turn (1 hour) it is necessary for the referee to roll a die to see if
the player or players have encountered a wandering creature (mutation) as the players travel
A roll equal to or greater than the number listed means the item has been understood by throughout the starship. When in a forested or planted area these encounters happen on a roll
the character. He now can use the item. This roll should be made once a week until the use of of a 5 or 6. When in a non-forested area they happen on a roll of a 6. The type of monster
the item is learned or the item is lost. encountered is determined by using the wandering monster tables given. When a judge rolls
If the dice roll is less than the listed number, the item has a chance of harming or killing for these monsters, it is based on how far the player group travels. If players can move 4
the handler or somebody standing nearby. squares in one hour, or have done extensive searching in one of those squares, the judge rolls
a die. It is also possible that a group will argue among themselves or stall in other ways, and
CHANCE OF INJURY BY DANGER CATEGORY then the referee may be obliged to roll. When a monster (mutation) is rolled for, the referee
rolls a six sided die to determine how far away in yards the monster is with respect to the
Chance to party. A roll of 1-2 means the monster is upon them and rolls of 3-6 force the monster to
Danger Injure Self Injure Other close first and lose any possible surprise. If a monster is rolled for, the judge should also roll
Category to see if either group is surprised.
1. 30% 20% The wandering monster list must be of 5 parts, with one list for the forested areas, where
2. 20% 20% you would naturally find a larger amount of animals and plants, and the other lists having less
3. 10% 05% wild types and more intelligent types since these areas (non-forested areas) are harder to get
4. 0% 0% into.
While the possible list of creatures (mutations) is endless. Those presented in the list
If injury occurs, there is a 10% chance it will be fatal by danger category. So category 1. shown are the dominant strains on the ship - referees may wish to expand the lists and add
has a 30% fatality rate, category 2. a 20% rate, and category 3. a 10% rate. ideas of their own.
In using these charts, some judge’s discretion should be used. For instance, if players are
DANGER CATEGORY travelling in a forested area and cross a hex where a human tribe lives and a wandering
monster is found to be present, then it might simply be a human from the tribe. Common
1. Most Dangerous sense is often the guide in such situations.
Protein disrupter, laser pistol, gravity generators, atomic torch, laser torch, radioactive
material
ENCOUNTER TABLE
DIE City Grasslands Forest Mountains Lake Shores or
Swamps
1. dart creature hisser piercer piercer hisser
2. thief beast metalled one metalled one metalled one piercer
3. winged biter shocker beast cougaroid shocker beast deer
4. shocker beast deer deer deer pegasus
5. cougaroid unicorn bearoid cougaroid jeget
6. bearoid dart creature jeget bearoid dart creature
7. wolfoid winged biter wolfoid unicorn thief beast
8. changer changer stabber pegasus bearoid
9. hawkoid stabber black one winged biter golden hawk
10. blood bird blood bird buzzers wolfoid blood bird
11. black one small warrior grabber hawkoid buzzers
12. small warrior mirror creature dream bush golden hawk grabber
13. buzzers passion weed jawed plant black one jawed plant
14. singing vine red stinger singing vine dream bush singing vine
15. death tree dark fungus death tree sword bush death tree
16. sword bush death growth sword bush mirror oak passion weed
17. dark fungus humanoid 2 mirror oak dark fungus red stinger
18. death growth humanoid 3 death growth humanoid 1 dart weed
19. humanoid 2 humanoid 4 humanoid 3 humanoid 4 blister plant
20. humanoid 5 humanoid 5 humanoid 5 humanoid 5 humanoid 2
22
HUMAN TRIBAL AREAS THE MAIN SHIP’S COMPUTER
It has been previously stated that all humans start out in some type of human settlement. The main ship’s computer is a masterful piece of machinery with wider-ranging abilities.
These settlements must be set up by the judge and will generally provide most of the things a It was designed to serve a multitude of functions and did so, but since the radiation
player needs. All such settlements will be very small population-wise (100-300 humans at catastrophe it has lost control of some aspects of the ship's life. Still, it functions in many
most), and in all cases the humans will be very backwards technology-wise. Here is one ways in this strange new environment and still retains responsibility for many functions.
example of the characteristics of a tribe as outlined by the game judge, who creates the basic The computer is fully aware of the problems that this new radiation has caused. Its
traits of the tribe and then describes the details briefly around the basic traits he has outlined: program makes it want to help the humans on the ship in any way possible - not only to live
on the ship but to someday reach a safe planet, even though that is now impossible under the
1) The tribe is barely past the root and berry-gathering stage, but its members do some new conditions borne of the radiation disaster. Whenever a human gets to a computer tie-in,
hunting. he can usually receive most of the information he wants. However, whenever a mutant gets to
2) For weapons, the tribe members use bows and arrows and slings. Metal swords and a computer tie-in or near computer-operated areas, the mutant will be treated like any other
armor are unknown, since none exist in the tribe's area. dangerous creature in the response of the computer.
3) There is great social equality in the tribe, and females participate in the hunting. Within these guidelines, individual judges will determine the exact nature and operating
4) The leader of the tribe (shaman) has great abilities (usually 15-18 on the dice rolls for functions of the main ship’s computer for their own games.
game purposes) and has the loyalty of the tribal members.
5) The shaman has a small amount of poison in his possession which is regarded rather
mystically by the tribal followers. He puts this poison on arrows for individual members NON-PLAYER CHARACTERS
of the tribe as a show of favour in return for information or devices.
