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Metamorphosis Alpha (4th Ed)

Metamorphosis Alpha, 4th Edition, is a science fiction role-playing game set on the Starship Warden, which suffers a catastrophic event leading to chaos and alien invasion. Players can choose to play as Robots, Androids, or Humans, navigating various phases of survival and combat against invaders while dealing with the ship's damaged systems. The game incorporates evolved mechanics from its original 1976 version, providing a rich and immersive experience for participants.

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ZmiyDojdey
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0% found this document useful (0 votes)
90 views178 pages

Metamorphosis Alpha (4th Ed)

Metamorphosis Alpha, 4th Edition, is a science fiction role-playing game set on the Starship Warden, which suffers a catastrophic event leading to chaos and alien invasion. Players can choose to play as Robots, Androids, or Humans, navigating various phases of survival and combat against invaders while dealing with the ship's damaged systems. The game incorporates evolved mechanics from its original 1976 version, providing a rich and immersive experience for participants.

Uploaded by

ZmiyDojdey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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METAMORPHOSISALPHA4THEDITION

Original Material by James M. Ward Also available in harback from our good friends at
Additional Material and Photography Studio 2 Publishing!
by Craig J. Brain
Artwork by Jim Holloway
Cartography by
Ryan Wolfe, William W. Connors &
Craig J. Brain
www.studio2publishing.com

Proof Reading Credits:


Chris Davis, David Crowell, David W Henley, Frank Bath, Graeme Ing, Jake Parker, John Raner, Mike Johnson, Nicholas Turner, Paul Madison, Steve Hancock,
Patrick Dickson, Anthony Brain. A special thanks Graeme Ing to for the FARMiLAB’s Cultivator X series, Model 3 Robot design.

Play Testing Credits


Aaron Ross, Alex Gygax, Ben Assaf, Chris Davis, David Crowell, Elizabeth Woodward, Frank Bath, Gary Gygax, George Glass, John Raner, Katrina Lieff, Ken
Metcalf, Lisa Smith, Mike Johnson, Paul Madison, Stacy Assaf, Stephen Waddell, Marv Breig.
Miniatures:
Ainsty (http://www.ainsty.co.uk/), Denizen (http://www.denizenminiatures.co.uk/) and EM-4 (http://www.em4miniatures.com/)
Painted by Scott Linz, David Unwin and Scott Roach

Metamorphosis Alpha, its concepts, and its logo are trademarks owned by James M. Ward. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental.
11 Nov 08 PDF Edition

©2006 All Rights Reserved

1
METAMORPHOSISALPHA4THEDITION

1 Introduction 3 Robotic Artificial Intelligences 40 Sample Difficulty Values (Sidebar) 124


Disaster on the Starship Warden 3 Laws of Robotics 42 8 Working Things Out 124
Survival on the Starship Warden 3 Software Programs 42 9 Combat 126
Science Fiction Role Playing 3 Robotic Sizes and Attributes 43 Weapon Systems 126
Tools of the Role Playing Trade 3 Body Types & Sizes 44 Weapons (Table) 128
Terminology and Abbreviations 4 Mobility Systems 44 Weapon Classes (Sidebar) 129
Disaster Record Alpha: Engineering 5 Body Features 45 Alien Weapons 137
Robot #5 Power Sources 45 Alien Weapons (Table) 138
Disaster Record Beta: Female 5 Limb Attachments 46 Armor Systems 139
Companion Unit #5 Sensors 46 Armor Classes 139
Disaster Record Gamma: Master 6 Communications 47 Combat (Table) 141
Sergeant Dupper Miscellaneous Systems 47 The Combat Table 141
The 3d6 System 6 Dispensor Systems 50 Weapon Classes 141
Playing Metamorphosis Alpha 6 Medical Equipment 50 Armor Classes 141
(Sidebar) Weapon Systems 50 Bonuses and Penalties When 141
The Game Master and Using The 7 Ranking Systems and Dividing Hit 51 Attacking
Rules Points Ranged Attacks 141
An Example Of Role Playing 7 Robots Take Up Space (Sidebar) 52 Touching Attacks 141
Metamorphosis Alpha Timeline 8 Sample Robots 52 Gravity 141
UF Approved Colony Systems List 10 Programming Quirks and Faults 58 Who Goes First? 141
Colonization of the Solar System 10 Laws of Robotics 59 What Can I Do In A Turn? 142
(Diagram) Robotic Parts List 60 Surprise 142
UF Vessel Roster 11 Clever Robot Design (Sidebar) 62 Automatic Hits 142
2 Starship Warden 12 Creating Your Android Player 64 Multiple Attacks In A Combat Turn 142
Artificial Intelligences (AIs) (Sidebar) 12 Character Using Multiple Weapons In A Combat 142
Color Bands 12 Creating Your Human Player Character 70 Turn
Ship Level Descriptions 12 Human Mutant 71 Multiple Targets & Multiple Attacks 142
Phase One To Six 19 Human Cyborg 71 Parrying 142
Phases and Id Tactics (Sidebar) 19 Skills & Professions 73 Parrying & Multiple Attacks 142
Asteroid Side View (Map) 21 Explanation of Skills 77 Damage 142
3 The Asteroid 22 Skills Listing (Table) 78 Movement 142
Asteroid Level Descriptions 22 Creating Your Mutant Animal Player 85 Movement Rate Conversion (Table) 143
Generating Your Own Ship (Sidebar) 22 Character Encumbrance 143
Asteroid Levels A1 to F6 (Maps) 23 Mutated Animal Advantages 85 Cover 143
Asteroid Levels G7 to L12 (Maps) 24 Mutated Animal Disadvantages 85 Light 144
The N’Treb, The Id And Their Allies 28 Animal Weapon Classes (Sidebar) 85 Falling 144
(Sidebar) Rolling Up Your Mutated Animal 85 10 Creatures and Aliens 146
Asteroid Levels M13 to R18 (Maps) 29 Character Phase One Creatures 146
Asteroid Levels S19 to T20 (Maps) 31 Base Stock (Table) 86 Two Creatures 148
Alien Radiation (Sidebar) 32 Creating Your Mutated Plant Character 89 Phase Three Creatures 150
4 Character Creation 32 5 Mutations 92 Phase Four Creatures 151
Rolling 21 On 3 Six-Sided Dice 32 Physical Mutations 92 Phase Five Creatures 155
(Sidebar) Mental Mutations 95 Phase Six Creatures 156
Determining Ability Scores 32 Plant Mutations 100 Asteroid Alien Prisoners 156
Constitution Ability Score 32 Villains 103 11 Encounters 158
More About Poison 33 Powerful Villains (Sidebar) 104 Too Much of A Bad Thing 158
Role Playing Opportunities With Poison 33 6 Equipment 104 12 Epsilon City 159
Vacuum 33 Ship’s Infrastructure 110 Epsilon City (Map) 160
Hit Points 33 Cutting/Blasting Through Walls 112 Q17: Asteroid Girakal Secondary Pod 163
Dexterity Ability Score 33 (Sidebar) Level (Map)
Leadership Potential 34 Vehicle Systems 112 13 Asteroid Girakal Secondary Pod Level 164
Role Playing Opportunities For 34 Cybernetics, Alien Biogenetics & 117 14 Designing Your Own Ships 170
Leadership Potential Genome Packets 15 Secrets Of The Starship Warden 173
Mental Resistance 34 Advantages of Cybernetics 117 Welcome Aboard (Brochure) 174
Radiation Resistance 35 Disadvantages of Cybernetics 117 Character Sheet 175
Player Character Luck 35 Maintaining & Repairing Cybernetics 117
Leadership Potential (Table) 36 Types of Implants 117
Poison Intensity (Table) 36 Alien Biogenetics 118
Mental Resistance (Table) 37 Genome Packets 118
Radiation Resistance (Table) 37 7 Doing Things 122
Creating A Robot Player Character 39 Doing Things (Table) 123
Robot Advantages 39 Keeping The Players Guessing 123
Robot Disadvantages 39 (Sidebar)
2
METAMORPHOSISALPHA4THEDITION

1.INTRODUCTION alien ecologies by the invaders or mutated into green nightmares by the
radiation. Finally, the Robotic and Android leaders determined they could not
By the early 23rd Century, mankind’s urge to explore and expand had
save the ship without the help of the Human crew. They awoke the combat
reached the limits of the Solar System. The only remaining frontier lay beyond
troops and asked for help.
the reach of the sun. So began the great push into the vastness of interstellar
space. The first interstellar vessels explored the nearest stars. Hundreds of
habitable worlds were discovered at Earth’s edge of the Milky Way galaxy.
Soon, a great migratory wave of colonists, explorers, refugees, and pilgrims
was spreading outward from Old Terra. During the next century, colonization
ships of all types and descriptions went to the stars, bearing colonists seeking a
better life. Most found their new homes, for better or for worse. But for one
reason or another, scores of these starships never reached their destinations.
This game is based on one such event, the fate of the lost Colony Ship
(CS) Warden, or as she is more commonly known, the Starship Warden. The
Starship Warden was created from the designs used in the United Western
Starship Cartel program. It was laid down in the Trans-Plutonian Spaceyards in
2277. The design was the most ambitious ever attempted, the blueprints calling
for an oval spheroid of tremendous size using a new alloy hull with a strength
previously unknown. The ship’s size was truly incredible, being 50 miles long,
25 miles wide, and with 17 decks stacking up 8.5 miles high. Warden required
11 years to complete. The vessel’s completely self-contained, self-sustaining
environments were designed to survive for hundreds of years in deep space.
The crew was rigidly screened to be the best Earth had to offer. Controlled by
the most advanced artificial intelligence devised and with the latest
communication and detection equipment, Starship Warden’s mission was to
deliver its passengers and payload to the planned colony at Alpha Centauri. It SURVIVALONTHESTARSHIPWARDEN
never arrived. Players of the game are given a choice of phases in which they may play.
A description of the starship’s levels, as well as some of the equipment In Phase One, the characters are Robots of various types trying to stem the tide
typically found on each deck, follows. Most of the vessel was given over to of alien invasion as well as repairing damage from the radiation and radioactive
large, open areas, with a simple system of electronic locks ensuring the crew gases still floating around the ship. In Phase Two, the characters are Androids
did not stray into dangerous areas or delicate scientific experiments. With its or Robots battling the aliens that are invading and trying to seize control of the
extensive cargo of flora and fauna from both Earth and Mars and 100,000 crew ship. The mission remains the same, but the powers and abilities of the
members (most of them stored in cryo chambers in suspended animation), the invaders, the Intensity Level of the radiation, and the overall level of danger all
marvel of mankind’s interstellar spaceship program set forth to deliver its increase. In Phase Three, the characters are Robots, Androids, or Humans
passengers to their new home. trying to save the ship and themselves from the invasion that is now in full
swing. The Humans left on the ship are soldiers, not scientists. They
understand combat, but much of Starship Warden’s technology must be
DISASTERONSTARSHIPWARDEN puzzled out. In Phases Four, Five and Six even more choices become
Six months into its mission the Warden discovered one of the oldest of the available, with missions going to the Asteroid.
missing ships, the Alpha class Colony Ship Bonnie Brown, adrift in space. As It’s very likely that the players’ Robot and Android characters won’t survive
Starship Warden closed in to investigate, the ship struck an invisible object. The even a single session during Phase One and Phase Two play. Robots and
hull was punctured in several sections and a strange and unknown space
Androids can’t use a lot of the protective gear or weapons available to Humans.
radiation flowed through the breaches, causing massive damage to electronic
Players should simply not worry about being destroyed during the early
systems, artificial intelligences, and the flora and fauna in most of the levels. sessions. If one Robot is smashed to bits or melted into radioactive slag, let the
The effect on the ship itself was startling. All of the crew not protected by player choose another one and keep playing. After all, they’re only Robots and
suspended animation pods were reduced to piles of white dust by the searing Androids. Suicide missions are what they were built for.
radiation.
Special disaster systems activated but, because of the radiation damage,
most malfunctioned one way or another. Robotic security systems went into SCIENCEFICTIONROLEPLAYING
combat and rescue mode, but as some of them moved through undetected What you hold in your hands is the latest mutation / redesign of the very
radioactive areas, their systems and programs were altered. Chaos reigned first science fiction role-playing game ever published. The game mechanics in
throughout the ship. this book have evolved from the previous edition incorporating changes,
If that wasn’t enough, alien invaders soon entered the ship from the object expansions and corrections. We’ve taken some steps to make the rules unique
itself, an enormous Asteroid. The first aboard were scouts. An alien intelligence and instructions state-of-the-art for the year 2006, but there are lots of the old
had maneuvered the cloaked Asteroid into Starship Warden’s path and now it elements taken straight from the original 1976 Metamorphosis Alpha 32-page
was going to invade, as it must have invaded the Bonnie Brown. In the first booklet.
three months, the artificial intelligences of the ship fought a deadly struggle with Much of the material herein is presented in order to give participants the
both the invaders and their own rogue Robotic systems. The main ship’s proper feel for role-playing. This may cause some readers to hesitate to
computer determined that the situation was too lethal to risk waking the still become involved in a game which has, what seems to be, so many rules.
sleeping Humans in its care. It did, however, determine that Androids in all their However, the game part of this is quite simple. This book will provide a nearly
forms would prove useful, so it activated the Android vats in various sections of endless, multi-leveled, and completely absorbing science fiction game offering a
the ship. Unfortunately, one of the Android vats was startlingly changed by the gaming challenge to even the most imaginative players.
radiation and began pumping out Androids that were inexplicably programmed
to oppose the ship. The AI had unknowingly created another enemy. For the TOOLSOFTHEROLEPLAYINGTRADE
next three months, the remaining Robots and the Android battalions moved Game Master: The Game Master (GM) is that player who decides he enjoys
through the ship, fixing what could be fixed and destroying what needed to be running the game and is willing to accept the task of drawing the starship levels
destroyed. Many of the environmental levels of the ship were transformed into
3
METAMORPHOSISALPHA4THEDITION

and locating the life forms on each level, as well as noting where various never be sorry. Who knows? Those notes and game materials might turn into a
technological items and information are to be found. This book gives complete novel or new game you write yourself some day.
instructions to guide the new GM in making his or her own unique starship. • Miniatures: Miniatures are a helpful tool to aid both players and GM alike
Most players will eventually want to make their own starships and run their in visualizing the game, and are especially useful for working out combat.
gaming friends through their own levels. The starship must not be so laden with Suggested scales are 1 inch = 5 feet or 1 inch = 2 yards. These scales allow
deadly hazards that survival is impossible, or even nearly so. On the other the use of most makes of 25 mm scale miniatures and accessories.
hand, the GM must not be too kind and generous or the game becomes too Hex or grid game mats are available from a number of manufacturers that
easy and the rewards too great. should suit most gamer’s purposes. Hex is often used by wargamers and offers
The goal is to make the game constantly challenging, because danger the advantage of “facings”, rather than just four sides.
and difficulty keep the game exciting. At the beginning of the game, the GM Some mapping software and miniature accessories are produced only in
must plan to present the players with problems that are not too difficult to grid, and are difficult to use with hex game mats, unless you are using a tape
overcome and rewards that are correspondingly low in value. As players measure or a ruler, rather than the hexes or grid to determine ranges, etc.
become more skilled, the GM can increase the difficulty of the problems the Many manufacturers are releasing exaggerated 25mm scale figures
players face and at the same time increase the value of the items they find (sometimes referred to as “Heroic”), meaning that the scale is inaccurate. When
when they solve the problems. using these figures, the difference between 5 feet or 2 yards is really a matter of
personal preference.
Player And Player Character: The player cannot begin the campaign (so Some manufacturers have released sci-fi accessories, including cryo
called because each game session is connected to the next, with results chambers, hydraulic doors, wall sections and computer terminals. All of these
carrying over from game to game, maintaining a consistent “storyline”) until the accessories can increase the visual appeal of the game, but grid paper, some
GM has prepared one to three levels of the ship. Once the GM has made the pens and even counters instead of miniatures will suffice quite well, and at a
necessary preparations, the players create Player Characters, called PCs from fraction of the cost. A small white board (available from art supply stores) is
now on. The players assume the roles of their PCs like actors on a stage. PCs very useful for depicting character locations.
have strengths and weaknesses, and over several game sessions (one night’s
worth of adventure with a GM is a game session) the likes, dislikes, and general
personality of a PC gradually become known to the player. Each player keeps
careful track of his PC and his PC’s equipment and history as well as what
areas his character has explored and mapped out. The creation of a PC is
explained later. Simply stated, each player generates a series of dice rolls to
determine what a PC can and can’t do. With a supply of paper and pencil at
hand, the player is ready to start having fun.
During the game, the GM is a storyteller, telling the players what they are
seeing and experiencing as Player Characters in the starship. The fun for the
GM is creating an interesting starship that his players will want to come back to
time and again. The true compliment for the GM is to see more and more
players wanting to be in his game. The fun for the player is exploring, surviving,
and growing more powerful in the game. Everyone starts out simply with few
resources. If you can take your character and turn it into a powerful leader with
followers and resources, you will gain a feeling of accomplishment every bit as
thrilling as becoming president of a company or a general in the army.
Many players and groups of players find it beneficial to elect a couple of Ainsty Starport 36 Starter Set
people to fulfill different roles, such as a Speaker, who has the job of getting a
group consensus of what the characters are going to do. Another useful TERMINOLOGYANDABBREVIATIONS
position to have filled is that of the Mapper. This person makes a map for the As with the abbreviation “d” referring to dice, there are other abbreviations
benefit of the group in order to help them remember where they have already used in these rules.
been and help prevent them from getting lost. Well, at least in theory.
Below is a list of commonly used abbreviations:
Gaming Equipment: If you are going to play any role-playing game you should
come to the gaming table ready to play with all the tools you need for the game. AC Armor Class
• Dice: In Metamorphosis Alpha each player needs three six-sided dice. CN Constitution
It’s nice if the dice are all the same color. It’s also helpful (but not necessary) to D Dexterity
have three more dice of a different color. The GM will find it handy to have a d Dice
dozen or more dice in various colors. In these rules, “dice” is sometimes FTL Faster Than Light
abbreviated “d”; 3d means three dice. GM Game Master
• Paper And Pencil: Always bring paper and a pencil to any role-playing hp Hit Points
game. You will use these to keep track of your PC’s characteristics and health, IC Item Complexity
valuable items he picks up, important things he learns, and places he’s been. LP Leadership Potential
• Graph Paper: You will find graph paper really helpful in your gaming for MR Mental Resistance
lots of reasons. The kind with 10 squares to the inch is good for designing ship NPC Non-Player Character
levels and for mapping ship levels as your PC explores them. The kind with four PC Player Character
or five squares to the inch is good for mapping especially important areas with RPG Role Playing Game
lots of detail. Drawing and keeping maps of the places your PC goes in the ship RR Radiation Resistance
is essential so that you don’t get lost and can remember helpful places you STL Slower Than Light
need to return to and dangerous places to avoid. WC Weapon Class
• Game Folder: It’s easy to lose sheets of paper and PC records. Get 
yourself a folder of some sort to hold all of your game information and you will