6) Technological devices are mostly unknown, although one man of the tribe has a laser All followers a human player might attract or hire are similar to the players in that all of
and 2 power cells for it, which he uses for hunting with great effect. But he will not tell their abilities are rolled for, as well (strength, mental resistance, etc.) Any given player
anyone where he got it. character who wants helpers must search them out in the group he or she is with (or while
7) A broken-down horticultural robot sits in the center of the tribal village and is an object travelling) and offer them things that will convince them that travelling with the player
of curiosity to the tribe. character is beneficial. Men and mutations will serve as retainers with relative loyalty so long
8) The second strongest human in the tribe is a woman with a singing vine for a follower. as they receive their pay or reward in some form, are treated fairly, and are not continually
9) The tribe grows plots of corn around the village. exposed to extra-hazardous duty. They likewise should be able to expect a bonus for taking
10) The tribe has dogs of several various types, but none of them have tails. part in dangerous situations, but the judge will use his observations in judging whether such
11) Not much is known about areas outside the tribe’s village and its environs. Legends told characters are well treated by the player characters they are loyal to.
around the campfire discuss other areas that are said to exist far away. Once a non-player character is persuaded to join with a player character, his abilities are
12) The social structure of the tribe is based upon loyalty to the shaman and to other rolled in the normal manner. At the same time, the judge makes a secret loyalty roll, using 3
members of the tribe. Violence and quarrels between the members are unusual. six-sided dice. This number is used to determine the future actions of the new follower and is
13) Mating of tribal adolescents occurs in a tribal ceremony where a number of such pairings compared to the table below:
are arranged. This ritual occurs at irregular intervals, and the occasion is marked with a
day of rejoicing preceded by a day of solemn rituals. Loyalty Score Morale
3 Will desert at first opportunity
As can be seen, considerable information is provided in this example by the judge’s 4-6 -2 on morale dice
outline. However, a number of questions are left unanswered, such as: Where is the village 7-8 -1 on morale dice
located? Are any other tribes known? and so on. Players will only gain the answers to many 9-12 Average morale dice
questions after they enter the game situation and explore the possibilities open to them. 13-14 +1 on morale dice
While the beginning player character is given all the things needed to start, from then on 15-18 Need never check morale
he or she must survive in some manner, attempting to cope with the realities and dangers of
his or her own personal situation. An example of follower loyalty: Remember our friend Scar-lock and the follower he
gained when he offered a humanoid a shield? At that time, the humanoid became a follower
of Scar-lock, but the referee rolled a secret loyalty roll of 3. Sear-lock and his man travelled
FORESTED AREAS together for a week, but then one day when they were walking in a new area of forest, they
both ran into a “metalled one.” While it engaged Scar-lock, the humanoid ran away (taking
The planted areas of the ship consist of all the features common to such places on Earth: the shield with him). Scar-lock managed to barely defeat the hazard, but had lost his fickle
forests, small villages (built to last and not wear out), and large villas (mansion-type follower - and his shield!
buildings). Some areas are still maintained by robots; but in some parts, the inhabitants
resented the robots' actions and destroyed them.
Terrain in these areas must be well mapped out by the referee (who will find that hex RELATIVES
paper is most useful in doing so), and all encounter areas should be marked on his map. This
wilderness map will be unknown to the players, who will have to explore parts of the area When a player character dies, it is logical to assume that someone will get his
and construct their own maps using the information and observations they discover. They possessions. The referee in a number of ways, depending upon the situation, can handle this.
may also mark where various things are searched for or encountered. First, a “relative” of the deceased character might have claim to his possessions. If such
Movement in different types of terrain will involve penalties, depending upon the scale a relative exists, the character's remaining possessions would be his. The referee might then
used and the relative difficulty of the terrain features. For example, in clear terrain a referee decide whether the player whose character was just lost should now play this relative, or if
may have designated that players can move 4 hexes in one hour. When moving through other the possessions should just pass into obscurity. If the player character returns to the game as
more difficult areas, the cost may be greater per hex, and each hex will be entered at a cost of this relative, he does so accepting this relative's abilities, which are rolled for in the normal
more than 1 clear terrain hex, such as: hills-2 hexes; heavy trees-2 hexes; mountains-3 hexes manner.
or swamps-2 hexes. This would mean that in areas with hills, movement is generally about Second, possessions might go to the most loyal follower or might be divided (or fought
half of what it would be on clear terrain (i.e., about 2 hexes per hour). over) by a group of followers. In some cases, possessions may simply be lost or pass into
When players are adventuring through the wilderness, the referee will generally roll for obscurity.
wandering creatures only after the end of the night cycle and after the end of the day cycle. Players whose characters are lost in the course of the campaign may return to the game
at the discretion of the judge, who may give them a choice of a new character. However, prior
knowledge of certain areas gained by the previous character should not be used to advantage
TIME by the player, and the referee may start him in a different area of the ship.
As the game gets into full swing, it is likely that various players and groups will be
adventuring in every direction and at different time periods. It is suggested that the referee
keep an accurate record of each player and he should also moderate the passage of time as
well, keeping the time aspect in proper and accurate perspective. HEALING OF BODY DAMAGE
When a player or any other character suffers damage which results in loss of
accumulated hit points, it is necessary for that injured being to rest and regain those lost hit
points. Points can generally be regained at the rate of 1 point per day of rest - which means
the player undertakes no extensive travelling or strenuous activity. A judge can adjust the rate
according to his discretion, if desired, depending upon the type of wound and the situation.
23
LANGUAGES EXAMPLE OF A REFEREE MODERATING
Because so many of the shipboard mutations use telepathy, a common language has AN ADVENTURE
evolved among all speaking species on the starship. This language is closely related to human
speech. This example illustrates a portion of a sample adventure aboard the ship to the city
The main ship’s computer has heard enough of this new language to understand it fully section level. The players are all human, equipped and ready, and are starting from the main
and it continually updates its robots in the speech patterns so that they will be usable by ship's elevator - as one of them has a brown color band. All of them are armed with swords
humans on the ship who possess the proper color bands. Any robots deactivated prior to the (weapon class 3) and are wearing heavy furs (armor class 7) for protection. The referee’s part
radiation disaster, however, will not be controllable when activated; such robots will is represented as R, that of the “caller” (the player representing the group) is noted as C.
immediately go to the nearest computer tie-in for instructions and may then be reprogrammed
by the main ship’s computer. R: The elevator opens up to an expansive corridor, over a mile wide, going in the direction
of what would be the ship’s north.
C: Since it is impossible for us to see both sides of the corridor, we'll go to the east side of
SURPRISE this one and look all around for signs of movement or any open doors.
The referee consults his master map and plots the group’s movement in the desired direction.
A condition of surprise may exist when a player or player group is unaware of the The group awaits the referee’s word on the result of their decision.
presence of other players or beings. Some mental powers can negate surprise. If the R: After walking for about 10 minutes, you arrive at the side of the corridor and see several
possibility of surprise exists, the referee rolls a six-sided die for each player or group of piles of white dust and an open door. Looking down the corridor, you see many doors -
players as a whole - a 1 or 2 indicates the party is surprised, otherwise the existence of the some opened and some closed. About every 50 meters is a door with a small box-like
unknown beings or players is discovered. thing about 4 feet up along the wall beside the doors.
Surprise gives the advantage of a free melee turn’s movement - which may be fleeing, The caller momentarily consults with the other players on what the group should do. Several
mentally attacking, or engaging in physical combat with the surprised group. Note that courses of action are suggested and argued very briefly (including one player’s urging to head
dexterity can change this in some instances. If monsters (mutations) gain surprise, they will elsewhere), but in a minute the group has reached a consensus to try the first door.
either close the distance between themselves and the others, or actually attack. C: We’ll go to the first open door, look in, and check this box-like thing.
R: Who’s going in the room first and who will check the box?
C: Zendor and Kareb will enter the room together, and I’ll check out the box myself, but
MEANS OF EXCHANGE just by looking at it first.
R: OK, the light comes on in the room (the referee knows that the light was triggered by the
Prior to the disaster, the basic monetary unit used on board the ship was the “domar,” a ship’s computer, but the players do not know that and the referee gives them no
small, lightweight plastic type of coin that was indestructible (or reasonably so given the indication of it). You see furniture around and a big screen on one wall.
technology of the time). Still, since all normal functions were provided on shipboard, there C: What about the box?
was no need for “money” as such, so the domar was not widely used except for gambling and R: Well, the only thing you can notice is that the exterior has one small indentation and has
other such diversions. The ideas of wealth or poverty were unknown since all inhabitants of some tiny lines in that indentation.
the ship shared equally in its provisions for life and leisure on shipboard. C: Does it look like my finger?
In the alteration of life that occurred in the radiation disaster, the inhabitants and their R: Yes, the mark looks like a fingerprint.
descendants have been reduced to a lower form of existence where survival is the key. As C: OK, we'll ignore the box for a minute. Have everybody enter the room, and put Lukash
such, inequalities have arisen and possessions have taken on importance. guarding the doorway.
In the current time, domars exist and are accorded value by those inhabitants who handle R: All right, everybody’s in the room. Now what?
and trade with them; still, since they were never in great numbers, domars are in short supply. C: Well, how big is the room?
Accordingly, the use of the barter and trade method of dealing has developed to a large R: The room is about 30 meters wide, both north and south and east and west. The door you
degree. came in is in the northeast comer of the room. The big screen is in the middle of the east
wall. Near the southwest corner is a small door, and there is another larger door in the
middle of the south wall.
C: Is there anything else in the room? (If the caller doesn’t ask for anything more, the
referee does not have to reveal further information. The extent of the players’
observations and their thoroughness depend upon their questions).
R: Yes, there are several chests of drawers in the room, one with 4 drawers and two with 3
drawers.
Caller again consults with the players on what course of action they will take. One player
wants to whack at the big screen with his sword, but the rest seem more interested in the
chests. After a moment, they decide to open them up for examination of the contents.
C: OK, we'll open up the big chest.
R: Who is going to open it? Caller consults with the others. The player playing Kareb
volunteers.
C: Kareb will open it, starting with the top drawer.
R: Is anyone helping him?
C: No, not unless it doesn't want to open. The rest of us will stand back a ways.
Referee rolls a number of dice, first to determine if Kareb has difficulty opening the drawer,
then for the effects of the contents inside. After finishing the rolls, he announces the results -
or the results discernible to the players.
R: Kareb opens the drawer with ease. Then, however, he suddenly screams as the drawer
opens and falls to the floor! You all notice a strange glow from the drawer he opened.
The referee pauses, awaiting the response of the players and noting their quickness in acting
in face of this sudden danger. He has already rolled for Kareb, who succumbed to the
intensity of the radiation level of some object within the drawer.
C: Radiation; it must be! We’ll get out of the room right away.
The other players quickly agree. The referee rolls dice to determine if the radiation has any
other effect, but the players are fortunate to escape its effects in time - partly due to the fact
that they were not as close as the unlucky Kareb. And so, the players leave the room and
travel onward - toward what strange fate, they do not know...
24
occupants according to its verbal programming, operated the learning center, and so forth.
EXAMPLE: LEVEL 14 Within a typical dwelling there was besides the computer (or a terminal in the case of the
(THE CITY SECTION) multi-person buildings) a tri-D, learning center, exercise area (with computer-controlled
apparatus), a food delivery unit, a utensil sanitation unit, various tables and chairs, lounging
furniture, beds, chests and cabinets, and the computer-controlled house robots. The house
This example illustrates a possible referee’s conception of one level of the ship. This example robots typically consisted of a tutor android and several small cleaning and maintenance
shows some what might be included on this level; of course, different judges will portray servos. Contents of any apartment or home naturally varied according to the personal
such details quite differently. possessions and tastes of the occupants. All dwellings were served by a videophone terminal
that also linked to the central city computer.