4
METAMORPHOSISALPHA4THEDITION

DisasterRecordAlpha: DisasterRecordBeta:
EngineeringRobot#5 FemaleCompanionUnit#5
 Activation Day 1, 10:00 Warden Starship Time Female Companion Unit #5 making a cyclic report:
 Engineering Robot #5 reporting
 According to emergency protocols this unit was awakened to
I’m a female companion unit, fifth from the vat in this creation
sense unnatural and high intensity radiation filling the storage cycle. There are currently no Humans available to give me a proper
chamber. The intensity of the radiation prevented communication with name. I have been stationed on the island with the main cryogenic
other AIs. With the supplies at hand this unit initiated gel radiation
cleaning techniques on my surface and the surfaces of the twelve facility. I’ve been given extensive combat program training and I’m
other bots in the chamber. This unit designated itself the Alpha unit equipped with ten sophisticated weapons systems. I’m also trained in the
and issued emergency protocol instructions to the other bots. Two of use of all types of force field generators. The other Androids in my vat
the remaining Robotic units failed to move as the radiation had burnt
their primary circuits. This unit has replacement circuit modules so the clutch all believe that it will be necessary to revive the Human combat
units were partially fixed and started on their way. Power systems are troops, I’m still not so sure. Steps are going to be set up to quick thaw
still in operation. There are enough supplies of decontamination gel to the Humans if the time comes to use their knowledge to stop the alien
clear 7.54 levels of the starship. Other means will have to be found if
the radiation damage proves shipwide. menace.
As I review my programming, my circuits grow alarmed at the new
 Day 5, 10:00 Warden Starship Time
life that has entered the ship and threatens to extend its power on every
 Engineering Robot #5 reporting
 Radiation has done extensive damage to many of the Starship level. Only the hardiest of the ship’s animals survived the radiation
Warden’s artificial intelligences. The level has been cleared of poisoning months ago. Many of these are now being taken over and
radiation, but at great Robotic cost. A great deal of unclassified
controlled by a strange alien life form designated the ‘Id’. These
fungus life is growing from the effects of radiation. A white web-shaped
fungus has destroyed 37% of the Robotic units assigned to this level. creatures use the powers and abilities of the animals they use as hosts in
Acid is the only defense against the growths. This unit has ordered a more intelligent manner than the original creature. Although most of
more acid tanks created and has created a new program of operation
detailing each Robotic unit to carry one tank of acid wherever they
the levels are scrubbed clean of the radiation, there are strange new
travel on any level. mutant creatures attacking Robotic system and Android systems alike. A
deadly self-generating crystal can now be seen on many levels. The
 Day 10, 10:00 Warden Starship Time
 Engineering Robot #5 reporting
surface of the crystal sticks to metal and flesh of all types. The adhesive
 The starship is being invaded by many influences. Radiation has properties are so strong that it requires the ripping of the metal or flesh
filled every level according to the memory banks of other Robots I’ve to remove the crystal contact.
come in contact with. Mutated creatures and alien forces are
onboard. Few of the emergency protocols are covering the situations One of the alien life forms has been identified as a rock-shaped
now on the ship. New protocols have to be programmed into the system. Humanoid creature. The assemblage of boulders and stones moves quickly
Several level-wide artificial intelligences have become filled with and with intelligence. Only the most concussive of weapons has any effect
viruses and glitches. I must recommend initiating the Android creation
vats, as the programming of the Androids is beyond my operational on them. Many working Androids have tried hand-to-hand combat with
parameters and capabilities. the creatures with disastrous results. Ship AIs combined with computer
Androids have captured two of the rock aliens for study. So far, few
 Day 30, 10:00 Warden Starship Time
 Engineering Robot #5 reporting results have been generated, as the rocky parts seem to be just that,
 There are only 19 Robotic units left. Each now has a special simple minerals.
combat program with a full set of systems for encountering alien life Although I can’t feel pity, if I could I would feel it for the
forms. Androids are beginning to coordinate defensive and attack
strategies. This unit has created three sets of offensive weapon thousands of Robots that have been destroyed ridding the ship of the
systems quite suitable for aggression versus the alien life forms, the radiated areas. A spectacular and energetic white-webbed fungus is able
most successful of these has been designated Combat Program Alpha.
to sap the energy of Robotic systems and destroy Robots from the inside
Acid has proven to be a highly effective defensive and offensive
weapon. All systems using the primary ship’s elevator commonly begin out. Another fungi type grows massively muscled tentacles with eyestalks
entering a level by ejecting gallons of acid out of the lift as the at their ends. The tentacles are able to crush any Robotic part that
doors open. Several levels are ruined for Robotic observation as
these levels are totally controlled by alien life forms. There are
comes near. Fungi spores of both of these types are constantly swept from
enough level AIs that have been repaired to begin creating new the air by level systems purifiers. The grenades and missile systems I
programs for ship survival. All of the Human combat troops in command have proven effective versus these alien life forms.
cryogenic suspension have been secured on island level Fourteen and
the chambers have been placed under guard by Android and Robotic
I’ve taken the initiative to begin preparing a briefing video for the
units. That level has been totally secured and the alien influence Human combat troopers that will soon be unfrozen. I feel certain that this
has been totally eliminated from that level. step will be necessary. I have also ordered a large assembly of weapons
to be racked in the supply room. It’s against standard protocols, but
these are turbulent times in my humble cyclotronic opinion.

5
METAMORPHOSISALPHA4THEDITION

DisasterRecordGamma: THE3D6SYSTEM
MasterSergeantDupper Ideally, any RPG system should be
easy to learn, flexible and fun. The 3d6
system is an attempt at doing just that.
Master Sergeant Arnold T. Dupper serial number When you begin to play the game during
5526788755 reporting. Phase One, you will find the basic
mechanics quite easy to master. The 3d6
In the absence of anyone of higher rank, I’m going to tell system is named after the three dice used
to determine the success or failure of any
it like I see it, until ordered otherwise. My men and I have action.
been thrown into a freaking cluster situation of outrageous The 3d6 system is a modular game
proportions. All of my officers – that is the Lieutenants, mechanic system used by Metamorphosis
Captains, Majors, and Generals - are laying in their cryo Alpha. When you start to learn the system
(as a Robot in Phase One), only the most
chambers drooling out of the sides of their mouths for real
basic elements of the game are available.
instead of by accident. How in Sam Hill all of this happened, I As the game progresses (such as in Phase
have no idea. I’ve ordered that no more thick-headed Two and so on) new rules and levels of complexity are introduced. An example
Companion Androids be created and Security Android of this is the difference in play between Phase Three and Phase Four. In Phase
production be stepped up. Not a great improvement, but when Three, Human Marine Player Characters are available. They have no skills or
memories and no idea what is going on. In Phase Four, different professions
your only tool’s a hammer, every problem is a nail.
have become available for the players to use, including a range of new skills.
I’m looking at a rack of weapons that ‘droids have put Additionally, these new Player Characters have memories!
together and I’m impressed – NOT! I’m told my pistol will turn As the game evolves, it is possible to “bolt on” new rules that will improve
to dust after five shots because the environmentally-friendly the game, and add enjoyment for all. These new rules are available later in
scientists of the ship thought that would be “ecologically other sections of this rules book, you can make them yourself, or they will be
available in other adventures and supplements for Metamorphosis Alpha.
sound” or some other rot. I’d show them what I think of a
five-shot, useless, twice-damned pistol, if they weren’t piles 
of white dust all over this damned ship. Damned Egg-Heads! 
Lucky I know where the cache of hidden military hardware
 PLAYINGMETAMORPHOSISALPHA
from Earth is stored. I’m told all I have to do is get past
 As the designer, I strongly urge you to play this game a little
some giant aliens made from boulders to get to that hidden
 differently than other role-playing games are played. Try to follow this
cache. I have no problem with that. Let’s see what a little C99
 outline and I think your players will be amazed at the fun they have.
up the crack of its behind does to turn alien boulders into
 Your First Game Session–Phase One
gravel.
Everyone who is able has been cracked out of the ice
 Step One: Tell your players about your ship and its history.
Step Two: Have your players roll up Robot characters.
tubes and I’m the highest ranker. Ridiculous Androids and
 Step Three: Run those characters through a fun, one-night game session
really scary armed Robots, having no reason to be armed, are
 where they explore your ship and deal with some of the alien invaders.
trying to guard this island and the level against invasion. It’s a
 Your Second Game Session–Phase Two
pathetic display and I am amazed our frozen chambers have  Step One: On your second night of gaming, surprise your players by telling
been unchallenged. I’m ordering the mental ones  them that they are going to put aside their Robot characters for tonight.
Step Two: Have your players roll up Android characters.
reconditioned or put back on ice until we can fix ‘em, but I  StepThree: Run these new characters through a session where they deal
don’t hold out much hope for them. We are going to recon a  with the second stage of the alien invasion and the difficult problem of
few levels and take a little look-see. I’m told there’s a factory  getting rid of the alien menace.
level that can make equipment for me. Let’s see what happens  Your Third Game Session–Phase Three
when a few M-99 automated tanks roll off that line and let  Step One: Tell your players they are rolling up one more set of characters.
These will be Human combat troops taken out of their cold sleep tubes to
loose some Whoop-Ass. Let’s see what happens when a mess  discover that their ship is in deep trouble.
of X-69 flying attack drones move out on search and destroy  Step Two: Your players become armed and dangerous troopers with all
missions.  the remaining resources of the ship, ready made for them. They also find
So from my way of thinking, I’m going to send some  that the ship is badly damaged and several of the levels have been totally
taken over by aliens.
useless droids and Robots out on every level to get some  Step Three: After this game session, let the players decide which
Intel. I’m going to get my men some grub and some serious  characters they like best and the phase they prefer to play in. It’s possible
hardware, and then we are going to kick some alien butt. I’m  to allow your players to play in three different games as a Robot, an
going to teach some alien scum that there’s nothing meaner  Android, and a Human. It’s also possible to let the players use all of their
three characters in that last and most difficult phase of the game.
than a ticked off Marine Corps Master Sergeant who’s just 
come out of cryo suspension and found aliens taking liberties 
with his ship. Life in the Corps is good and it’s going to get 
lots better!

6
METAMORPHOSISALPHA4THEDITION

THEGAMEMASTERANDUSINGTHERULES Jason, knowing that there is a dangerous creature in the area has decided that
As GM, you will have to know the basic rules prior to starting play. In order there is a chance that the party could be surprised. This is possible since they
to do this, it is suggested that you read through this chapter and the chapter on are distracted by trying to get around each other: "Okay, that works, #3463 is
character creation (at least for Phase One). Additionally, you will need to read actually out in the clearing and can see that a little way behind the canopy is a
the pages on “Doing Things” and where to find the rules for Combat. You will badly damaged vehicle. What is #3463's Dexterity score?"
definitely need to know where the Item Complexity rules are and to be (at least)
vaguely familiar with them. Steve: "It's nine. Why?"
As the GM, you will probably be expected to guide new players through
the character creation stages and assist your players with using the rules for Jason: "As you moved out and just spotted the rest of the wrecked vehicle,
Doing Things and Combat, when required. You will definitely be needed to help something just came flying through the air in your direction. What is #3463's
when the players try to figure out how to use a new piece of equipment (and armor class?"
this is where there is a lot of fun for you as GM). Initially, other areas you might
need to know about are the rules for Radiation and Mutations. The rules for Steve: "It's eleven. I'm an Android, and I'm only wearing the Marine combat
equipment and encounters can be looked up at anytime, and you don’t have to fatigues."
worry too much about them to start off with.
Jason knows that the object hurled at #3463 is a small sack of acid with a
Weapon Class of 19. He compares it to Armor Class 11 on the Combat Table
 and sees that he must roll 18 or better to hit. Jason rolls 11 on three six-sided
ANEXAMPLEOFROLEPLAYING dice, which is a miss. Jason tells the players: "What seemed to be a small sack
of transparent liquid bursts open on a tree a few feet to your left. The wet area
Brad, Chris, Steve and Kelly have completed character creation and have of the tree immediately starts to smoke. All of you can now see who, or rather,
started on their first "adventure". Except for Steve, they have all created Human what threw the liquid at you. Your assailant appears to be a large bipedal lizard
characters. Steve has created an Android character, because he wanted to play with large teeth and there appears to be a slimy slug-like thing on its back. The
something different. Their adventure is being managed by Jason, who is the slug-thing is readying another sack of liquid. What do you all want to do?"
group's Game Master.
Chris: "It's throwing acid! I'm going to open fire with my laser rifle."
The party has been revived and equipped courtesy of a crazed Android
who believes that it is a Marine Drill Instructor, and Steve's Android character The players are unaware at this time that they have just encountered a Raptor-
was manufactured to accompany them and assist as required. The party has Id, a very dangerous opponent. Combat ensues, and despite everybody being
been sent on a mission into a jungle to recover some other Marines that have wounded, the Raptor-Id is killed.
failed to report in. On their way to the last known location of the missing
Marines, the party has encountered a strange sight. Brad's character, Corporal Steve: "The creature finally crumbles, after the last shot from PFC Lewis's laser
B. Peterson is in the lead, followed by Steve's Android character, #3463. Chris's rifle. It falls over, and the slug-thing on the creature's back drops half a dozen of
character Private First Class C. Lewis and Kelly's character Private Second the small sacks that it was throwing at you. The lizard thing has also dropped
Class K. Mason are bringing up the rear. the weapon that it was carrying."

Jason: "Your party is getting close to the last known position of the missing Brad: "I'm going to search the creature, and check out the slug-thing on its
recon patrol. Brad, your character, Corporal Peterson notices, as he is cutting back."
away vines, that there is a clearing up ahead and he can see the shine of a
metal object ahead." Steve: "I will too. I want to check out that weapon."

Brad: "I signal the others to stop and be quiet. Can I see what the shine is Jason: "The weapon that the lizard thing carried is a slug thrower, like Kelly's. It
coming off?" has three clips of ammo remaining."

Jason: "Plants between you and the object make it difficult to identify." Chris: "Can I get a stick or something and poke some of the little sacks of the
acid stuff? Do they look safe to carry?""
Steve: "#3463 moves up to Brad's character. Using my Android vision, can I
make out what it is?" Kelly: "While they are doing that, I'm going to check out the wrecked vehicle."

Jason: "#3463 spots what appears to be the broken canopy of a vehicle. The Jason: "As you examine the creature, you can now see that the slug-thing was
canopy looks like it was ripped off of a vehicle. What are the two Privates going joined to the back of the lizard creature, by a thin tendril of some sort. Chris,
to do?" you poke the acid sack, and nothing happens. It looks like it is well contained in
the sack. Do you want to pick one up?"
Chris: "Okay, I'm going to scout around the canopy. Can I get into the clearing
without making too much noise?" Chris: "No, does the stick smoke at all when I touch the outside of the sack?"

Kelly: "I'm going in too, but I want Peterson and #3463 ready to open fire if Steve: "No it doesn't."
there are any surprises."
Chris: "I think I'll leave it alone and go check out the vehicle with Kelly."
Jason: "You will be able to get into the clearing by going around Peterson and
#3463. It will make some noise, because you will be climbing through vines and And so the mission continues….
branches."
This example illustrates a few different concepts in role playing such as
Steve: "I'll move forward to let them get past me." Party Order, Surprise, Combat, Searching an Area, and the role of the Speaker.

7
METAMORPHOSISALPHA4THEDITION

METAMORPHOSISALPHATIMELINE
2051 - 1st man lands on Europa. Ancient ruins found on Pacific Ocean floor.
The history of the Human race is quite long and very complex. This
section does not attempt to do more than outline the barest of facts in order to
2056 - Archaeologist sets off earthquake and beam signal from ruins on Pacific
provide background for Metamorphosis Alpha and future products.
Ocean floor. All communications on Earth blacked out for an hour.
2009 - Europa Lander confirms presence of water on Jupiter’s moon, Europa.
2061 - Reclamation project clears Pacific Ocean. Polar ice cap regeneration
project begins.
2011 - 1st
self-aware AI activated. Eliza functions for 92 days before going
insane. Venus Venturer collects geological samples and returns to Earth.
2063 - Middle-eastern economy stabilizes and granted limited autonomy.
Sedna Lander mission fails.
2067 - Cloned whales, dolphins and fish stock released into Pacific Ocean.
2012 - 2 Day War – Nuclear exchange in the Middle East, resulting in millions of
Pandas returned to forests of China.
casualties and radioactive contamination of major oil fields.
2070 - Earth Gene Repository established to preserve the genetic structure of
2014 - Genetically modified crops cross-pollinate unmodified crops across
all natural species on Earth.
Kansas (USA) and New South Wales (Australia). Massive backlash against
genetically modified crops, riots in USA, protests in Australia.
2073 - Oceania regains economic stability.
2015 - United States lands the first man on Mars. China lands manned craft on
2074 - 1st city established on Moon, Hawking City. Population 50,000 in first
the Moon.
year.
2016 - Genetic contamination results in birth defects in cattle in Scotland (UK).
2077 - Genotype Plague kills 11% of US population in 20 days, 17% of Oceania
EU bans sale of genetically modified animal products.
and 22% of EU. Source of plague unknown, no cure until 2079.
2017 - Mayflower Accident. Mars program cancelled.
2080 - Lunar Solar Power station starts beaming power back to Earth. Mars
program relaunched.
2018 - 1st Stable AI created, Albert III.
2081 - 1st AI controlled Household Service Robot marketed.
2019 - Japanese economy collapses, followed by much of Asia shortly
thereafter.
2083 - Microbiological, crystal based life forms and subterranean ice discovered
on Mars. War of the Worlds album in top 20 again. Massive public support for
2020 to 2023 - China-India Conflict. 18 million dead.
space exploration.
2029 - Melting of the polar ice caps accelerates to 1% per year. 5% rise in sea
2093 – United African States (UAS) defeated by UF forces. Middle Eastern
levels in 5 years.
Union granted full autonomy. UAS discovered to be responsible for Genotype
Plague.
2030 - UN becomes the United Federation. Strict new world-wide environmental
laws passed by UF.
2095 - 1st colony on Mars. Population 100,000 in 1st year. Start of 1st
Colonization Wave.
2032 - 1st patented anti-gravity device.
2096 - United Western Starship Cartel formed to construct and launch Colony
2034 - Pacific Ocean ecosystem collapse. Great Barrier Reef poisoned.
Ship (CS) Alpha Centauri.
Oceania region becomes economically unstable due to food shortages and
flooding. 12 million dead.
2099 – CS Alpha Centauri launched with 10,000 people in cold storage. Ship
controlled by AI.
2035 - EU declared disaster area after severe flooding. 250,000 dead. Cold
fusion discovered. Artificial gravity for spacecraft becomes a reality.
2101 - 1 st man on Venus. Regular flights to Moon and Mars begin for
immigration purposes. UAS sues for re-entry into UF. UF now consists of: EU –
2035 to 2039 - EU famine 22 million dead.
European Union, OC – Oceanic Confederation, PAEB – Pan-Asian Economic
Bloc, UAS - United African States, MEU - Middle Eastern Union and the UWA –
2037 - Orbital City I established. 15,000 inhabitants. 1st child born in space.
United Western Alliance
2039 - Orbital City II and III established. 100,000 inhabitants each.
2102 - 1st Humaniform™ Robot marketed.
2045 - Russian scientists clone a Mammoth from DNA extracted from a frozen
2111 - Commercial mining of Rings of Saturn begins. 2 nd Generation
carcass. Middle-Eastern economy collapses, UF troops deployed to stabilize
Humaniform ™ Robots released.
region.
2112 - Ship refuelling facilities built at Pluto. 1st Robotic homicide.
2046 - Great Barrier Reef begins recovery with assistance of nano-technology.
Humaniform™ recalls all 2nd generation Robots, however nearly 500 remain in
1st practical anti-gravity unit marketed.
hiding.
2047 - 500,000 people living in orbit. Verne City built on floor of Atlantic Ocean.
2113 - First colony ship lands on Venus with 25,000 people. Construction of
Population 2 million.
Bubble Cities commences. Eco-Terrorists targeted UWSC offices in Wellington,
NZ with a nano-bomb
2048 - Dodo and Tasmanian Tigers cloned from DNA.

8
METAMORPHOSISALPHA4THEDITION

2114 - Humaniform™ declared bankrupt after attempting to release 2213 – Survey Vessel (SV) Trinder FTL Incident. Ship mothballed in Black Fleet
Humaniform ™ 3rd Generation Robots to an unreceptive market. 146 of the 3rd pending further study.
Generation Humaniform ™ Robots declared missing. Nano-technology Laws
revised and toughened. 2230 – Medical Ship (MS) Rashleigh dispatched to Alpha Centauri to aid in
medical disaster.
2120 - Refuelling facilities expanded to become Trans-Plutonian Shipyards. CS
Potemkin hijacked and last reported heading towards deep space. Deep space 2236 - FTL communication discovered. First practical Short range matter
telemetry disrupted by saboteurs, Eco-Terrorists blamed. transporter. MS Rashleigh returns to Earth.

2137 - Economic collapse of EU. Unknown terrorist group releases 2nd 2239 - Ruins of similar type as those found on Pacific Ocean Floor discovered
Genotype Plague, killing 13% of world population. Orbital City II and VII on Mars. Explorers set off device, sending a beam into deep space. All
populations wiped out. Both cities abandoned and quarantined. communications on Mars disrupted. Ruins confirm Mars was once inhabited.

2138 to 2150 - World economy collapses. Orbital, Mars and Moon colonies 2240 - 1st matter transporter accident, 2 casualties. All work suspended
declare independence to prevent assets from being syphoned off. 13 million indefinitely.
Humans living off Earth.
2241 - 2 Bubble dome cities on Venus crack. 2,500 dead. CS Lady J. Bray
2150 - Orbital Colonies, Mars and Luna send aid to Earth. Orbital Colonies arrives at Tau Ceti.
rejoin Earth. Garbled emergency transmission received from CS Potemkin.
2243 - SS Beagle locates CS Bonnie Brown. All communications cease.
2152 - 1st Generation Androids released for sale by Manitech Corporation.
These are marketed emphasizing their stability compared to the Humaniform ™ 2247 – SS Beagle returns to Earth on autopilot, all crew dead from variant of
Robots. Despite their Android’s lower level of capability, sales exceed 2nd Genotype Plague. SS Beagle sent to join Black Fleet.
Manitech’s expectations.
2257 - Jupiter miners begin acts of piracy.
2155 - Colonies established on Io and two other moons of Jupiter for
exploitation of mineral wealth. 2262 – Military Vessel (MV) Courageous launched and first mission is to
suppress Jupiter piracy. Mission succeeds within 30 days.
2157 - CS Bonnie Brown launched for Alpha Centauri with 50,000 people on
board. Eco-Terrorists captured trying to disrupt launch. 2266 - Argo Generation Ship purchased by Manitech and turned into research
facility. Argo placed in orbit around Saturn.
2160 - Terraforming of Mars begins. Regular “tourist” runs to Moon and Orbital
Cities. 2270 - Energy signals detected coming from HR 3384. Possible
communications attempt, but scientists are uncertain and debate continues for
2172 - Mars Terraforming project fails after atmosphere partially oxygenated. years.
Surface temperatures vary from -36.4° F (-38° C) to 35.6° F (2° C). Eco-
Terrorists blamed for failure. 2276 - Ruins on Mars and Pacific Ocean floor receive signal from deep space.
All communications in solar system blacked out for 30 minutes.
2181 - Distress call from CS Charles de Gaulle received.
2277 - Starship Warden laid down at Trans-Plutonian Spaceyards (TPSY) by
2182 – Rescue Ship (RS) Hand of Friendship sent to intercept CS Charles de United Western Starship Cartel program. CS Asimov launched for Theta Persei.
Gaulle.
2281 - PAEB discovered developing genetically engineered “super-soldiers”.
2184 - RS Hand of Friendship locates debris from CS Charles de Gaulle, prior Operation exposed by Eco-Extremists, Blue Peace.
to being destroyed in unexplained incident.
2282 - Scientists at Stanley-Robinson University (Mars) demonstrate that Time
2185 - CS Alpha Centauri arrives and establishes first colony outside Sol Travel is possible, but not practical - yet. 1st Chrononaut travels 8 minutes into
system. UF establishes the Black Fleet correction facility, in far orbit of sun. the past and arrives, waves goodbye to self and tells bewildered scientists that
the experiment was a success.
2190 - Asteroid from Jupiter sent to Earth for conversion into experimental
generation ship. 2285 - CS Mohammad declared missing after failing to arrive at 82 G. Erandi.
CS Lady Adele launched for 12 Ophiuchi. Eco-Terrorists arrested attempting to
2193 - Resource Riots on Earth. Construction on Argo Generation ship halted sabotage Starship Warden.
indefinitely. Argo put in orbit around the Moon.
2287 - CS Dove launched. Port Ion drive fails due to sabotage. Problems cause
2197 - Humaniform ™ Robot discovered on Venus after accident. Robot both ship and stored passengers to be “mothballed” until solution available.
deactivated. Small quantity of debris from CS Charles de Gaulle located, no Towed to TPSY for final refit.
evidence of RS Hand of Friendship.
2288 - MV Wham, Fleet Missile Carrier engages unidentified vessel during
2198 – Science Ship (SS) Prometheus launched. First test of Faster Than Light shakedown mission. MV Wham damaged, but other vessel destroyed. Starship
(FTL) drive a success, but prohibitively expensive. FTL drive set to revolutionize Warden lost en-route to Alpha Centauri.
space travel.

2208 – Recreational Vessel (RV) Monte Carlo launched to provide luxury


services (1st Space Casino) throughout solar system.

9
METAMORPHOSISALPHA4THEDITION

UFAPPROVEDCOLONYSYSTEMSLIST
NumberName Spectral Distance The UF Approved Colony Systems List (ACSL) is
Type (LightYears) a listing of solar systems approved by the UF for
0 Sol G2V 0.0 colonization. While all systems listed have not
been surveyed, the best scientific knowledge at
1 Alpha Centauri G2V 4.3 the time suggested that these systems presented
2 Tau Ceti G8V 11.9 the best opportunities for supplying habitable
3 Sigma Draconis K0V 18.8 planets for colonization.
4 82 G. Eridani G8V 19.8
Some of these systems (as of 2288) already have
5 107 Piscium K1V 24.3 viable colonies located within their systems, while
6 Pi3 Orionis F6V 26.2 other systems have colonists en-route, in cryo-
suspension.
7 Chi Draconis F7Vvar 26.3
8 Beta Canum Venaticorum G0V 27.3 Numerous corporations and organizations have
9 61 Virginis G5V 27.8 launched their own colony ships that are not
10 Zeta Tucanae F9V 28.0 sponsored by any of the usual member states of
the UF. The UF does not claim any responsibility
11 HR 7722 K3V 28.7 for these vessels.
12 Gamma Leporis F7V 29.2
13 Beta Comae Berenices G0V 29.9 The ACSL details systems that will receive priority
funding, aid and resources for the purpose of
14 Gamma Pavonis F6V 30.0 colonization.
15 HR 4523 G3 / G5V 30.1
16 HR 4458 K0V 31.1
17 12 Ophiuchi K2V 31.9
18 HR 511 K0V 32.5
19 Alpha Mensae G5V 33.1
20 Iota Persei G0V 34.4 The authors would like to note that the spectral types of these stars in some
cases have been modified for game purposes, and that the use of this list
21 HR 9038 K3V 35.2 for actual navigation amongst the stars could prove hazardous. Additionally,
this information is partially based upon information provided by SETI circa
22 Delta Trianguli G0V 35.4 2004-2005.
23 HR 637 K0V 35.6
24 HR 6806 K2V 36.2
25 54 Piscium K0V 36.2
26 Gamma Serpentis F6V 36.3
27 Theta Persei F7V 36.6
28 Zeta Doradus F7V 38.0
29 Zeta2 Reticuli G1V 39.4
30 Zeta1 Reticuli G2V 39.5
31 HR 3384 K0V 39.7
32 Rho1 Cancri G8V 40.9

COLONIZATIONOFTHESOLARSYSTEM
2111 2112
2037
2074
2113

2095
2155
10
METAMORPHOSISALPHA4THEDITION

UFVESSELROSTER
NO. NAME DEST LD ETA STATUS CREW PAX SPONSOR
1 CS Alpha Centauri 1 2099 2185 Decom 120 10,000 UWSC
2 CS Charles de Gaulle 1 2103 2189 Destr 150 15,000 EU
3 CS Potemkin 2 2120 2318 Lost 280 25,000 EU
4 CS Bonnie Brown 1 2157 2202 Lost 245 50,000 UWSC
5 CS Endeavour 2 2173 2294 Transit 200 35,000 OC
6 CS Lady J. Bray 2 2173 2241 Decom 500 75,000 UWSC
7 CS Beijing 2 2174 2298 Transit 200 35,000 PAEB
8 CS Mandella 2 2174 2248 Decom 450 60,000 UAS
9 CS Wolfe 1 2175 2218 Decom 400 40,000 EU
10 CS Mohammad 4 2175 2285 Lost 5000 80,000 MEU
11 CS Holt 3 2176 2346 Lost 500 25,000 OC
12 CS Sydney 3 2176 2265 Lost 500 50,000 OC
13 CS Leyton 3 2177 2333 Transit 500 30,000 EU
14 CS Gygax Venturer 5 2178 2364 Transit 500 35,000 UWSC
15 CS Van Der Brun 5 2178 2351 Transit 750 60,000 EU
16 CS Tai Pei 4 2178 2272 Lost 1,250 82,000 PAEB
17 CS Churchill 3 2178 2261 Decom 600 70,000 EU
18 CS Botanica 14 2179 2312 Transit 600 70,000 EU
19 CS Spirit of Erin 19 2179 2322 Transit 750 75,000 UF
20 CS Ashanti 32 2182 2359 Transit 750 75,000 UF
21 RS Hand of Friendship - 2184 - Destr 50 0 UF
22 CS Ghandi 19 2186 2336 Transit 700 80,000 UWSC
23 CS Mui Yin Wong 14 2191 2316 Transit 700 90,000 PAEB
24 CS Lady Cassidy 19 2193 2325 Transit 600 90,000 UWSC
25 SS Prometheus - 2198 - MB 250 0 UF
26 RV Monte Carlo 0 2208 - Sol 250 1,500 EU
27 SS Beagle - 2210 - MB 32 0 UF
28 SS Trinder - 2213 - MB 310 0 UF
29 MS Rashleigh 1 2230 2233 Sol 420 0 UF
30 CS Federation 3 2238 2256 Decom 250 25,000 UWSC
31 CS New Hope 3 2238 2257 Decom 300 20,000 EU
32 MS Courageous 0 2262 - Sol 500 0 UF
33 SS Drago 12 2265 2291 Transit 250 25,000 UF
34 CS Fenris 12 2267 2293 Transit 250 25,000 EU
35 CS Britania 17 2269 2298 Transit 250 25,000 EU
36 CS Frontier 14 2271 2297 Transit 250 35,000 MEU
37 CS Pioneer Spirit 15 2271 2297 Transit 200 30,000 UWSC
38 CS Tai Pei II 8 2272 2295 Transit 250 40,000 PAEB
39 CS Gandhi 12 2272 2297 Transit 250 40,000 PAEB
40 SS Nobel 15 2273 2297 Transit 500 0 OC
41 CS Asimov 27 2277 2308 Transit 300 65,000 EU
42 CS Pinafore 31 2281 2314 Transit 250 50,000 EU
43 CS Lady Adele 17 2285 2312 Transit 300 60,000 UWSC
44 CS Dove 27 2287 2318 Transit 250 75,000 MEU
45 MV Wham 0 2288 - Sol 300 0 UF
46 CS Warden 1 2288 2291 Lost 400 100,000 UWSC

DEST: Destination - See UF Approved Colony Systems List LD: Launch Date ETA: Estimate Time of Arrival Status And Sponsor: See Section 14