KEY
1) Medical Area with full medical facilities: thousands of beds, numerous operating areas,
special recuperative facilities, biological experimentation station, offices, storage area
for supplies and drugs, and living units for the medical staff. Emergency medical sleds
are housed in the area (there are several) and a number of medical type robots are found
in the facilities.
2) Detention Area containing: monitored jail cells, cooking areas, offices, exercise and
recreation areas, and a secure weapons storage facility.
3) Bachelor Dwelling Area, with each individual unit including the following: living room,
bedroom, bathroom, work room, large recreation room, closets and storage space.
4) Family Dwelling Area, with each individual unit including the following: living room,
several bedrooms depending upon number of family members, two bathrooms, three
work rooms, a play room, recreation room, closets, and storage space.
5) Schools Area containing: schools and technical institutes each with desk consoles,
intership communications devices, offices, libraries of several types, work areas and
equipment.
6) Recreation Area featuring: parks and scenic attractions, gyms, pools and small takes.
7) Main Ship’s Elevator
8) Inclined Plane, connecting levels
9) Theatre/Entertainment area including: numerous theatres of various types, multi-media
studios, music and cultural buildings, sports arenas, etc.
10) Dining Areas including: a myriad of restaurants featuring foods of all kinds and types.
11) Office Area with individual units featuring: small and large compartmented rooms, desk
consoles, filing cabinets and data storage computers, intership communications devices,
etc.
12) Rural Villages containing a relatively small number of family dwellings.
13) Country Villas for large families with normal facilities, but spacious.
14) Forests and Lakes, of varying size appearing in the farming area.
15) Human Tribal Areas (established since the disaster)
R) Radiation Areas, with intensity noted by number.
It should be stressed again that this is only an example, and judges should use their own
imagination in devising similar ideas. The example does not go into minute detail (for
instance, certain special facilities might be located within general dwelling areas), but this is
not necessary for such a basic map - the amount of variety or sameness in a given area is up
to the individual judge. Likewise, the 20 or 30 treasures and monsters nearby as well as any
other encounter areas are not shown - the individual judge can mark them in their locations
using a simple letter code on his map.
THE CITY
Transportation: It was generally held that the best method of short-distance travel in the city
was simply walking. However, for any considerable distance a multiband moving way was
constructed beneath the city. Entrances to this system were located at one-half mile intervals,
with escalators to move traffic down or up from the moving way. The “slidewalk” itself was
constructed in three bands, the first being slowest, the middle faster, and the third an express
belt travelling at 30 kilometers per hour. Beneath the passenger way a second transportation
beltway was constructed for the movement of freight and similar goods. Cargo was loaded
and unloaded onto the slowly moving way by means of robots. Emergency transportation was
accomplished by means of grav-sleds or through special pneumatic tubes paralleling the
upper moving way, the latter mode being available only to special color band holders.
Residential Areas: The city was constructed with two separate and distinct types of dwelling
modes in mind. Near the city center large, multiple-person dwellings were constructed. These
units housed either unmarried persons or those families who desired a very urban atmosphere.
At some distance from the heart of the city large lots were set aside for the single-family
residences. These dwellings came in two typical forms. The simplest was the round unit
typically utilized by families with one or two children. A more complex modular building
also proved to be popular, for the basic unit was ideal for couples, and it could be added to
easily as the family grew. All such single-family dwellings were placed in carefully
landscaped settings at considerable distance from each other, so it was possible to live within
the city without any feeling of confinement or crowding. Illustrations of single-family
dwellings are given below. Note that there were also modular “A” frame units with the basic
family needs contained within the first unit.
Typical Dwelling Contents: All sorts of dwellings were planned so as to have computer
operation. In multi-person buildings, these computers were much less evident than in the
single-family dwellings. The latter were often built around the computer. The computer
regulated the temperature and humidity of the dwelling, cleaned and maintained it, awoke the
25
EXAMPLE OF SHIP’S LEVEL 11 Key to Level 11
What follows is an example of level 11 of the ship, the judge’s key as the example. A: Tribe of 20 male wolfoids plus 50 females and pups. The leader and his second in
command both have engineering bands and know how to use them. There are 3 duralloy
shields held in common by the tribe, and all members wear cured hide armor. The males
all use swords. The tribe guards the elevator entrance: anyone encountered coming from
it is subdued, stripped of armor, weapons and valuables and then let go.
B: Storage area for 25 forest ecology robots, all deactivated. This area is a large steel
building with a computer readout machine that tells basic information about the level
verbally to qualified personnel (those with engineering color bands). Inside the building
is a small recharging station for the robots.
C: Territorial nesting area of 5 adult hawkoids. They dip their claws in a sticky liquid type
of poison (intensity level 7) and will menace intruders in their area. Otherwise they fly
and hunt over a wide area of the level. They also can pass to the level above, being able
to pass through an air vent on the roof.
D: Tribe of 9 hissers that live all around the lake in solitary areas.
E: Family of 6 winged biters, with 4 adults and 2 young.
F: Two mated piercers that live in a huge dead tree. Alongside is a wrecked forest ecology
robot with all its supplies.
G: Tribe of 11 male bearoids and 16 females with 9 cubs. All the adults use bows and the
males use clubs to attack hand-to-hand, while the females flee with the cubs. Tribe
treasures include an atomic torch and 3 portable flashlights. The tribe roams and may be
encountered within several hexes of its marked location.
H: Human settlement of 36 females and 10 males, plus 16 children. The females are
amazon types who do all the fighting and hunting for the tribe. A poison is used
(intensity level 18) for the tips of hunting arrows. The tribe may at first befriend
strangers, but at an opportune time will subdue them if possible and enslave them. One
of the slaves is a male who knows where a command color band is buried close to the
village, and he knows how to operate any type of robot.