11
METAMORPHOSISALPHA4THEDITION

2.THESTARSHIPWARDEN
The gigantic Starship Warden is ellipsoidal in shape, being approximately
50 miles long at its extremes, 25 miles wide, and 8 miles tall, counting the
half-mile high dome on the top of the ship. COLORBANDS
The starship is divided into 17 levels, or decks. These levels vary in These are described more fully in Section 6 Equipment. In the
height, length, and width. As a safety factor, the hull of the ship varies in simplest terms, color bands function like keys. They are a fun role-playing
thickness, but many sections are a half-mile thick and enclose a special liquid device to temporarily keep your players out of some of the areas of the
plastic that flows to fill breaches and hardens when exposed to outer space. ship. If they don’t have the necessary command and security color bands,
The hull is not completely solid; it is segmented by strong, thick bulwarks and they can’t see everything, and that mystery is just one more thing they
contains supports, cables, conduits, machinery, and other such items, with need to solve.
paths and crawlways throughout. Access to the hull is limited for engineering Think of the color bands as treasure. As players find the higher-level
purposes only, and the few access points will open only for command or bands, they will be able to enter more and more areas. Also the lack of
engineering color bands or Command Rings. color bands will cause interesting gaming problems for the PCs as they
Decks are numbered, with lower-numbered decks at the bottom, but the move through the ship and lose or have their color bands broken in the
sections between levels are not. Each between-decks area is approximately action of the game. Robots and Androids are not allowed to use color
330 feet thick. This area contains supports, machinery, electrical wiring bands, and this feature will constantly cause interesting problems for those
systems, plumbing tubes, and the like. Additionally, this area may also contain PC characters. A Robot can actually open a door with a color band—the
transportation systems (such as subways or transport tubes), supply transport, door doesn’t care—but Robots aren’t supposed to be programmed to do
moving walkways or conveyor belts, and other interesting facilities. There are such things. If the AI of the ship sees it happen, it will assume the Robot is
pathways within these labyrinths, but access is severely restricted. The few a rogue and take drastic steps to shut it down.
entrances will admit only those with command or engineering color bands. These bands also serve as communication devices for the PCs to
There is an elevator system running down the center of the ship. This keep track of each other’s whereabouts in the ship.
system comprises five elevators. Only one is for normal passengers and Color bands are highly prized, so aliens will constantly try to steal
responds to any color band, and it will only open onto levels appropriate to the them and the ship’s security systems will constantly try to recover them.
passenger’s color band. In other words, a medical color band won’t take a
person to an engineering deck. Along this same central axis are four cargo
elevators with varying capacities of 5 tons, 20 tons, 50 tons, and 100 tons.
These elevators will operate only in response to the use of two color bands,
either engineering or command type (two of the same, or one of each). There
are 20 other personnel elevators, each with a capacity of approximately 30
persons, located somewhere on each level, often along the sides of the level. SHIPLEVELDESCRIPTIONS
These everyday personnel elevators operate with the brown general-purpose The following descriptions of the levels and what they contain are
color bands, though exits to certain levels are restricted. One of these elevators intended only as examples to illustrate what the ship interior might look like.
is reserved for top security use only during emergencies; it operates only in Each GM should design his ship interior to his own specifications, using these
response to a command color band or a security color band. descriptions as guidelines and inspiration. A GM’s concept of the interior of
Note that levels can have elevator shafts passing through them, but without any Warden can vary considerably from the example presented here. The more
direct entrance or exit from the elevators, depending upon the level and security differences there are, the more players need to learn by exploration. The factors
considerations. In addition, some doors might open freely from one side but of newness, surprise, and the unknown will add to the campaign’s enjoyment.
require a color band to open from the other (i.e., anyone can get out, but only
certain people can get in, or vice versa). OMEGA-LEVELONE:LOWERBATTLESIMULATOR
There may also be other elevators of a secondary nature connecting
various levels, depending on the design needs from level to level. Access: Entrance to the level is by command bands and rings or engineering
and combat color bands.

Size: 31 miles long x 13 miles wide x  mile high.


ARTIFICIALINTELLIGENCES(AIs) Description: The main weapons systems of the ship are powered and
There are thousands of computerized AIs on Starship Warden. controlled on this level. There are many enclosed chambers with separate,
The main ship’s computer is extraordinarily intelligent, most of the computer-controlled weapon stations, each with a view to outer space and
Robots are intelligent, and there are many ship systems with their own controls for firing the proton cannons and launching energy torpedoes. Each
AI providing independent local control. Each and every one of these station is capable of being turned into a battle simulator for weapon training.
intelligences can be fun characters for the GM to use when The chambers are specially treated and hermetically sealed so even if
communicating with the PCs. Some of the intelligences have become part of the level is blown away, the remaining parts can still function. Each
infected by the aliens and are hostile to the PCs. Others are infected but section has food and living quarters capable of sustaining life for 15 days even
not controlled by the aliens and have learned new personality programs, if completely cut off from all other ship’s systems.
making them temperamental or humorous. The ship is populated by lots
of these characters and the GM must keep track of their personalities. Equipment: The extra equipment that can be found on this level includes
Keep a list of AIs the characters talk to and how those intelligences feel clothing and space suits of several types, Engineering Robots, tools for
about the characters. repairing ship systems, and in one small section of the level, an Android
All of these intelligences originally were programmed never to creation vat and modular building unit. There are 20 air locks that lead into
harm Humans. How this programming changed when exposed to the docked gunship simulators. These simulate ten-person vessels capable of inter-
radiation is up to you. The stress of trying to kill Humans even by system flight. Each of these small vessels can be used to simulate battle
accident should at the very least cause an AI to be very angry or afraid conditions, including damage, etc. If “damaged” in simulated combat, vacuum
as it deals with the PCs. exposure could result. At the conclusion of any simulated combat (which
includes smoke, sparking wires, sirens, pressure leaks and other emergencies),

12
METAMORPHOSISALPHA4THEDITION

the lights come on, all the controls go dead, and a team of cleanup Robots start Phase Three Influence: All radiation is gone. Non-intelligent alien life forms
work. can be found on the level.

Storage: There are no storage compartments on this level. KHI-LEVELTHREE:STORAGESECTION

Role Playing Opportunities: Robots and Androids are not supposed to be Access: Entrance to the level is by any color band.
operating the simulators. The sections are each monitored by a military artificial
intelligence that doesn’t want anyone but Human combat troops operating Size: 37 miles long x 17 miles wide x  mile high.
things in this level. The small vessels can be “flown” by any of the awakened
Human crew or Androids. The would-be pilots of these vessels may not realize Description: This level contains thousands upon thousands of sealed
that they are actually in simulators. The artificial intelligences will tell the PCs containers filled with the supplies and resources needed to keep a ship
that the ship is too close to use the weapons against the Asteroid. These same operating for years in the depths of space. There are literally three spare parts
intelligences could suggest a flight to Starship Bonnie Brown even though the for every system on the ship that can not be efficiently or quickly manufactured
ship looks dead in space. It’s possible that as Humans enter the chambers of onboard. Entire replacement computer systems are in storage here. Access to
this level an artificial intelligence will begin a simulated battle and demand that everything is made difficult through a system of Robotic storage handlers who
the Human take control of the weapons systems to fight a mock engagement. bring the supplies to the needed sections of the ship. The artificial intelligence
of this level doesn’t want invaders of any type getting into the storage chambers
Phase One Influence: Deadly pockets of radiation can be found in several and sealed sections of this level. There are miles and miles of corridors on this
sections of this level. There are no alien creatures here. level, but all of the entrances have been purposely hidden so that only a Robot
can open them or even know where they are. The exit from every elevator leads
Phase Two Influence: Radiation has been cleared from this level. There are into a large waiting room filled with comfortable chairs and tables. Meals can be
no alien creatures here. served to those who wait for equipment, but no one will voluntarily be offered
access to the area outside the waiting rooms. The only entrance to this level is
Phase Three Influence: All types of alien creatures can be found roaming this at the central elevators.
level, but none of them have lairs here.
Equipment: Everything on the ship can be found here in large quantities, from
PSI-LEVELTWO:LOWERROBOTICSECTION weapons and armor to seeds and animal embryos.

Access: Entrance to this level is by command bands and rings or engineering Storage: Enormous quantities of everything can be found on this level. A lot of
and security color bands. the storage containers are filled with raw, unprocessed materials: earth,
chemicals, millions of sheets of duralloy, etc.
Size: 34 miles long x 15 miles wide x 1 / 8 mile high.
Role Playing Opportunities: The artificial intelligence of this level wants to
Description: Automatic fabrication units for creating every type of Robot found deliver materials to whoever asks for them. It doesn’t want the asker to come
on the ship fill this level. Each section has a basic, prefab office. The working into the storage area proper. Instead, it will feed them a pleasant meal and
sections are sealed against contamination and outside interference. Five of expects them to leave after getting the materials they want. It will deliver
every type of Robot are stored in the command center of each separate factory. weapons and military equipment only if the asker can show a command or
The entire system is automatic, but usually requires the physical presence of a military color band. Scientific equipment should be asked for by PCs with
Human to start up the process. The computer intelligence interacts with the science color bands. The intelligence is very capable of summoning security
Human to create the Robots (at least, that’s how it works when everything is Robots or even more powerful military Robots to enforce its no-access policy.
functioning properly).
Phase One Influence: A few pockets of radiation can be found in the open
Equipment: Enough materials are stored to fabricate 100 of each type of areas of this level. Mutants and aliens can be found in hidden areas.
Robot. Other storage areas of the ship hold sufficient additional material to
make thousands of Robots if needed. Phase Two Influence: Radiation can still be found in hard-to-reach pockets on
the level. There are many mutated and non-intelligent alien creatures hiding
Storage: Five of each type of Robot are stored in the different areas. Another here.
ten Robots are stored in each fabrication chamber. If the system is operating,
the control program automatically replaces these ten Robots as they are taken Phase Three Influence: Radiation is cleared from the level. Only fast-growing
for use, with or without orders from a Human. mutated fungi can still be found growing on this level, in out-of-the-way pockets.

Role Playing Opportunities: The different artificial intelligences are more than PHI-LEVELFOUR:FACTORYPRODUCTIONSECTION
willing to program new instructions into the Robots. None of the non-combat
Robots will attack or harm living beings, but clever PCs will think their way Access: Entrance to the level is by command bands and rings or engineering
around some of these programs. Most of the Robot fabrication supplies on and security color bands.
other levels are located in highly contaminated areas. Robots built from those
materials will be wild and dangerous, unless the materials used to construct the Size: 39 miles long x 18  miles wide x  mile high.
Robots are decontaminated. The next hundred Robots assembled in this area
will perform efficiently and be highly useful in most situations. Description: The central elevator opens into an industrial factory area. All other
entrances to this level open up onto thick forests. A central oval of factories can
Phase One Influence: Pockets of radiation are all over this level. There are no build anything quickly for the ship’s use. The forests supply fresh wood, oxygen,
alien creatures here. and fresh food to the crew. The factories are controlled by AIs that are willing to
cooperate with any Human who wants something built.
Phase Two Influence: A few pockets of radiation remain. Only the most
primitive of the alien life forms have penetrated this level.

13
METAMORPHOSISALPHA4THEDITION

Equipment: There are several engineering areas filled with tools for fixing Phase Three Influence: The level is completely taken over by alien life. Any
things that the Robots of the factories can’t figure out. These sections include PCs who try to enter the level are attacked savagely by aliens.
Grav Cars.
TAU-LEVELSIX:BIOTESTINGANDEXPERIMENTATIONLABS
Storage: Hidden from sight are several large storage spaces for raw materials.
The factories draw from these to produce their products. Access: Entrance to the level is by command bands and rings or science and
security color bands.
Role Playing Opportunities: This level can’t make Robots in the factories, but
almost anything else the PCs can imagine can be made here in large quantities. Size: 42 miles long x 20  miles wide x 1 / 8 mile high.
Naturally, only engineer types are supposed to be ordering goods. Usually, if
you’re on this level, it’s assumed you have the proper I.D., but if a request is Description: This level contains features of both the engineering and ecology
unusual, further verification might be requested. fields. The developed area has various laboratories for scientific use:
metalworking shops, chemical refineries, small chemical storage areas, power
Phase One Influence: This level contains many areas of radioactive experimentation labs, energy generators, biological laboratories, and a large
contamination. Non-intelligent alien creatures can be found all over. botanical growth center with variable light systems. The latter is part of a mixed-
forest area of wild land, small lakes and streams, several swamps, and a variety
Phase Two Influence: Lots of radiation still persists. Many new life forms roam of flora and fauna from Mars. Many of the biological centers contain highly
the deck. dangerous experiments in progress. There are security Robots in these areas
to warn away straying crewmembers. Two large Android creation vats are sited
Phase Three Influence: Radiation persists. All types of aliens can be found on this level, with resources to create thousands of Androids.
roaming, but none lair on the level.
Equipment: A large contingent of Robots is dedicated to this level, including
UPSILON-LEVELFIVE:SENSOR&EXPLORATIONSECTION 100 engineering, 100 general purpose, and 100 of each type of ecological
Robot.
Access: Entrance to the level is by command bands and rings or engineering
and security color bands. Storage: Each lab has a sealed storage area for the use of the scientists.

Size: 41 miles long x 20 miles wide x  mile high. Role Playing Opportunities: This level will be affected the most by all phases
of the invasion. It becomes a wild and dangerous combination of ecological
Description: The center of this level is filled with offices and science stations disaster and changed alien environment. Realizing the function of this area, the
dedicated to the study of outer space and the galaxy. Hundreds of large aliens released a lot of radiation onto this level. A lot of crazed experiments are
observation posts are controlled by many different computer intelligences mutating beyond control on this deck. The Androids created in the vats on this
dedicated to searching the far reaches of space. Around the offices are level are Killer Androids dedicated to taking over the ship. The Robots that
grasslands filled with wild flowers and insects to pollinate them. At the edges of normally maintain this level have also become crazed, and often attack other
this level are the bulky telescopes and radio dishes needed for the detecting Robots, Killer Androids and many of the roaming experiments. Most things here
and sensing work. There are four reconnaissance vessels attached to this level shoot first and ask questions later.
by air locks. These ships can hold a crew of six and are equipped with
extensive short-range sensor suites. Phase One Influence: Deadly radiation saturates this level. There are no alien
life forms, but there are many deadly mutants and Crazed Robots.
Equipment: Although there are thousands of monitors and computer consoles
in this area, there really is nothing useful for the problems at hand. Phase Two Influence: Radiation still fills the level. Powerful mutants roam the
area at will, along with Killer Androids.
Storage: None.
Phase Three Influence: Radiation is just beginning to be cleared. Alien life
Role Playing Opportunities: The many different computer intelligences are forms, mutants, and deadly Androids roam everywhere freely.
delighted to talk with the PCs, but are of little practical use in all regards but
one. All of their programming causes them to look out past the ship. The SIGMA-LEVELSEVEN:GRASSLANDSECOLOGYSECTION
intelligences are very condescending to non-scientist PCs and will not believe
the current condition of the ship, as they can’t see it. They can, however, see Access: Entrance to the level is by any color band.
the Asteroid that struck the ship and is now attached to it. The AIs can provide
potentially useful information about the Asteroid and how to detach the ship. Size: 45 miles long x 21 miles wide x 1 mile high.
The Asteroid’s presence is puzzling to the AIs, but not alarming—the AIs are
quite clinical in their analysis of the Asteroid, and have limited understanding of Description: This level is one of vast, rolling grasslands with a few widely
how the Warden functions. It may take some talking to convince the AIs that dispersed ranches marking the prairie-like terrain. Groups of families lived on
removing the Asteroid is the correct course of action to take; after all, there is these ranches and raised thousands of cattle and sheep, which grazed on the
some fascinating data to be gleaned from the Asteroid’s presence…. surrounding countryside. Ten ecology Robots helped the ranchers work each
farm. Besides the domesticated animals, some herds of wild animals (mainly
Phase One Influence: Many deadly radiation pockets exist on this level. Many antelope and buffalo) also roamed free. Although the terrain is largely dry and
types of aliens are roaming and more are coming through the hole in the hull the climate arid, there are some small streams and numerous patches of trees
that connects directly to the Asteroid outside the ship. near the water sources.

Phase Two Influence: Radiation decontamination of this level has not been Equipment: The ten farms are well stocked with farm equipment, and one
completed. Intelligent aliens are entering the ship from outside and have started livestock cloning facility.
figuring out the ship’s equipment.
Storage: None.

14
METAMORPHOSISALPHA4THEDITION

Role Playing Opportunities: This is another section greatly altered by the Description: This level contains administrative and security facilities divided
alien invasion. Packs of intelligent dogs now roam this level guarding the farms into several sections: ship security, administrative / civil affairs, family housing
and livestock and attacking alien menaces. There are no Humans to be found for personnel of the level, a section housing ten reconnaissance vessels for
here, but thousands of piles of dust with color bands (mostly general usage) scouting missions, a storage area for military equipment, and additional ship
mark their passing. weapon systems to supplement those on Omega Level One. There is a repair
center for weapon systems and a supply area for items needed in each of the
Phase One Influence: Radiation fills this area, causing many mutations. Aliens level’s sections. A forested area is also prominent on this level and features the
are beginning to come through a huge rent in the side of the ship that connects trees and animals common to North America. A large number of these
to several dark tunnels on the Asteroid that is now connected to the ship. There creatures are predators that are controlled with electronic collars.
are only a few dogs present, and no livestock. The security section of this level contains mass stores of many items in
locked bays, including: 1,000 deactivated security Robots; 10,000 of each color
Phase Two Influence: Radiation has not reduced one bit. Many more band; 1,000 of each type of hand-held weapon carried aboard ship; 50,000 of
intelligent aliens are driving out or killing the Terran and Martian life forms each Power Cell type or clips of ammunition for each weapon type; ten of each
normally found on this level. Livestock is being produced by the cloning vats, military Robot carried aboard ship; 500 suits of each type of powered armor
and the cloned animals are guarded jealously by the mutated dogs. available on the ship, with necessary support equipment; and many other useful
items.
Phase Three Influence: Radiation still covers the level, but only affects The security section also includes a detention area capable of holding up
Humans. The aliens have completely taken over the level and begun figuring to 2,000 persons in individual security cubes.
out the devices of the ship. The dogs have been driven out or destroyed, and Each section is a self-contained, sealed vault. Access to weapons lockers
the livestock are now being used to feed the aliens. requires the simultaneous use of two security or command color bands to open
the special locks.
RHO-LEVELEIGHT:FARMHABITATCENTERS
Equipment: The area is controlled and monitored by hundreds of Robots of all
Access: Entrance to the level is by any type of color band. types. All are programmed to help run the ship efficiently.

Size: 47 miles long x 22 miles wide x  mile high. Storage: All of the storage areas contain military equipment.

Description: This level is mainly farms, fields, and small villages for those Role Playing Opportunities: This is going to be a very difficult and deadly
families who favored a rural style of life. One sizable region is a horticultural test area for the PCs to deal with. The ship is in chaos and all of the artificial
area with botanical laboratories for various types of experimentation. The farms intelligences that normally run this area have been destroyed by radiation.
feature large crop-growing areas interspersed with light woods, occasional Robots are ruined and / or damaged by the radiation and aren’t well disposed
lakes, and so on. Individual farms vary in size—some are for individual families, toward PCs being on this level to begin with. If the PCs aren’t careful, they will
some are for groups of families, and others are complete villages. A number of find themselves locked in the security cubes until the proper authorities can
garden ecology Robots assist with tasks. Wildlife of varying types is also found spare the time to deal with them, and there are no proper authorities left alive.
throughout the entire level.
Phase One Influence: Radiation fills this area. There are no alien life forms on
Equipment: Lots of Grav Cars and other vehicles can be found on this level. this level.

Storage: Several sections have thousands of floater cars and wheeled carts for Phase Two Influence: This level is almost entirely decontaminated. There are
the use and pleasure of the farm families. no alien life forms on this level.

Role Playing Opportunities: This section is totally ruined by contact with the Phase Three Influence: The level is clear of radiation. No alien life forms are
aliens and is the most changed of all the levels. Several groups of intelligent present, but Killer Androids roam the area.
aliens are studying the technology of man here and growing this area into a
stronghold directly connected to the bowels of the Asteroid. Most of the plant OMICRON-LEVELTEN:COMMAND&CONTROLSECTION
life has been destroyed. Rock aliens and intelligent mutants have large tribal
areas here, and all of the beings are trying to figure out Human equipment, Access: Entrance to the level is by command bands and rings or engineering
Robots, and vehicles. and security color bands.

Phase One Influence: Radiation pockets fill this deck. Aliens are quickly Size: 44 miles long x 20 miles wide x  mile high
exploring the level.
Description: This level is the control center of the ship. It contains the bridge
Phase Two Influence: Radiation is largely cleared, at the cost of many Robots (command center), the primary ship’s computer, auxiliary units for controlling
and Androids. Aliens constantly attack the cleaners. Aliens and powerful mutant most of the ship’s operations, and housing units for the personnel of this level
groups have formed well-defended lairs. and their families. The living quarters are on the outer edge of the level and
afford a superb view of the forest area that forms an inner circle on the level.
Phase Three Influence: Radiation is gone from the level. Aliens are The ship’s command center contains a storage section with materials
methodically studying Human technology and converting it to their use. necessary for the control and maintenance of ship operations. The master
bridge area is divided into eight sections:
PI-LEVELNINE:ADMINISTRATIVEANDSECURITYSECTION  Captain’s chair and command console, with extensive monitors and tie-ins
to every station on the ship;
Access: Entrance to the level is by any color band.  Computer science area for master programming and instant retrieval of
necessary programs and ship information;
Size: 48 miles long x 23 miles wide x  mile high.  Security monitoring section which ties in with a similar room on level 9 and
contains monitoring screens, computer links to many computer stations

15
METAMORPHOSISALPHA4THEDITION

throughout the ship, a secondary intraship communication system, and remote Access: Entrance to the level is by command bands and rings or engineering,
audio recorders; science, and security color bands.
 Intraship environmental control room with four general monitors, 16
specific environmental monitors, and a computer that aids in the control of all Size: 49 miles long x 24 miles wide x  mile high.
ship environments;
 Primary engineering bay with numerous screens for monitoring power Description: This level contains forested areas. A large hill dominates the
states and overall ship operation and an artificial intelligence for analyzing center and rough mountains (albeit low ones) run around the rim of the level.
efficiency levels; Wild animals of all sorts live on this level, and some are dangerous. Several
 Navigation and power control section with main navigational controls, villages are also found on this level, but they are small and isolated to maintain
power monitors, and a special holographic display for plotting the course of the the area’s wild state. Hundreds of forest ecology Robots are stationed here to
ship; conduct maintenance.
 Primary communication room with direct hookups to many parts of every
level, large and small monitors, and various flat and holographic displays; Equipment: There are 20 supply stations located around the level with survival
 Emergency control area with auxiliary command over the ship’s exterior gear and communication equipment. These stations also have ecology Robots
offensive and defensive weapons, an extensive engineering tie-in to coordinate assigned to them.
damage control, an intelligent computer specializing in damage analysis, and a
system for flooding areas of the ship with paralysis gas in case of invasion or Storage: None.
mutiny.
Role Playing Opportunities: The radiation was great at killing Humans, but
Equipment: Generally the level holds only monitoring and computer seemed to do more mutating than killing of other creatures. Big and small
equipment. mutant creatures fill this area, making it just as dangerous for the aliens as the
survivors. Feel free to create big, improbable monsters that couldn’t normally
Storage: The storage area is attached to the command center and holds live in the area, or even exist, and blame it on the alien radiation.
military equipment and military Robots.
Phase One Influence: Radiation killed a lot of the wildlife in the area. Alien life
Role Playing Opportunities: Seriously consider this as one of the last levels is beginning to spread and replace the original flora.
for the PCs to get into. This area should be a ghostly place with lots of piles of
white dust on the floor covering color bands. There should be a lot of Robots Phase Two Influence: Radiation has created many new, mutated life forms
wandering around with their electronic brains scrambled by the radiation. that now roam the area.
Radioactive gas is prevalent, some of it visible and some not. Seriously
consider injecting some horror elements into this level. It is probably under Phase Three Influence: Radiation is just starting to be cleaned from the level.
emergency lighting—dim, red ambient lights and strobes. Robots could be Mutants and aliens dominate a surreal, nightmarish landscape.
crazed killers or, equally dangerous, fanatically devoted to preserving the life of 
any Human who gets into the sector. Even a zombie scenario, with mutant ZETA-LEVELTWELVE:JUNGLEHABITAT
undead attacking the living, wouldn’t be out of place here.
Access: Entrance to the level is by command bands and rings or engineering,
Phase One Influence: Radiation fills the level. There are no mutants or aliens science, and security color bands.
in the area.
Size: 48 miles long x 23 miles wide x  mile high.
Phase Two Influence: This level has been decontaminated. There are no
mutants or aliens in the area. Description: This level is filled by tropical jungle containing all the flora and
fauna of Earth’s rain forests. The vegetation is thick and lush, broken only by
Phase Three Influence: Killer Androids are beginning to set up enclaves on lakes and by several main pathways through the level, with smaller trails
the level. branching off. Robots keep these paths and trails clear. The area is filled with
dangerous plants, animals, mutants, and aliens. It is not a pleasant place to be
ETA-LEVELELEVEN:FORESTHABITAT for aliens or Humans.

Equipment: There are numerous supply stations on this deck, but they are
quickly being overrun and destroyed by the many lifeforms that are battling for
control of the level.

Storage: None.

Role Playing Opportunities: This entire level is transforming into one massive,
sentient life form, with all the millions of creatures adding to the intelligence.
Under the circumstances, there’s a high chance it will soon form its own agenda
and begin taking over the ship for its own purposes. This is a very delicate
ecology, however, and the first one—Human, mutant, alien, or computer—to
figure out how to control the water supply will have a great deal of power here.

Phase One Influence: Radiation killed much of the jungle, but what remains is
feeding off the corpses and decay and growing stronger. A large breach in the
hull connects directly to dark, radiation-seeping tunnels in the Asteroid. Many
types of alien life have advanced onto the level.
View to the mountains, from the elevator.

16
METAMORPHOSISALPHA4THEDITION

Phase Two Influence: Rather than clearing, radiation is increasing, as are the Storage: Half of the ship’s cryo chambers are found in the city. Only some of
aliens who have taken over the level. these contain Human combat troops. The majority are colonists and
technicians.
Phase Three Influence: Radiation is still deadly to unprotected Humans. The
aliens have completely taken over the level and attack all that try to enter, but Role Playing Opportunities: The Androids ran wild after the radiation
they are also locked in a life-or-death struggle with the growing intelligence of devastated the area. These Androids haven’t abandoned their programming
the jungle itself. and become Killer Androids, but they have adopted the attitudes and outlooks
of members of a fascist state police force. In the absence of Humans, the
NU-LEVELTHIRTEEN:SUPPLY&STORAGESECTION Androids have come to believe that they are Human. Now they are making
more and more Androids and trying to repopulate the city with “Humandroids.”
Access: Entrance to the level is by command bands and rings or engineering, Most of their programmed respect for Humans is gone. In dealing with PCs,
science, and security color bands. they will be gruff and officious, and won’t hesitate to stun and imprison Human
troublemakers. If the PCs are clever, they can still get the Androids to do things,
Size: 42 miles long x 20 miles wide x  mile high. but this situation has deadly potential for the unwary and the reckless.

Description: This is a redundant supply level only to be used when the Phase One Influence: Frequent radiation pockets dot the level. There are no
materials from the Khi level have been used up. aliens here.

Equipment: Large amounts of everything are in storage on this level, including Phase Two Influence: Radiation pockets are less frequent. There are no
military hardware, Robots, and equipment of all types. aliens, but dangerous Androids are common on the level and are establishing
pockets of control.
Storage: This is a massive storage level including raw materials, chemicals,
and the materials to start a colony on a virgin world. Phase Three Influence: All radiation is cleared from the area. Police and Killer
Androids are in firm control of the important zones, but aliens and Robots freely
Role Playing Opportunities: While this area is supposed to be free of life, the roam the level and dissident Androids maintain isolated communes away from
AI on this level has some concerns that something is wrong on Zeta deck. the central city.
When the radiation passed through, it caused mutations in the seeds and
microbes on this level. Several large containment sections now are home to DELTA-LEVELFIFTEEN:WATERHABITAT
dangerous fungi and gigantic single-cell creatures, all very hungry. The AI will
lend any assistance it can to the PCs, but it can’t do much except send more Access: Entrance to the level is by any color band.
Robots into the slaughter.
Size: 40 miles long x 17 miles wide x 1 mile high.
Phase One Influence: Only a few radiation pockets exist in this area. There
are no aliens. Description: This level contains the water supply for the entire ship. It’s divided
several different ways. There is a salt water section filled with sea life, a fresh
Phase Two Influence: Almost all the radiation has been cleared from this level. water section filled with appropriate plants and animals, and there are several
There are no aliens here. computer controlled, floating islands intended for use as resorts by the crew.
Many ecological Robots work both under and above the water to maintain the
Phase Three Influence: Non-intelligent alien and mutant life forms are hidden ecology of all the different zones. The islands have an exotic, vacation style to
in several areas on this level. them. The largest of the islands has an Android fabrication center. Androids
don’t need to breathe, making them perfect helpers to the ecology Robots in
EPSILON-LEVELFOURTEEN:EPSILONCITY maintaining the level.

Access: Entrance to the level is by any color band. Equipment: Hundreds of sailing ships and other motorized vessels are ready
for use all over this level. The water is constantly being purified, and when the
Size: 41 miles long x 18 miles wide x  mile high. radiation came into this area it was immediately scrubbed out by the ship
systems. Much of the ship’s air is recycled on this level by a purification plant,
Description: This is the city level. With compact, high-density living units, the which is hidden in the fore end of this level (as far from the main elevator as
potential population could be up to two million people. The actual city population possible).
on Starship Warden was about 34,000 before the radiation attack.
The city is made up of family and bachelor dwellings, plus all the other Storage: The second half of the cryo chambers are located on an island on this
features of cities on Earth: shopping areas, recreation centers, a wide variety of level. Only some contain combat troops, the rest are colonists and technicians.
dining areas, entertainment centers, extensive parks, sports arenas, playing
fields and so on. The city also features several hospitals and one large complex Role Playing Opportunities: All of the Human PCs should wake up from the
housing complete Android fabrication laboratories containing the necessary chambers on this level. There is a hotel-like, calm atmosphere here. The
facilities for production: Android formulation vats, mental matrix circuit creation islands are interesting to explore, and they make a perfect base of operations
facilities, programming energizers, chemical storage, and Android testing areas. for the PCs as there is no influence from the aliens here.
Also on this level is the main medical section of the ship with a large number of
monitored beds, recuperative therapy centers, radiation labs, operating Phase One Influence: Radiation still exists in rapidly diminishing pockets.
theaters, a medical school, and other facilities. One thousand Medical Robots There are no alien or mutant life forms. The air purification plant is
are assigned to this complex. malfunctioning and is producing gale force winds, threatening to damage the
cryo chambers. Unfortunately, the AI controlling the purification system is
Equipment: City equipment of all types including vehicles, replacement parts malicious and insane.
for all city systems, and home furniture.

17
METAMORPHOSISALPHA4THEDITION

Phase Two Influence: Radiation is totally cleared. Some mutant aquatic life planetfall. Two gantry ways lead to the external ion engines used to propel the
has developed, but keeps a low profile. Deadly defenses cover all the entrances ship through the void of space.
to the level.
Equipment: There are many types of heavy lifting vehicles all over this level.
Phase Three Influence: Humans are in complete control of the level, and only Many of the machines are large and heavy, and there are vehicles readily
a few aquatic mutants are hiding in the ship’s sea. available to move everything from fragile AI relays to 200-yard-long ion engine
parts.
GAMMA-LEVELSIXTEEN:FACTORY&LABSECTION
Storage: Double spares of every machine on this level are kept in storage bins
Access: Entrance to the level is by command bands and rings or engineering, along the hull.
science, and security color bands.
Role Playing Opportunity: Bigness is the key to describing this level and the
Size: 32 miles long x 16 miles wide x  mile high. machines on it. All of the huge vehicles have their own artificial intelligences
that do all the real work of running the machines. There are lots of power
Description: This level contains active factories where automation is not generators and hot points that would just love to burn huge holes in PCs who
feasible. Instead, constant supervision of all the fabrication processes is have no business fooling with the equipment.
necessary. Without Human supervisors, all of these factories shut down.
Getting them restarted will take some work. Phase One Influence: Radiation fills the area. There are no alien life forms.
Many artificial intelligences have gone offline on this level.
Fabrication Section One stores chemicals and contains large storage areas of
raw materials. Phase Two Influence: All radiation has been cleared from the area. Hidden
pockets of mutant life remain in the shadowy recesses of the machinery.
Fabrication Section Two supplies parts for repairs to every type of system on
the ship. Thousands of storage bins contain processed replacement parts and Phase Three Influence: Aliens are attacked at every entrance to the level by
circuits for everything found on the ship. automated defense systems. Killer Androids are infiltrating this level in large
numbers.
Fabrication Section Three deals especially with the repair of Robots. There are
thousands of Robots here of all types, ranging from only a few of some types to ALPHADOME:SECONDARYCONTROL&ATTACKSYSTEMS
hundreds of other types. In addition, there are parts for the repair of Robots and
construction of thousands more. Access: Entrance to this level is by command bands and rings or engineering,
science, and security color bands.
Fabrication Section Four manufactures computer intelligence circuitry of all
types. Any computer system can be analyzed, repaired, or replaced in minutes. Size: 2 miles long x 2 miles wide x 1 / 5 mile high.