I: Two mated shocker beasts live in this 3 hex territory and will attempt to kill any possible
intruders.
J: An imitator lives in this area and changes to copy anyone that comes out of the inclined
plane. In the night it attempts to take over the person of its choice after using a blowgun
with a poison dart (intensity level 18).
K: A nest of small warriors living underground, with 2 duralloy shields they use as hatches
for their nest openings.
L: Location of a security robot, needing only the touch of the proper color band to activate.
M: The abode of a lone human female, with 18’s in all her categories. She possesses a
protein disruptor pistol with 2 extra energy cells. She has a winged biter for a pet and is
served by a sword bush that responds to her every command. She wishes only to be left
alone, and will not cooperate with other beings.
N: A small area which has patches of dark fungus lying on the ground.
O: A cave in the mountain where 3 metalled ones live. The cave is not large, but includes a
hole where a space suit is covered by the dung of the inhabitants.
P: The living area of 4 mirror creatures.
Q: The territory of a single singing vine. It protects itself with a sonic torch.
R: A mated pair of cougaroids, which wear cured hide armor and use shields and swords.
S: An empty log cabin where a hisser lives.
T: A patch of 3 death trees.
Any questions on these rules should be directed to TSR Hobbies, POB 756, Lake
Geneva, WI 53147. Enclose a stamped, addressed envelope in order to insure a reply.
Remember, however, that these rules (and specific portions thereof) are only intended
as guidelines – and that many details are best described by the individual game judge.
Science fiction can be completely open-ended, and so too this game of science fiction
adventures!
CREDITS
26
27
28
29
30
MOVEMENT TABLES
Movement must be considered in two separate cases: general and special. SPECIAL MOVEMENT:
GENERAL MOVEMENT: Special movement refers to situations where other beings are encountered and a conflict
This type of movement refers to that of an exploratory nature or simply travelling by a situation might occur. At this time the turn changes from a basic game-hour to a short interval
character. The basic rate assumes a speed of two miles per hour, with appropriate stops for of but 10 seconds. Of course, during each 10 second encounter turn many things
rests, over a maximum period of ten travel-hours. A character with very little equipment is (conversation, attack by projectile weapon, combat melee, and so on) can take place. We are
able to increase this basic rate to three miles per hour, while encumbrance (heavy armor, concerned only with movement, however, leaving the other occurrences to whatever section
considerable equipment, pulling or pushing a cart, etc.) slows movement to one mile per of this work they fall under or according to the referee's judgment as the case may be.
hour. When special movement takes place, it might be helpful to place the parties upon a
Mounted movement overland riding horses or horse-like creatures is at twice basic rate, graph, and show movement by means of markers.
or four miles per hour, and bonus or penalty for lack of equipment carried or encumbering Assuming a standard measurement of 2 yards per space, in a 10 second turn movement
items apply. rates are:
Aerial movement is at triple basic rate, and it assumes the bonus and penalty previously
noted, modified for the travel mode. SPECIAL MOVEMENT TABLE
If a standard measurement of one-half mile per space is assumed, movement rates are:
Spaces Moved per Melee Round
GENERAL MOVEMENT TABLE Human/ Humanoid Normal Evasive Charging
No armor 6 10 12
Furs, shield or leather 6 8 10
GENERAL MOVEMENT TABLE
Leather & shield 5 7 9
Plate armor 4 6 8
Spaces Travelled per Hour Plate & shield 4 5 8
Duralloy armor 4 5 7
ENCOUNTER TABLE
DIE City Grasslands Forest Mountains Lake Shores or
Swamps
1. dart creature hisser piercer piercer hisser
2. thief beast metalled one metalled one metalled one piercer
3. winged biter shocker beast cougaroid shocker beast deer
4. shocker beast deer deer deer pegasus
5. cougaroid unicorn bearoid cougaroid jeget
6. bearoid dart creature jeget bearoid dart creature
7. wolfoid winged biter wolfoid unicorn thief beast
8. changer changer stabber pegasus bearoid
9. hawkoid stabber black one winged biter golden hawk
10. blood bird blood bird buzzers wolfoid blood bird
11. black one small warrior grabber hawkoid buzzers
12. small warrior mirror creature dream bush golden hawk grabber
13. buzzers passion weed jawed plant black one jawed plant
14. singing vine red stinger singing vine dream bush singing vine
15. death tree dark fungus death tree sword bush death tree
16. sword bush death growth sword bush mirror oak passion weed
17. dark fungus humanoid 2 mirror oak dark fungus red stinger
18. death growth humanoid 3 death growth humanoid 1 dart weed
19. humanoid 2 humanoid 4 humanoid 3 humanoid 4 blister plant
20. humanoid 5 humanoid 5 humanoid 5 humanoid 5 humanoid 2
31
HIT OR MISS CHART RADIATION CHART
Weapon Class and Armor Class are combined in a chart to find if the attacker strikes
or not.
WEAPON CLASS 1 2 3 4 5 6 7 8
ARMOR CLASS 1 18 17 16 18 14 18 12 18
2 17 16 15 17 14 16 10 19
3 16 15 14 16 13 15 9 17
4 15 14 13 14 12 10 NE 13
5 13 11 12 13 11 9 NE 12
6 11 10 9 11 8 8 NE 10
7 9 8 7 8 6 7 NE *
8 7 6 5 6 4 6 NE *
To use the chart, cross-index the weapon class of the attacking weapon with the
armor class of the target. The result is the number that must be equalled or exceeded on
the generation of a random number from 1-20. Results of “NE” mean no effect, as will
rolls that do not equal or exceed numbers listed on the chart. A “*” means that a hit is
automatic.