Equipment: This level specializes in analysis equipment of all types. Description: Centered atop the ship is a small observation dome that looks like
a bubble on the ship’s hull. This dome contains equipment for astronomical
Storage: There are thousands of storage bays on this level, full of raw viewing and a large astronomy lab with optical telescopes, radio telescopes
materials, processed chemicals, circuit boards, and finished parts. operating on all frequencies, and other types of highly specialized equipment for
sensing and detecting emanations from outer space. A restricted area of the
Role Playing Opportunities: This should be one big candy store for the PCs, dome contains a secondary command bridge with communications to the main
as all of the Robotic systems want to do nothing but give the PCs items they command area on Omicron Level Ten. Attached to the Alpha Dome is a
think they need. This could also be a wonderful opportunity for a crazed reconnaissance vessel. Although this starship can run unmanned, the artificial
computer to decide that the Android or Human PCs need Robotic replacements intelligences on board prefer a Human crew.
for their normal arms and legs, which clearly aren’t as durable or functional as
metal ones. Equipment: The dome has huge pieces of observation and space detection
equipment. There is also a large armory stocked with combat and security
Phase One Influence: Radiation pockets fill the area. There are no alien life Robots, weapons, and power suits.
forms.
Storage: Replacement parts for the telescopes and radar dishes are stored
Phase Two Influence: A few pockets of radiation remain. Mutant life forms are near each of the detection devices.
growing in hidden regions, but no aliens have penetrated this deck.
Role Playing Opportunities: The vastness of outer space is clear to see, as
Phase Three Influence: Radiation is almost completely gone. Many deadly this is obviously a level with outer space as the ceiling. The fact that there is a
mutants stalk the area, as well as Killer Androids. vessel attached to the dome should not be lost on anyone. The Asteroid is
clearly visible here, as is the Bonnie Brown.
BETA-LEVELSEVENTEEN:DRIVE&ENGINEERINGSECTION
Phase One Influence: Radiation fills the area. There are no aliens on the level,
Access: Entrance to this level is by command bands and rings or engineering, but one of the main artificial intelligences mutates wildly.
science, and security color bands.
Phase Two Influence: Radiation has not been cleared from the area. No aliens
Size: 30 miles long x 12 miles wide x  mile high. roam the level, but the artificial intelligence is busy reprogramming Robots so
that they will no longer obey Human commands.
Description: This section contains all the engines, motors, dynamos, reactors,
and power-producing devices that supply the whole ship with the needed power Phase Three Influence: Radiation has not been cleared. Robots attack anyone
to maintain life, run the machinery and Robots, and power all the devices on or anything that the artificial intelligence deems a threat. Killer Androids begin
board. This area also houses two large anti-gravity engines, for use during coming into the area.
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METAMORPHOSISALPHA4THEDITION

PHASESONETOSIX troops go out in force to do a close up reconnaissance and so far have been
totally destroyed by the fungi forces of the Asteroid.
Master Sergeant Dupper makes the tactical decision to invade the
Every GM’s interpretation of the Starship Warden is different. As the
Asteroid, taking the fight to the aggressors. The invasion of the Asteroid has a
designer of your version of the ship, you can do anything you like to it, damage-
desperate group of Warden troops attempting to detach their ship from the
wise, before play begins. The Asteroid collision is just one device. Feel free to
deadly grip of the Alien Asteroid. The process can take as long or as short as
substitute your own calamities.
the GM wishes, but think of the action as a movie with a beginning, middle, and
Detailed below is a suggested campaign outline. If you do substitute your
end and phases four to six work quite well for this purpose. Depending upon
own calamity, remember to change your phase descriptions to cater for the new
the planned length of the campaign, the complete detachment of the Warden
challenges for your players.
may not be successful.
Phase One: Radiation pours through several large tears in the ship hull and
has already killed all the Humans who weren’t in frozen sleep. This radiation
contaminates many levels of the ship and causes havoc with communication
and circuit boards. The levels with breaches directly in contact with the Asteroid
are slowly being infiltrated by alien life forms that are beginning to alter the
Terrestrial and Martian creatures already on the ship.

PHASESANDIDTACTICS
The Id are intelligent, sometimes cunning and quite predatory. During
the first two phases of the game, the Id have access to animals and
mutated creatures only. In Phase Three, when Humans are introduced into
play, the Id see Humans as a more desirable host organism.
In Phase Three, the Id are still learning how to control Human
physiology, so motor skills are clumsy and the captured Humans tend to
shamble, speak slowly and in slurred speech, if at all. In Phase Four, motor A team of marines exploring the inside of the Asteroid.
skills have improved, but the results are not graceful. Speech is halting, but
quite understandable. By Phase Five, the Id control their Human hosts with Phase Five: The Asteroid is dangerous. Death is everywhere and the player
some degree of skill and speech is normal. In Phase Six, the Id have gained characters must survive as they explore and fight off the deadly creatures of the
a remarkable degree of skill using the bodies of the Human hosts, and will Asteroid. Some of the Asteroid creatures can only be fought by the powerful
use trickery and treachery to outwit and deceive free Humans. Disguises, mental mutants that have evolved on the Warden. In this phase, the Asteroid
hostage taking and even threats of self-harm are all considered “fair play” must be explored and efforts must be made to begin destroying some of the
by the Id. alien forces that are guarding the inside and outside of the Asteroid. The player
characters must deal with the defense of the Warden as large swarms of
Phase Two: The ship’s Robots have managed to cleanse the radiation from Asteroid creatures try to invade the Warden not only through the holes of the
less-damaged areas of the ship. The most heavily damaged levels have been ship but outside in space attacks as well. The Asteroid is producing larger and
entirely transformed by alien life forms. More intelligent aliens have begun larger military forces. Where these forces are being created and stored must be
exploring the ship and figuring out its systems. Some of the ship’s artificial discovered by the crew of the Warden. These Asteroid levels need to be
intelligences have been taken over by hostile alien viruses. destroyed if the Warden is ever going to successfully detach itself from the
Asteroid. The exploration is so dangerous that a great deal of military materials
Phase Three: The most advanced aliens, backed up with powerful technology, in the form of Robots, Androids, and even Human Marines are going to be
are entering the ship and actively fighting the Humans who have been woken destroyed in the process. Master Sergeant Dupper will undoubtedly want to use
up by the few remaining Robots and Androids. The aliens are determined to his new mutant allies that have evolved on the Warden to try and map out and
take over the entire ship. They must be stopped at any cost or the ship and its combat the dangers presented by the Asteroid. It is certain that many squads
remaining Humans are doomed. This is war to the death. consisting of Humans, Robots, Androids, and mutants will be sent in to explore
the Asteroid and only the best of these will be coming back alive.
Phase Four: At this stage, the Warden has been cleared of deadly Asteroid
aliens. During this stage, players get the chance to investigate the Asteroid. In Phase Six: The inside of the Asteroid has been explored. The deadly areas
order to free the Warden, Master Sergeant Dupper took it upon himself to make have been noted and action has been taken to defend against those areas. The
an alliance with several only half-understood mutant groups that grew up in the guiding intelligence of the Asteroid has been contacted. The inspection of the
forest regions of the starship. These strange new mutants with their new outer hull has revealed what needs to be done to detach the ship. Now a plan
powers have proven vital to the combat effort. They will also prove highly useful must be made to deal with the Asteroid and its efforts to stop the Warden from
when it comes to exploring the Asteroid and they show their loyalty to the detaching and thought must be given to what needs to be done to accomplish
Warden every day. Master Sergeant Dupper has made it everyone’s primary this. What happens when the Warden is detached from the Asteroid? Should
goal to detach the Warden from the Asteroid. The player characters are in the Bonnie Brown be inspected? What is to be done with the rescued crew of
charge of defending the single remaining entry point into the Asteroid and they the Bonnie Brown (if they were rescued)? What should happen to the Asteroid?
have the resources of the Warden to achieve this mission. The Asteroid Will it be allowed to travel on in space working its deadly effects on other ships?
regularly sends out combat troops to contest the entryway. Efforts must also be There are a lot of questions that need answering. The resources of the Warden
made to explore the outside of the ship and the attachment to the Asteroid. are badly depleted. Should the ship return to Earth or continue on its mission?
When reconnaissance vessels fly out from the Warden, they are
immediately attacked by aliens. This means that close inspection of the bridge
between the Warden and the Asteroid is currently impossible. Space suited

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METAMORPHOSISALPHA4THEDITION

3.THEASTEROID
ASTEROIDLEVELDESCRIPTIONS
The Asteroid is a warren of twenty levels, each with its specialization and GENERATINGYOUROWNSHIP
purpose. There are features of each level that are common to all. In your Theming your ship means coming up with an idea that makes your
descriptions of the levels, you need to stress the strange organic nature of each ship interesting to your players. The original Starship Warden in the first
level. The Asteroid is generally an oxygen-rich environment because the aliens edition of this game was a lost colony ship that had been floating in space
discovered that their fungoid growth accelerated in the pressurized areas for hundreds of years. This Warden is a colony ship captured and invaded
created for the captured Bonnie Brown crew members. Try to keep your player by aliens. There are lots of ideas you can come up with, but think of a
characters off guard with the strangeness that they are dealing with on the theme that will help you fill your levels. Your ship could be a military vessel
Asteroid. Also remember the primary goal is to figure out how to get the or a biological research ship. Whatever theme you pick will help in your
Starship Warden detached from the Asteroid. design.
Making your own ship with all its levels can be very rewarding. The
Disused Tunnels: Each level has a set of disused tunnels to other levels. These simplest way to begin is to create your city level. Imagine a level of your
are filled with acid fungi. The fungi can be removed in many different ways with starship that is a city like any of the ones you have seen in your life. No
a little effort on the part of the player characters. The intelligences of the matter how far in the future you place your ship, the crew still needs living
Asteroid have written off all of these tunnels and are genetically programmed to quarters (apartments), stores, and the other buildings any city has. Map out
completely ignore them or anyone in them. The tunnels from one level to the your city and then fill it with interesting things.
next are all marked on the various maps with the Asteroid level number that the Don’t try to design more than 10-20 levels all together for your ship. If
tunnel opening goes toward. Each tunnel is several hundred yards long and is a you learn to enjoy this type of gaming, you will be making lots of different
weightless sloping passage 50 yards wide and tall. ships for your friends to explore.
The real appeal to players of this game is the ‘Sense of the Unknown’.
Trin Pads: Trin Pads are large flat multi-faceted crystals generally located on Your players will become explorers in a wild science fiction universe. As
the floor of the Asteroid. When touched, these will transport anyone (creature, they learn about their environment they will get excited about futuristic
Robot, alien or Android) to another level of the ship. There are 20 facings on energy weapons and the use of attack Robots. You will discover that the
each trin pad and each facing will transport an operator to a different level. The more unusual you make your ship and its technology, the more fun your
Trin are a race of energy creatures and their bodies are used to make the pads, players will have.
killing a Trin with the creation of every pad. The pads can transport any sized Further information is in Section 14: Designing Your Own Ships.
creature or vehicle that goes over them. Larger vehicles will be transported to
the destination determined by the facing from which they approached. Each one
has a large cleared space around it and glows in the darkness of unlit portions
of the Asteroid. All of the pads are marked with a “P” on the various maps. The Gravity: There is a  G, light gravity everywhere but in the tunnels of the ship.
pads are ten feet wide in an odd 20 faceted shape. Think of a trin pad as a The light gravity means that the Warden’s troops have a number of physical
large wheel with 20 sections to the wheel. Whatever sections the traveler advantages over many of the Asteroid’s creatures.
passes over sends them to that Trin Pad on that level. It is impossible to
destroy a Trin Pad even with an atomic blast, but the ten-ton pads can be Light Sources: Light is usually only associated with the organic radiation
moved with great effort. The pads are always connected to the other 20 pads sources on the Asteroid. The fungi, pods, and other growing things made to be
on the Asteroid and that can never be changed. filled with radiation give off a glow according to the intensity of the radiation they
The action of the pads cannot be stopped. If someone or something is on contain. Pods with Intensity Level 18 radioactive juice or gas glow brighter than
the pad when another is teleported to that spot, the standing being is teleported the sun. Other plants, organs, and mushrooms filling themselves with lesser
fifty yards in a random direction so that the new arrival can materialize. intensities of radiation glow in accordance with their Intensity Level, but always
that radiation is contained unless the living thing is pierced in some manner.

Asteroid Systems: The Asteroid is made of one massive dense crystal of


diamond hardness. Most of the interior surfaces cannot be seen because of the
organic growth that fills each level. Dense fungi spores float around the Asteroid
making it totally invisible to all sensing systems. Accidental punctures in the
Asteroid are rapidly filled with dense vacuum-resistant organic fluids that
harden with exposure to the vacuum of space, unless the Asteroid creatures
want a hole to remain open, as in the case of the bridge to the Warden. Other
organic creatures, similar to jellyfish, float on air currents to seal pressure leaks.
Thousands of hairs, eye appendages, and auditory sensing organs
communicate what is happening on each level and transmit that information to
the alien artificial intelligence that controls all the growth and development on
the Asteroid. This intelligence is well aware of the invasion going on throughout
its levels and will coordinate the defense of the Asteroid.

Octrim Roads: These organic pathways can be found on every level in varying
sizes. The roads are pathways genetically designed to move things at a rapid
pace. An item or being is placed on the left side of the road and it proceeds at
50 miles per hour along the path of the road through the use of vibrating five-
Humans are not the only ones exploring the asteroid. Killer Androids, inch tentacles of flesh. When items are placed on the right side they travel in
Robots and even some of the Warden’s mutants may be encountered. the other direction. Flashing light on the path in front of the moving object
There is plenty to worry about, in addition to the aliens themselves! causes the pathway to slow down for a few minutes and stop if the light stays
on the path for any length of time.
22
METAMORPHOSISALPHA4THEDITION

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METAMORPHOSISALPHA4THEDITION

24
METAMORPHOSISALPHA4THEDITION

CS Bonnie Brown Crew Members: For the last six months the Asteroid has Role Playing Opportunities: Most Humans would find walking through this
been attacking the Colony Ship Bonnie Brown. It was victorious in capturing area to be nightmarish. This area resembles a large living intestine. Organic
and taking over the ship. There are now thousands of Human crewmembers as growths fill this area and a great deal of time should be spent talking about the
slaves and zombies on the Asteroid. The player characters will have to deal soft pulpy nature of the floors and walls filled with alien organs of unknown use.
with the problem of killing Human zombies that are attacking them against their
will. Phase Four Influence: No weapons are found on this level, but every type of
alien is working and being spawned here.
ALPHAONE:ASTEROIDSENSORYLEVEL
Phase Five Influence: Hand weapons are common among the aliens and the
Access: Abandoned tunnels connect to levels 2 and 3. Two Trin Pads connect Trin Pads are well guarded.
to any section of the ship.
Phase Six Influence: Giblak Tars of all types and sizes are in defensive
Size: The level is 40 miles long and 17 miles wide. Generally the ceiling positions here.
sections are as high as  mile, but the ceiling surface is very uneven.
CHARLIETHREE:ASTEROIDGROWINGLEVEL
Description: The level has ten sensor systems allowing the Asteroid’s artificial
intelligence, the Girakal to sense the Asteroid’s surroundings in space and Access: Abandoned tunnels connect to levels 1 and 4. Two Trin Pads connect
move it in any direction. Each of these sensors is a massive organic machine to any section of the ship.
filled with Intensity Level 10 radioactive liquid. Massive tentacles ten feet across
extend all over the level and connect into each other. Wide open 100 yard Size: The level is 20 miles long and 18 miles wide. Generally the ceiling
sections are interspersed with tentacle pillars from the floor to the ceiling. Fungi sections are as high as  mile, but the ceiling surface is very uneven.
of a hundred different types cover everything.
Description: This is a factory level for the Asteroid that can organically produce
Level Crew: This level is heavily crewed by a mixture of Ids, Stone Aliens, and any parts, equipment, or weapons the Asteroid aliens need. Raw materials are
masses of N’Treb. There are hundreds of each of these races in every section fed into the large frontal orifice of one of the many massive polyp-like creatures
of this level. in this area. Products are organically grown in a womb-like series of sacs,
before the finished product is secreted from the rear of the creature. Each
Role Playing Opportunities: The player characters are exploring a pitch black polyp-like creature has been genetically engineered to produce a specific item.
level. Every time they fire a weapon they are bursting a tentacle and Intensity Different sized creatures can produce highly technical items from vehicles to
Level 10 radiation is spilling out into the area. The crew of this section is in organic warbots. The atmosphere in this area of the Asteroid is oxygen-rich as it
complete connection with the Girakal. The Girakal is coordinating the attacks allows the N’Treb to herd captured Humans from the CS Bonnie Brown and the
against the Warden invaders. Every square mile of this area has 30 alien Starship Warden into the area without using space suits.
defenders to deal with the invaders from the Starship Warden.
Level Crew: N’Treb and N’Treb zombies fill this area and maintain the pods.
Phase Four Influence: On this level the crew will totally ignore the invaders
from the Warden unless those characters begin causing damage. In that case Role Playing Opportunities: Thousands of orderly rows of the factory
the crew will move to overwhelm the invaders. They have no weapons and will creatures are growing all over this level. The ceilings are filled with bright pods
depend on physical force and their mutations to defeat the Warden troops. containing high intensity radioactive materials, used for providing light to the
growing ‘things’ below. Hundreds of the factory creatures appear to be
Phase Five Influence: All the Asteroid crew has ranged weapons now and is producing ‘things’ that look like Warden crew members, but aren’t Human in
aware of the danger of the troops from the Warden. They have now protected origin.
themselves from the damaging effects of radiation and think nothing of shooting
to spill radiation on their attackers. Mark II Giblak Tars are in the area. Phase Four Influence: This area is guarded by many Giblak Tar Mark I’s.

Phase Six Influence: There are well-defended points all over this level Phase Five Influence: Giblak Tar Mark II’s guard this area.
protecting heavily-armed aliens, ready to fire on any invading Warden troops.
Phase Six Influence: This level has been abandoned and Intensity Level 12
BRAVOTWO:ASTEROIDBREEDINGLEVEL radioactive gases protect the now-dormant factory creatures.

Access: Abandoned tunnels connect to levels 1 and 4. Two Trin Pads connect DELTAFOUR:ASTEROIDMENTALCALMINGLEVEL
to any section of the ship.
Access: Abandoned tunnels connect to levels 2, 3, 5, 6, and 7. Two Trin Pads
Size: The level is 20 miles long and 16 miles wide. Generally the ceiling connect to any section of the Asteroid.
sections are as high as  mile, but the ceiling surface is very uneven.
Size: This level is 40 miles long and 17 miles wide. Generally the ceiling
Description: The level is filled with alien fungi breeding pods, all producing the sections are as high as  mile, but the ceiling surface is very uneven.
various types of alien creatures found on the ship. Think of them as wedges of
different colored fungi in a rough pie shape. Every wedge produces a different Description: A thin blue haze fills this level and it is impossible for living
type of creature. As they are spawned, they emerge as a full grown adult of the creatures to carry out an act of aggression or violence anywhere on the level.
species with instinctive knowledge of all the Asteroid’s systems. The blue haze is produced by blue fungi pods that grow on most surfaces and
in every nook and cranny on this level. This is the Asteroid’s version of a
Level Crew: Thousands of Id inhabit this area and monitor the spawning hospital and damaged aliens come here to recuperate as regeneration and
process for all the alien types. These Id are not attached to creatures but can healing is ten times faster on this level. This level has many wide, open spaces,
do so quickly if they need to control stronger bodies in combat. filled with colorful fungi of all types and sizes.

25
METAMORPHOSISALPHA4THEDITION

Level Crew: The N’Treb maintain this level and there are thousands of them Level Crew: Hundreds of thousands of Stone Aliens of all sizes and stages of
blending into the fungi background. development inhabit this level. They are in constant rolling movement from one
task to another. The smaller immature Stone Aliens are more playful and
Role Playing Opportunities: Aggression by living creatures of all types is curious than antagonistic towards the Warden invaders, preferring to steal items
impossible as long as the blue fungi pods are growing in the area and of equipment and trip them.
spreading their calming influence. As the area is filled with all sorts of fungi
masses this feature will not be obvious at first to the player characters. Role Playing Opportunities: Consider this level as the land of the giants.
Thousands of huge Stone Aliens delight in attacking the invading Warden crew,
Phase Four Influence: Many unarmed N’Treb zombie aliens work in this area, while smaller Stone Aliens harass them. Everything is huge on this level and
oblivious to their surroundings. this bigness is a factor the player characters will have to deal with.

Phase Five Influence: This level is now abandoned, and filled with Intensity Phase Four Influence: The Stone Aliens are huge unarmed dangers in this
Level 15 radioactive gases. phase.

Phase Six Influence: The area is filled with wounded aliens, healing their Phase Five Influence: The Stone Aliens have discovered the usefulness of
injuries by regeneration. They completely ignore the Warden crew who can’t Tants and Vols (organic bombs) and delight in using them a lot.
hurt them, and will flee from any Robots or Androids that attempt to harm them.
Phase Six Influence: Giblak Tar Mark III’s work with the Stone Aliens to
ECHOFIVE:ASTEROIDIDLEVEL defend the area.

Access: Abandoned tunnels connect to levels 4 and 8. One Trin Pad connects GAMMASEVEN:ASTEROIDGIRAKALPODLEVEL
to any section of the Asteroid.
Access: Abandoned tunnels connect to levels 4 and 10. One Trin Pad
Size: This level is 20 miles long and 19 miles wide. Generally the ceiling connects to any section of the Asteroid.
sections are as high as 500 yards, but the ceiling surface is very uneven.
Size: The level is 21 miles long and 17 miles wide. Generally the ceiling
Description: Id love moist and soft environments and this entire level is a maze sections are as high as  mile, but the ceiling surface is very uneven.
of wet fungi tunnels that the Id can easily slide and squirm through. Everyone
else will find movement slow and restricted. There are hundreds of thousands Description: This level is filled with a maze of white fungi growing from the
of Id connected to captured host creatures, roaming on this level. floor to the ceiling in huge pods. There are large pathways through the masses,
but visibility is restricted to no more than 20 yards in any direction. These white
Level Crew: The Id and their hosts are the only creatures on this level. There fungi pods are part of the Girakal, the Asteroid’s organic intelligence. The
are several hundred Human crew members from the Bonnie Brown enslaved by Girakal can communicate telepathically with those who walk through this level.
Id captors on this level.
Level Crew: N’Treb are responsible for pruning and maintaining the Girakal
Role Playing Opportunities: Id delight in dropping out of ceilings and onto fungi. There are thousands of N’Treb and Bonnie Brown zombies working on
unsuspecting new hosts. There are thousands of Human / Id creatures that will this level.
be willing to fight the characters in this area.
Role Playing Opportunities: Shortly after their arrival, the Girakal will
Phase Four Influence: Generally, the Id are not attached to other creatures on telepathically contact the player characters and try to establish a truce. The
this level. Girakal will not honor agreements and only wants to stall while it grows more
troops to counter-attack the Warden.
Phase Five Influence: Many Id are now attached to Bonnie Brown crew and a
lot of these are armed with light weapons during this phase. Phase Four Influence: Masses of unarmed N’Treb zombies make clumsy but
determined attacks upon the Warden invaders in an attempt to overwhelm them
Phase Six Influence: Well-defended strong points are scattered throughout the through sheer numbers.
level and many of the Id have attached themselves to captured Warden crew
members. Some Id impersonate other Warden teams, escorting “freed” Bonnie Phase Five Influence: Alien offensive and defensive tactics are designed to
Brown crewmembers, with the intent of ambushing Warden teams. subdue or capture, using only organic weapons designed for those purposes.

FOXTROTSIX:ASTEROIDSTONEALIENLEVEL Phase Six Influence: Intensity level 10 radioactive gas fills this area and there
are many Human N’Treb Zombies that will try to wrestle invaders into
Access: Abandoned tunnels connect to levels 4 and 9. One Trin Pad connects submission and avoid hurting the Girakal. The radioactive gas is taking a heavy
to any section of the ship. toll on the N’Treb Zombies, but that is a sacrifice the N’Treb are willing to make.
A small number of N’Treb Zombies are wearing Radiation Suits.
Size: This level is 18 miles long and 17 miles wide. Generally the ceiling
sections are as high as  mile, but the ceiling surface is very uneven. HOTELEIGHT:ASTEROIDN’TREBLEVEL

Description: This level looks mountainous, but the mountains are actually Access: Abandoned tunnels connect to levels 5 and 11. One Trin Pad
mound after mound of Stone Aliens forming in fungi patches. Large single connects to any section of the ship.
boulders of fungi are everywhere and huge, diamond hard organic machines
are working to produce more items for use by the Stone Aliens. There are Size: This level is 41 miles long and 17 miles wide. Generally the ceiling
several large weapon experimentation labs in the far corners of this area sections are as high as  mile, but the ceiling surface is very uneven.
producing high-powered weapons.
Description: This level has thousands of alien artifacts from over a hundred
plundered spacecraft. The N’Treb delight in trying to figure out alien technology
26
METAMORPHOSISALPHA4THEDITION

and then adapting it to their own requirements. Thousands of glowing crystals Description: This level is divided into ten sections. Each section produces a
and radiation plants provide light for this level and can be found everywhere. different type of food for the aliens of the ship. Most of the sections contain
large crops of fungi, but one of the sections is filled with 500 imprisoned
Level Crew: Thousands of N’Treb polyp clusters, tended by thousands of Humans from the Bonnie Brown.
N’Treb Zombies of all types are scattered across this open level. There are
approximately 5,000 Bonnie Brown Human N’Treb Zombies on this level. Level Crew: This level is maintained by approximately 1,000 Gorilla-Ids.

Role Playing Opportunities: Wave after wave of N’Treb Zombies attack the Role Playing Opportunities: The disgusting nature of the goos, jellies, and
player characters. The player characters will have to confront all manner of other substances oozing out of thousands of fungi pods should be stressed to
aliens, former crew mates from the Warden and thousands of Bonnie Brown the max here. The aliens are determined to protect this level of the Asteroid,
crew members. The horror and apparent futility of the situation should be and will go to extreme lengths to do so.
stressed to the player characters, hopefully prompting the players to figure out
an ingenious, alternative method of dealing with the situation. Phase Four Influence: Giblak Tar Mark I’s and lightly-armed Gorilla-Ids are
everywhere on this level.
Phase Four Influence: The unarmed N’Treb Zombies come in all shapes and
sizes, but there are many Bonnie Brown Humans in the mix. Phase Five Influence: Well-defended military outposts are scattered across
this level.
Phase Five Influence: The N’Treb Zombies are well-armed and supported by
Giblak Tar Mark I organic tanks, making the level hazardous to the Warden Phase Six Influence: Giblak Tar Mark III’s patrol this area.
crew.
KILOELEVEN:ASTEROIDFABRICATIONLEVEL
Phase Six Influence: There are now many Giblak Tar Mark III tanks supporting
the well-armed zombies. Access: Abandoned tunnels connect to levels 8 and 15. One Trin Pad
connects to any section of the ship.
INDIANINE:ASTEROIDDUPLICATIONLEVEL
Size: This level is 20 miles long and 15 miles wide. Generally the ceiling
Access: Abandoned tunnels connect to levels 6, 12, and 13. One Trin Pad sections are as high as  mile, but the ceiling surface is very uneven.
connects to any section of the ship.
Description: This level is much like an engineering level on a Human ship.
Size: This level is 22 miles long and 15 miles wide. Generally the ceiling There are thousands of organic machines and laboratories used to make and
sections are as high as 300 yards, but the ceiling surface is very uneven. develop new inventions. The Asteroid works mostly with organically grown
devices, so many of these areas are growing fields under radiation light pods
Description: This level is filled with huge organs of various sizes and shapes. growing all sorts of strange alien devices.
The organs are capable of duplicating anything placed inside them. If a sword is
placed inside an organ for a day, the organ produces an identical duplicate of Level Crew: There are thousands of N’Treb and their zombies working on this
the sword. The same can be done with complicated equipment of all types, level.
excluding anything that contains radioactive material or active computer
circuitry. The organs can only make one thing at a time, but more organs can Role Playing Opportunities: There are racks and racks of organic devices to
be grown in tandem beside each other. It is necessary to feed the organ raw be figured out in this area. Many of them are just bladders filled with goo, but
materials that will allow it to generate the object and the organ changes color to there are lots of new weapons here as well.
indicate which raw materials are needed to manufacture the desired item. The
original object is destroyed in this process, but the organ can now make Phase Four Influence: A large number of restraining and immobilization
duplicates of the original item. devices are being made by lightly-armed N’Treb Zombies, under the guidance
of their N’Treb masters.
Level Crew: Id, Stone Aliens, and the N’Treb with their zombies can be found
on this level operating the organs. Phase Five Influence: Heavy weapons and organic radiation decontamination
equipment is being mass-produced during this phase while Giblak Tar patrols
Role Playing Opportunities: Anything can be duplicated here and it’s easily search for Warden invaders.
possible for innocent Warden crew members to get sucked into one of these
large organic machines. Phase Six Influence: Heavy defensive positions have been set up to guard the
organic factories.
Phase Four Influence: The Asteroid crew ignores the Warden crew if they
don’t attack while exploring. LIMATWELVE:ASTEROIDPOWERSYSTEMSLEVEL

Phase Five Influence: Well-armed aliens are guarding the teleportation pads. Access: Abandoned tunnels connect to levels 9 and 15. One Trin Pad
connects to any section of the ship.
Phase Six Influence: Giblak Tar Mark III’s are everywhere on this level.
Size: This level is 20 miles long and 19 miles wide. Generally the ceiling
JULIETTEN:ASTEROIDFEEDINGLEVEL sections are as high as  mile, but the ceiling surface is very uneven.

Access: Abandoned tunnels connect to levels 7 and 14. One Trin Pad Description: There are ten organic generators on this level that connect
connects to any section of the ship. through umbilical-like cords to the other sections of the ship. Each of these
generators is several miles long and contains many bladders and sacs. These
Size: This level is 20 miles long and 17 miles wide. Generally the ceiling bladders and sacs hold radioactive materials. Splitting the sacs open will
sections are as high as  mile, but the ceiling surface is very uneven. expose the radioactive material within, which varies in Intensity Levels from 5 to

27
METAMORPHOSISALPHA4THEDITION

20. The generators and umbilical cords glow and pulse as the radiated fluid is that produces the Asteroid’s version of Security Robots. The N’Treb are
pumped through the organic systems. constantly attempting to cause mutation of the Guardian Spheres in order to
increase their mental abilities.
Level Crew: Thousands of Stone Aliens crew this section of the ship.
Level Crew: There are thousands of the Guardian Spheres working in this
Phase Four Influence: Energy of several different types travels along poorly area.
insulated organic cords. Unarmed aliens work in the area and ignore the crew
of the Warden unless they attack. Role Playing Opportunities: One corner of this level contains all of the Human
prisoners being used for experiments by the N’Treb. None of these people are
Phase Five Influence: Stone Aliens with several types of bombs and grenades N’Treb Zombies, and they are very willing to help the crew of the Warden if a
guard the level from Warden invaders. rescue opportunity presents itself. There are hundreds of N’Treb and their
zombies working here, trying to create more powerful Guardian Spheres with a
Phase Six Influence: Giblak Tar Mark III’s and Stone Aliens guard this level. wide variety of mental mutations.
Many defensive positions have been set up.
Phase Four Influence: Many Guardian Spheres have mutated acquiring strong
MIKETHIRTEEN:ASTEROIDPROPULSIONSYSTEMSLEVEL mental mutations and live on this level ready to do battle.

Access: Abandoned tunnels connect to levels 9 and 15. One Trin Pad Phase Five Influence: Highly specialized fungi pods act as traps and bombs
connects to any section of the Asteroid. doing random mental attacks as Warden crew set them off by approaching.

Size: This level is 20 miles long and 16 miles wide. Generally the ceiling Phase Six Influence: Mixtures of well-armed Asteroid aliens of all types, Giblak
sections are as high as  mile, but the ceiling surface is very uneven. Tar Mark III tanks and Guardian Spheres with mental attacks defend this level.

Description: Four organic maneuvering engines power the Asteroid at speeds


surpassing that of Human ships. Each engine is several miles long and is filled THEN’TREB,THEIDANDTHEIRALLIES
with Intensity Level 21 radioactive gas. The gas hisses and leaks in many areas
The Id, while the most commonly encountered of Asteroid aliens,are
on this level. Numerous 100 yard long, less powerful organic engines provide
not in control of the alien forces. The N’Treb are the masters of the alien
power to sections of the larger organic engines. The light from the radioactive
vessel and are in charge of the assault on the Starship Warden. The Rock
gas is blindingly bright, but doesn’t hinder the crew of the Asteroid at all.
Aliens are minions of the Id and take their orders from them only, as they
can’t understand the N’Treb.
The Asteroid’s method of traveling vast distances is contained on this
The N’Treb are aggressive, expansionistic and have a “superiority
level. The N’Treb have managed to capture and duplicate a space / time fold
complex”, seeing themselves as the future masters of the universe. Each
generator which can let them bypass space in six light year “jumps”. This alien
N’Treb seeks to outdo the accomplishments of others of its race, but never
marvel is far in advance of the technology used in Human vessels. Staring at
at the expense of the overall progress of the race. They are competitive,
the device while it is operational is not a healthy activity for the Human mind,
but quite able to cooperate with each other when faced with a common
and will cause some Humans to go insane (treat this as a mental attack, with
enemy. Strangely, the N’Treb try to keep their identity hidden from the
the device having an effective Mental Resistance of 16). Insane characters are
races that they choose to attack, trying to act through their minions. In
NPCs, and will dedicate themselves to the worship of the device.
keeping with their fungal origins, they try to stay hidden in the shadows.
The Id are the N’Treb’s cannon fodder, and do most of the dirty work,
Level Crew: Stone Aliens in the thousands crew this section of the Asteroid.
while also preserving the secrecy of the N’Trebs’ identity.
Role Playing Opportunities: The blinding light will hinder player characters.
The radiation is also a highly dangerous factor as any shooting can rupture
pods and release a radiated goo.

Phase Four Influence: Many Giblak Tar Mark I’s patrol this area, but ignore
the Warden crew if they don’t attack.

Phase Five Influence: Giblak Tar Mark II’s and well-armed aliens have set up
defensive positions all over this area.

Phase Six Influence: Giblak Tar Mark III units and a mixture of Asteroid aliens
carefully patrol every area of this level.

NOVEMBER FOURTEEN: GUARDIAN SPHERE & GAS


PRODUCTIONLEVEL

Access: Abandoned tunnels connect to levels 10 and 15. One Trin Pad
connects to any section of the ship.

Size: This level is 19 miles long and 17 miles wide. Generally the ceiling
sections are as high as  mile, but the ceiling surface is very uneven.
Players will find that there are plenty of supplies to be found, but
Description: This level creates the radioactive gases that the Asteroid uses to sometimes they are heavily guarded. Using Murphy’s Law, the more
attack other ships. This level holds thirty huge pods that generate and hold the desperate the players are for supplies, the tougher the guard is likely (but
radioactive gases. There is also a large organic Guardian Sphere creation vat not always) to be. On other days, there may be no guard at all!
28
METAMORPHOSISALPHA4THEDITION

29
METAMORPHOSISALPHA4THEDITION

OSCARFIFTEEN:EPSILONCITYREPLICALEVEL Level Crew: There are thousands of Stone Aliens on this level.