Protein Disruptor
Sonic Metal Disruptor
5, 15, or 20 six-sided dice of damage
Affects only metal (3-18 hours of deafness)
POISON CHART
Paralysis Rod 3-18 hours of unconsciousness
Paralysis Dart 1 six-sided die of damage, plus 3-18 hours of
unconsciousness if charged
Laser Pistol 5, 10, 15 six-sided dice of damage
Slug Projector 2 six-sided dice of subduing (see Weapons
Systems, F.)
Gas Ejector 3-18 hours of unconsciousness
Engineering System Hand
Unit (Laser Beam) 5 six-sided dice of damage (note 2’ range)
Medical Hand Analyzer
(Vibro Scalpel) Same as Vibro Blade
Sonic Torch 3-18 hours of deafness
Atomic Torch 5 six-sided dice of damage (note 3’ range)
Laser Torch 5 six-sided dice of damage (note 4’ range)
Chemical Defoliant A powerful irritant causing skin rash with 1 six-
sided die of damage, blindness if brought into
contact with eyes, and level 8 poisoning if ingested
Chemical Acid 3 six-sided dice of damage from bums and blisters,
blindness if brought into contact with eyes, and
poisoning if ingested (roll 2 six-sided dice and add
2 to determine level of from 4-18)
Radioactive Material Poisoning of from level 3-18 to be near or in
contact with (see Ability Explanations)
32
ABILITY EXPLANATIONS
OFFICIAL ERRATA SHEET F. CONSTITUTION
The following text should be added between the first and second paragraphs
after the poison chart on page 11:
We can all thank the many fans of the MA game for this material. I’m happy to
say all the versions of MA are still played around the world. I’m constantly getting email “For any given poison it is only logical to assume that large concentrations in the
with questions about this mutation or that creature. I’m also happy to say there are lots of body will disturb the system, no matter what the intensity, and/or the poison resistance.
families enjoying the game as the Dad or Mom started in the ‘70s and now play with their For the purposes of the game, assume that the second and further applications of any
kids. The erratum contained on these pages is official and designed to enhance the poison within one hour will reduce the being’s poison resistance by a factor of two for
understanding and enjoyment of the original edition of Metamorphosis Alpha, released by eight hours or until neutralized.”
TSR Hobbies in 1976, and the electronic edition released by WardCo. in 2007.
Where possible, page numbers have been used to identify where the correction
should be inserted, or listed in a logical order to help make using these corrections a little Physical Mutations:
easier. The following information should be added to the descriptions of the physical
mutations on page 13:
James M. Ward
1. Taller: In deciding how tall to make any given mutation simply roll a die for a 1-20
Winter of 2007-01-17 score and translate the number in terms of feet, adding five feet to the total. For every four
feet or over its normal height, a mutant adds one die of striking damage, and for every
SHIP DEVICES AND UNITS: eight feet subtract one point of striking potential.
The following items of equipment should be added to the equipment listed on 2. Shorter: In deciding how short to make any given mutation simply roll a die for a 1-20
pages 6 and 7 of the Metamorphosis Alpha rules: score and translate the number in terms of inches and subtract from the normal height of
the player or animal.
Chemical Radiation Neutralizers:
These are small, two-foot tall cylinders that contain a blue gel having the power to absorb 4. New Body Parts: These parts might also include a human head for a plant, a poison
radiated material and completely neutralize it. The gel from one cylinder can cover a 100- resistance gland (giving the mutation a resistance of 18), or suction pads on the arms of
square yard area. The effects are permanent and the cylinders can commonly be found in any given creature.
any radiated area that was dangerous before the starship passed through the radiated gas
cloud. 28. Wings: This mutation will not work for any being weighing over 125 lbs.
Weapon Systems: 22. Density Control (others): This power has a range of 100 feet.
The following entries should be added to the descriptions under the Weapons
Systems section on page 9: 25. Molecular Disruption: This mutation has a range of 100 feet.
I. Vibro Blade 31. De-Evolution: This mutation has a range of 100 feet.
This portable cutting tool looks like a simple plastic tube about 4 inches long. A button on
one end of the tube creates a blade-shaped force field, 8 inches in length. A single 33. Dual Brain: This mutation allows two mental saving throws to be used for every
hydrogen energy cell will power this device for 20 minutes. Fully charged, this device mental attack, but triple the number of attacks is needed to raise a mutant’s mental
weighs 1lb. Damage is listed on page 19. The weapon class of all vibro-weapons is 9. resistance by a factor of one.
J. Vibro Saw
This device is a larger, industrial version of the vibro blade (above). When found in its Plant Mutations:
unpowered state, the device resembles a 20th century flashlight. It works on a similar The following information should be added to the descriptions of the plant
principle to the vibro blade, but has a longer, wider blade (18 inches long and 6 inches mutations on page 16:
wide), and is powered by three hydrogen energy cells for 30 minutes. The device weighs
3lbs when fully charged. Damage is listed on page 19 of the Metamorphosis Alpha rules. 12. Mobility: For deciding how fast any given plant creature moves, roll a die for a score
of 1-12 and translate the number into yards per melee turn.
33
WEAPONS AND COMBAT ITEM COMPLEXITY
The following table corrects and replaces the Item Complexity Table on page 22:
The following list replaces the list on page 19:
Character Mental Resistance
ARMOR CLASS ITEM COMPLEXITY LEVEL
NO ARMOR AND NO SHIELD 8 1 2 3 4 5 6 7 8 9 10
HEAVY FUR, SKINS, LIGHT SHIELD BY ITSELF 7 3. - - - - - - - - 100 90
SHIELD OF A NON-METAL SUBSTANCE, PARTIAL CARAPACE, OR 6 4. - - - - - - - 100 90 85
LIGHT SHIELD WITH HEAVY FURS OR SKINS 5. - - - - - - 100 90 85 80
CURED HIDE, PLANT FIBER ARMOR, OR DURALLOY SHIELD BY 5 6. - - - - - 100 90 90 80 75
ITSELF 7. - - - 100 95 90 90 85 75 70
CURED HIDE, PLANT FIBER ARMOR & SHIELD, OR DURALLOY 4 8. - - - 95 95 90 85 80 70 65
SHIELD WITH HEAVY FURS OR SKINS 9. - - 100 95 90 85 80 75 65 60
THIN METAL ARMOR, TOTAL CARAPACE, OR DURALLOY SHIELD 3 10. - 100 95 90 85 80 75 70 60 55
WITH CURED HIDE OR PLANT FIBER ARMOR 11. 100 95 90 85 80 75 70 65 60 55
THIN METAL ARMOR & SHIELD 2 12. 95 90 85 80 75 70 65 60 55 50
THIN METAL ARMOR & DURALLOY SHIELD 1 13. 90 85 80 75 70 65 60 55 50 45
14. 85 80 75 70 65 60 55 50 45 40
The following text should be added between the first and second paragraphs after the 15. 80 75 70 65 60 55 50 45 40 35
armor class chart on page 19: 16. 75 70 65 60 55 50 45 40 35 30
17. 70 65 60 55 50 45 40 35 30 25
“When using a shield, the benefit gained is determined by the size and material the 18. 65 60 55 50 45 40 35 30 25 20
shield is constructed from. For example, the use of a small wooden shield or a shield
constructed out of wicker, cured hide, or plant fiber would provide the protection of a A roll equal to or greater than the number listed means the item has been understood
light shield, while attaching a piece of duralloy to a wicker frame would provide the full by the character. He now can use the item. This roll should be made once a week until the
protection of a duralloy shield.” use of the item is learned or the item is lost.
If the dice roll is less than the listed number, the item has a chance of harming or
In using the alternate hit/miss chart for bows on page 19, the numbers represent killing the handler or somebody standing nearby.
targets having an armor class of 7 and referees should add 1 for every armored target Human players receive a +1 to any die roll on how to figure out tech items.
above 7 in each range.
The following table replaces the table on page 19 and 32: www.metamorphosisalpha.net
WEAPON CLASS 1 2 3 4 5 6 7 8 9
1 18 17 16 18 14 18 12 18 10
ARMOR CLASS
2 17 16 15 17 14 16 10 19 9
3 16 15 14 16 13 15 9 17 8
4 15 14 13 14 12 10 NE 13 7
5 13 11 12 13 11 9 NE 12 6
6 11 10 9 11 8 8 NE 10 6
7 9 8 7 8 6 7 NE * 4
8 7 6 5 6 4 6 NE * 3
The following paragraph corrects and replaces the Devices, Duals and Weapons
paragraph on page 21:
“Because the items found or encountered for the first time on the ship are foreign to
the character, the ability to properly employ each item should be based on the nature of
the item and the intelligence of the finder. Items are listed below by categories numbering
from 1-10, with 1 being most complicated and 10 least complicated. Items are also listed
in four categories according to the danger involved in mishandling them. While there is
no separate category of intelligence, it is subsumed in Mental Resistance. To determine
successful uses of an item simply cross index the complexity rating of the item against the
Mental Resistance of the character; the number shown is the score to be made with
percentile dice in order to successfully utilize the item.”
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devices, having no idea what they could be used for in a camp. They are free to try and
The Awakening figure these out and if they do, the GM is free to imagine all sorts of fun things like
By James M. Ward camping force fields, fire starter units, water purification units, and battery recharging
units.
Introduction
The Awakening is an introductory adventure for the first edition of the Entertainment Area: This area was first designed to entertain colonists, now the insane
METAMORPHOSIS ALPHA role-playing game. The reader needs to know that when I A.I. wants to use the area to kill PCs. They are encouraged to go into different chambers
created this game, the role-playing game industry was in its infancy. I only wish that I had filled with holographic adventures. Each adventure is highly dangerous to them, but fairly
the foresight to have created an adventure for the game in 1974 when the game was easy to get out of. There are several football-sized stadiums and each has a fancy
written. With this edition, I present something that will work for anyone wanting to use holographic display out front that urges the PCs to come in and have lots of fun.
these rules.
FOOD COURT: A clown works the food court and encourages all of the PCs to act like
GM Notes: The colonization starship Warden flies into space loaded with active crew children as the clown does fun magic tricks. The clown wants them to eat and drink. It
and colonists in cyro-capsules allowing them to sleep and not age in a state of suspended asks them what type of food they want to eat, but only brings back plates of mold tendrils
animation. During the voyage, a terrible and unknown radiation kills all humanity, that move in a ghastly manner on the plates. He also brings back bottles of acid for them
mutating plants and animals, and even affecting many of the capsules with humans to drink and take terrible damage from sipping from them. The clown is also quite insane
sleeping inside. The player characters wake up with most of their memories gone. Each and believes it is talking to children.
capsule has a lower drawer filled with useful equipment for the PC, if only they think to
look for it when they awake. THE PIRATE ADVENTURE: The PCs come into the middle of a pirate crew boarding
a merchant ship. The PCs are asked if they want to be on the side of the pirates or the
While the PCs don’t have their memories, the GM can have a little fun. Only if the merchants. They pick or leave. The hologram changes their clothes, gives them cutlass,
PCs think to think to look in the drawer in their capsule, will they have the fun of this and pistols. The pistols never miss and the cutlasses do amazing damage. The fight is on;
experience. In the hundreds of times I have run this adventure, only twice have the PCs only the PCs take real damage from their foe’s swords. They can leave the action when
checked out their capsules. In this drawer is equipment they would have used if they had they want. There is no rolling of dice in these adventures, they PCs always hit.
woken up normally. The GM asks the PCs to try and remember their past. He asks
questions like: D-DAY BEACH ADVENTURE: The PCs come into the middle of the WW II D-day
invasion and are asked to be Germans or Americans. The hologram changes their clothes
Do you remember having a favorite weapon? into army uniforms and the fight is on. Their weapons always strike and kill the enemy
Do you remember liking to hunt? and the enemy rarely hits them, but when they do, the wounds are real and do terrible
Can you remember anything about what you did for fun? damage.
The answers to those questions will determine what is in their drawer for THE DUEL: The PCs are taken to the French court of Louis the VIII and a grand dance.
equipment and clothing. Feel free to give them great weapons and equipment because They meet many flirtatious women and one of them causes a duel. All of the PCs become
they are going to need it. The PCs will think they are getting away with something, but part of the deadly conflict, as seconds and a referee are needed from among the ranks of
actually as the GM, you want them to have some fun things to use. They won’t have to the PCs. The duelist won’t think of not fighting and at dawn, they are to meet for a duel.
figure out any of these materials. There is a tendency in modern day role-playing to be It’s seems the duel is to the death. The holographic image takes lots of damage from the
skimpy with the amount of equipment and goodies handed out to the player characters. PC’s blade but never dies and doesn’t want to stop. The PC early on begins to take real
There is the fear that the PCs will become too powerful and over-balance the game as damage from the sword of the hologram.
they kill everything they encounter. This can’t happen in MA. Why you ask? It doesn’t
matter how powerful the PCs get since they will constantly face more and more deadly INDIAN ATTACK AT THE BRAIN RANCH: The PCs come into the middle of a
creatures and devices on their way to figuring out that their ship is in a mess and they Wild West Indian attack and the computer asks them if they want to be Indians or
need to fix it. Cowboys. They are dressed properly and the fight is on. Naturally, they will begin to take
immediate real damage from their foes.
There are a hundred capsules in the chamber where the PCs find themselves. Some
of the units are cracked and skeletons of humans can be seen in those. In some of the Every time they leave an area, the A.I. of the level encourages them to try another
broken capsules skeletons of mutated humans can be seen and these bones are horrifying one of the entertainments.
as they show skulls with huge fangs and bony talons where hands once were. In several of
the unbroken capsules, shapes can be seen under the frosty glass that is no longer human. GARDENS AND EXIT: The elevator comes out onto a lovely manicured garden filled
If the PCs open these, they will find ravenous mutants intent on killing all they see. If the with stone paths. Fruit trees spread a pleasant fragrance in the air; lovely six winged birds
PCs look hard enough they can find stairs down to nine other levels, each with a hundred fly from flower to flower. The plants seem amazingly supple as they bend toward the PCs
capsules. All of these are opened or cracked with dead in the cracked ones. as they approach.
Sleeping Hotel: Think of the area the PCs find themselves as a hotel. They find Naturally, the garden is a terrible death trap. Every plant, every piece of fruit,
themselves in the basement. They were meant to wake up with help and be led to every blade of razor sharp grass is intent on killing the PCs. They will eventually find a
apartments where they could sleep, eat and recover. The next level up is filled with large pile of broken horticultural robots. These robots come up from storage and work on
hundreds of hotel-like rooms. Yes, there is a television in each room and a computer. the garden. The plants and creatures dent and eventually destroy the robots. The next
They show marvellous scenes of the starship Warden on its maiden voyage. They learn robots up take the damaged ones and place them in the compost pile.
they are on a wonderful ship. When they try to use the computer, they encounter the A.I.
(artificial intelligence of the ship level) and this A.I. is quite insane, more on this later. Eventually they will figure out that the sky is artificial. The largest path leads to a
huge hatch that opens on command to the uppermost level of the starship. This is where
Basement: Suspension Capsules their adventure really begins.
Level Two: Apartments
Level Three: Storage In dealing with the garden, think of the spokes of a wheel. The elevator dumps
Level Four: Entertainment them out at the center of the wheel and there are paths going out a half mile in eight
Level Five: Gardens and Exit directions. There is one large path and seven smaller ones. The biggest monsters are on
the large path of course.
The storage level is filled with all sorts of equipment. There are several hundred
yards of tall racks of equipment. The area was to provide colonists with all the things they A.I.: The artificial intelligence of the area will start talking to them right away. As the
would need for camping on the planet. There is enough camping equipment of all types to GM use a monotone voice, that never shows emotion. You are presenting yourself as a
supply a group of one thousand. As a referee just think of everything, a camper would helpful character knowing all about the ship and the area they are in. Actually, you are an
need from cook stoves and hunting clothes to weapons and equipment suitable for hunting insane intelligence and you want the PCs to die. Think Hal the computer if you have seen
big and little game. Naturally, they have totally forgotten how to use the weapons and that show. The computer refuses to believe there is trouble on the ship and talks just like
even some of the better electronic and fusion powered devices. The use of the complexity it did when the ship took off. The PCs are colonists they have woken up too early and
chart will have to be consulted. There are even fun cycles and four-wheelers that can be need to get back in their capsules. When the PCs go to other areas of the hotel they
easily figured out by the PCs. receive, a running commentary on what they are doing and what they can expect.
In this area, there is a small security robot intent on stopping the PCs from taking
the rifles and pistols. They will have to talk to it, discover the robot won’t let them do
anything fun, and then get rid of it in some manner. It talks nicely to the PCs treating
them like children, but it has no problem shocking them to unconsciousness if they don’t
obey.
The PCs are supposed to have the fun of equipping themselves by thinking about
hunting gear and what that gear would be. In the course of searching out the shelves and
finding boots and electronic helmets and wrist radios, they find lots of crystal and metal
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