Access: Abandoned tunnels connect to levels 11, 12, 13, 14, and 16. Two Trin Role Playing Opportunities: The pods form huge maze-like wall sections and
Pads connect to any section of the ship. any misses when firing weapons on this level could rupture a pod and release a
random intensity radiation. Due to the slime in the blue gourd-like pods, the
Size: This level is 42 miles long and 19 miles wide. The ceiling above the Asteroid aliens are resistant to the effects of the radiation released.
replica city is 100 yards from the floor. The ceiling has been painted blue, to
match the fake sky of the Warden’s Epsilon City. Phase Four Influence: Stone Aliens ignore the Warden crew if they don’t
attack.
Description: This Asteroid level is supposed to be an exact duplicate of
Epsilon City on level 14 on the Warden. It is populated with exact duplicates of Phase Five Influence: Intensity level 12 radioactive gas fills this level and
the men, women, Androids, and Robots of the ship. lightly armed Stone Aliens patrol the entire level.

Level Crew: There are no obvious aliens on this section of the Asteroid. Phase Six Influence: Intensity level 18 radioactive gas fills the level and well-
Around the outside edges of this level are alien staffed sections filled with armed Stone Aliens are working to restore the level as Giblak Tar Mark III tanks
N’Treb and their zombies. These aliens are monitoring the replica Epsilon City defend many strong points.
that they have built.
QUEBEC SEVENTEEN: ASTEROID GIRAKAL SECONDARY POD
Role Playing Opportunities: This level is a replica of Epsilon City on the LEVEL
Warden. The fake people of this level will always try to convince the real crew of
the Warden that they are real. They will defend themselves if they have to, Access: Abandoned tunnels connect to levels 14 and 19. One Trin Pad
revealing that they are actually duplicated organic aliens as they die and turn connects to any section of the ship.
into fungi masses. The level was created for the Girakal to try to understand the
Starship Warden, and its crew better. Unfortunately, the Girakal based its Size: This level is 30 miles long and 17 miles wide. Generally the ceiling
replica upon information that it had gained from databases and media sections are  mile high, but the ceiling surface is very uneven.
recordings on board the Warden, including a number of holovid dramas such as
"Epsilon Vice" and "The Brave and the Gorgeous". The characters will meet Description: This is a secondary memory storage area for the Girakal and filled
numerous personages with excessively prominent jaws and styled hair that with white fungi in huge patches all over the area. This section can maintain the
constantly stop for dramatic pauses, and stare at invisible cameras. The Girakal Asteroid if the Girakal’s primary memory level is ruined.
has further confused this by adding details from advertisements that were
screened during these shows. Level Crew: The maze is maintained by thousands of N’Treb patches and their
zombies. There are 5,000 zombie crew members from the Bonnie Brown in this
Phase Four Influence: The counterfeit crewmembers on this level believe they mix of zombies.
are Warden crew and are astounded to have real crewmembers attack them.
Some of the counterfeit holovid actors may choose to reveal startling news to Role Playing Opportunities: The artificial intelligence controlling the Asteroid
the player characters. “Don’t kill him! He’s your real father!” or “Your evil twin will telepathically communicate with Warden crew and stall for time while
brother is the father of my baby!” Feel free to enjoy yourself on this level and Asteroid military forces can be brought into the area.
display your own proficiency in the noble art of “Soapy Writing”.
Phase One Influence: The Asteroid aliens ignore the Warden crew if they don’t
Phase Five Influence: The counterfeit crewmembers have set up defenses to attack.
hold back the real Warden crew and still argue that they are real crew and
shouldn’t be attacked. Characters that have previously encountered the aliens Phase Two Influence: The Asteroid crew uses only capture weapons at this
may be confronted by their own duplicates! point.

Phase Six Influence: The area is abandoned and flooded with Intensity Level Phase Three Influence: Highly effective capture traps and weapons are placed
16 radioactive gas. all over this level and the defenders will not use bombs or damaging weapons
in defending the level.
PAPASIXTEEN:ASTEROIDRADIATIONLEVEL

Access: Abandoned tunnels connect to levels 15, 17, and 18. One Trin Pad
connects to any section of the ship.

Size: This level is 38 miles long and 20 miles wide. Generally the ceiling is 
mile high, but the surface is very uneven.

Description: There are thousands of huge pods of fungi generating different


intensities of radiation. Each pod is a different color and filled with gooey
radioactive syrup. These pods are taken to various parts of the ship to replenish
the radiation of other organic pods. This level is a maze of pods of all sizes and
using a weapon in the area will break open a radiation pod. There are a
number of blue colored gourd-like growths scattered across the level. Each of
these gourd-like pods is full of a transparent slime, which the aliens of this level Teams of adventurers may appear to be an odd collection, but generally
use to coat themselves with to protect them from the radiation. Creatures have a wide variety of backgrounds and skills between them.
coated in this slime are immune to the effects of all levels of radiation, but the
slime wears off after two hours.

30
METAMORPHOSISALPHA4THEDITION

ROMEOEIGHTEEN:GibLAKTARDEVELOPMENTLEVEL

Access: Abandoned tunnels connect to levels 16 and 19. One Trin Pad
connects to any section of the ship.

Size: This level is 30 miles long and 17 miles wide. Generally the ceiling
sections are as high as  mile, but the ceiling surface is very uneven.

Description: This level is filled with 15 huge pods that grow the Giblak Tar
organic tanks that the Asteroid likes to use in combat. At any given time there is
a Giblak Tar growing in each pod, which takes 15 days to mature and become
active. Effectively, one fully functional Giblak Tar is produced every day.

Level Crew: Hundreds of each type of Asteroid alien can be found working on
this level.

Role Playing Opportunities: The intelligent organic tanks made on this level
are as smart as Humans and clever enough to fake interest in joining the other
side to get transported to the Warden and wreck havoc over there.

Phase Four Influence: Giblak Tar Mark I’s are in production and Asteroid
aliens ignore the Warden crew if they don’t attack.

Phase Five Influence: Tar Mark II’s are in production and Mark I and Mark II
tanks well defend the area.

Phase Six Influence: Tar Mark III’s are in production and many of them guard
the level.

SIERRANINETEEN:ASTEROIDSUPPLYLEVEL

Access: Abandoned tunnels connect to levels 17, 18, and 20. One Trin Pad
connects to any section of the ship.

Size: This level is 29 miles long and 17 miles wide. Generally the ceiling
sections are as high as  mile, but the ceiling surface is very uneven.

Description: The Asteroid has fungi specially created to wrap and store
anything that gets brought to this level. A great deal of the looted goods and
materials from the Bonnie Brown have been placed in storage here. Anything
not moving for one hour will be wrapped and stored by the fungi that covers the
entire level. The whole level looks like a bizarre giant plastic version of
thousands of flies, trapped in a spider web. The Girakal can retrieve any piece
of equipment that it has placed here with no difficulty; however, characters
looking for a trapped comrade will find it more of a challenge.

Level Crew: There are a few Stone Aliens in the area as they are the only ones
strong enough to resist the wrapping action of the fungi.

Role Playing Opportunities: This level is filled with huge corridors filled with
eerie wrapped things. Characters standing in one place too long are likely to
find themselves gift wrapped. It is impossible to tell the fungi on the floor and
ceiling to stop doing this.

Phase Four Influence: Asteroid crew will ignore the Warden crew if they don’t
attack.

Phase Five Influence: Lightly-armed defenders patrol all sections of this level.

Phase Six Influence: Many Giblak Tars of all types defend this level.

TANGOTWENTY:ASTEROIDPROPULSIONPODLEVEL

Access: Abandoned tunnels connect to level 19. Two Trin Pads connect to any
section of the ship.

31
METAMORPHOSISALPHA4THEDITION

Size: This level is 40 miles long and 17 miles wide. Generally the ceiling 4.charactercreation
sections are as high as  mile, but the ceiling surface is very uneven.
There are lots of different characters to create in MA4e and players will
want to try them all as time goes on. These characters have different strengths
Description: The Asteroid’s four engines come out in this area. This section
and weaknesses and some of these differences will provide terrific role-playing
also holds twenty space cannons that fire radiated fungi missiles during space
challenges and opportunities. The following section provides descriptions of
battles.
each of the ability scores used to define a character’s main attributes, while the
method of determining how these are assigned is listed in the different sections
Level Crew: Thousands of N’Treb, Id, and Stone Aliens crew this section.
dedicated to each type of character.
These aliens are reinforced with over a thousand more Guardian Spheres and a
large number of Giblak Tars.

Role Playing Opportunities: The Asteroid fires missiles and anti-personnel ROLLING21ON3SIX-SIDEDDICE
weapons at any outside investigation of the bridge connecting the Warden to Life impacts the success or failure of a dice roll. If a person is hiding
the Asteroid, as long as this level is controlled by the aliens. behind a large stone, the lower half of his body is harder to hit than the top
half. This should impact the success or failure of the dice. During the
Phase Four Influence: Well-armed Asteroid crew and Giblak Tar Mark I tanks course of the game, conditions are going to add to the success or failure of
guard this area. dice rolls. Often the rules will tell the GM what to add or subtract. There will
be times when the GM must make up rules on the fly. If a person wants to
Phase Five Influence: Heavily-defended outposts are in many sections of this jump over a 15-foot-wide pit, there is a Constitution dice roll for that. If
level along with many Giblak Tar Mark II tanks. friends on the opposite side will help by catching him or pulling him up, that
adds a bonus to the chance of success. If the character is being helped by
Phase Six Influence: Intensity level 17 radioactive gas fills this area and many friends and is using a rope, that should add even more bonus points to the
Giblak Tar Mark III tanks patrol the level constantly. success chance.
A GM is always free to add to or subtract from a player’s dice rolls,
but players should always be informed before the roll so they don’t feel
cheated by arbitrary decisions. Sometimes, the GM might want to keep the
actual size of the modifier a secret, but the fact that there will be a penalty
should never be withheld.

DETERMININGABILITYSCORES
Once you have selected your character type, you may begin the process
of rolling up your character. Consult the table below to see which page you
must turn to in order to find out how to roll up your character:

CharacterType PageNo.
Some teams may consist of characters with similar backgrounds, but Robot 39
different skills and even ranks. Android 64
Normal Human (No Memories) 70
ALIENRADIATION Normal Human (Damaged Memory) 71
Throw away your ‘real life’ concepts about radiation. The aliens Normal Human (Full Memory) 70
have injected a strange and powerful radioactive gas into the ship. Human Cyborg 71
This radiation is capable of instantly mutating animals, and Humans. It Mutated Human 71
can also send AIs insane and disrupt Robot’s adherence to the Laws Mutated Animal 85
of Robotics. The GM and the players should have fun with it. The Mutated Plant 89
mutations are cool and should be welcomed, even if the intelligences
of the ship do act differently toward mutants. CONSTITUTIONABILITYSCORE
The point of the radiation is not to kill off player characters, but This character ability is used for three things in the game. First, the
to make their lives challenging and interesting. Give a lot of clues Constitution score determines how many hit dice a character has. This roll is
about radiation being present: mutated or dead plants and animals never increased unless some new variable in the form of a mutation is added to
and strange, unearthly colors and textures on the ship are excellent the PC during the game (more on mutations later). For example, assume a
warning signs. Corroded and malfunctioning Robots or discolored player is creating a Mid-sized Robot character. He rolls a Constitution score of
Androids, working visibly to clean up radiated areas is another. 16 on four dice and then adds the +3 (because it’s a Robot) for a total of 19.
Lethally intense radiation zones are another good way to seal off That means he rolls 19 six-sided dice and the dice total gives the PC its Hit
an area the PCs aren’t yet ready to enter or where the GM simply Point total (any 1’s count as 2’s for the sake of game balance). Hit Points are
doesn’t want them. The warning signs should be clear so that players the number of points of damage the PC can sustain before dying.
don’t blunder into a pointless death trap. By the time PCs are In this game, as long as a character has at least one Hit Point left, it
supposed to enter the area, Robots will have decontaminated it suffers no penalties (penalties are no fun). More information on hp can be
enough to make it passable (what a coincidence!) Remember that the found on Page 33.
threat of death keeps the game exciting, but a dead player character Second, the Constitution score also indicates the general strength of a
makes for an unhappy player. character. Use the following table to determine how much weight a character
can lift.

32
METAMORPHOSISALPHA4THEDITION

Constitution WeightLifted walks into this Intensity Level 20 poison trap, it certainly wasn’t the GM’s fault
2-4 Lifts 50 pounds easily, up to 100 with effort for not warning him.
5-8 Lifts 80 pounds easily, up to 150 with effort At some time the PCs may want to try using poison against their foes.
9-12 Lifts 125 pounds easily, up to 200 with effort Poison can be gained from numerous sources including, but not limited to:
13-18 Lifts 150 pounds easily, up to 300 with effort
19-21 Lifts 200 pounds easily, up to 450 with effort Glands from poisonous animals;
22-24 Lifts 300 pounds easily, up to 750 with effort Chemical stores;
25-27 Lifts 500 pounds easily, up to 1350 with effort Plant saps and seeds; and
28-30 Lifts 1,000 pounds easily, up to 3,000 with effort Biological contaminants.
31-34 Lifts 2,000 pounds easily, up to 6,500 with effort
35-36 Lifts 4,000 pounds easily, up to 14,000 with effort Handling, transporting and storing poisons may pose a challenge for
37-39 Lifts 8,000 pounds easily, up to 30,000 with effort characters.
40-42 Lifts 16,000 pounds easily, up to 60,000 with effort
VACUUM
Third, Constitution determines a character’s chance to survive poisoning. The complete lack of air can also be treated as exposure to poison, of
The Poison Table (on Page 36) is used to determine if a character survives Intensity Level 8. In this case, an “*” result still causes one die of damage and a
exposure to poison. Starship Warden is filled with toxic substances since the “D” result causes immediate unconsciousness, with death in 60 seconds.
catastrophe. Poisons come in varying intensities. To use the table, compare the
poison’s Intensity Level (the top row of numbers) to the character’s Constitution The most common place to encounter vacuum is outside the ship. The
(listed down the left side). ship’s computer systems generally take great pains to warn characters anytime
A Constitution score of 22+ is treated as 21 for the purpose of dealing with there’s a possibility of leaving the ship or entering vacuum, but characters will
poison. be characters.

MOREABOUTPOISON HITPOINTS
A second exposure to poison within five minutes of an earlier exposure This number comes from the player rolling a number of six-sided dice
increases the Intensity Level number of the second poison by one. The same equal to the PC’s Constitution score. For example, if a Human PC has a
thing applies to all subsequent exposures within five minutes of the last. The Constitution score of 10, the player rolls 10 six-sided dice and adds up the total.
increases are not cumulative—that is, no poison has its Intensity Level All rolls of one are counted as two—weaklings will not survive.
increased by more than one, no matter how many poisons are circulating in a Hit Points measure the PC’s ability to survive injury, from gunshot wounds
character’s system. For example, if a thorn coated with Intensity Level 11 to cuts to broken bones to electrocution. Every injury causes a number of points
poison scratches a PC with a Constitution of 21, it causes no damage. If a of damage that are subtracted directly from a character’s Hit Point total.
similar thorn scratches that same PC again within five minutes, it’s treated as When the Hit Point total is 0 or less, the character is helpless and will die
an Intensity Level 12 poison and the table indicates it causes one die of in 60 seconds unless at least some of the injuries are healed (meaning the
damage. If that character is scratched again in six minutes, the poison’s character gets back enough Hit Points to rise above 0 again). All healing effects
Intensity Level is again at 11 and there’s no damage. work toward saving a dying character (but there are special considerations
Many types of poison cures can be found on the ship. A universal poison where poison inflicted a D result).
antidote will heal one-half of the damage caused by any poison, if given within
one minute of exposure. A second dose has no further effect. Universal antidote Healing Hit Points: Medical attention from medic-kits or medical Robots can
will not prevent death from a D result, but it will delay death for 60 minutes, always heal up to half of a Human or Mutated Human PC’s lost hit points.
giving the PC time to find another treatment. Proper use of operating theaters and surgical procedures can heal three-fourths
Anti-venom antidotes will heal all the damage of any poisonous bite, sting, of a Human or Mutated Human PC’s lost hit points. Repeated uses of these
or plant-injected poison and will prevent a D result from those types of poisons. procedures will never completely heal the lost points. Resting—which in this
Complete blood replacement, if done within one minute, will heal all effects of case means doing little more than lying in bed—will restore two Hit Points for
any poison or a D result. Residual toxins may linger if an incomplete blood every 24 hours that the PC rests. Similar rules apply for Mutated Animals.
replacement occurs, resulting in the damage or death still occurring. Some
Mutated Plants or biological fluids from mutant creatures can completely heal Mutated Plant Recovery: Fertilizer and growth formulas work effectively to help
any poison effects. speed the recovery of Mutated Plants, healing half of a damaged plant’s lost hit
Because of the lethal potential of poisoned darts, arrows, and swords, points. Horticultural robots using fertilizer and growth formulas can heal up to
most mutants aboard Starship Warden wear light body armor and use poison three quarters of a damaged plant’s lost hit points. Plants recover hit points
weapons themselves. When a PC uses any type of poisoned weapon or device, normally at a rate of four points per 24 hours, if resting and meeting the plant’s
the user must take measures to safeguard himself against being injured or normal nutrient requirements.
killed by the very thing he is using. The most common measure is the use of
heavy gloves when handling poison coated objects. Android and Robot Repairs: These characters need to find proper repair
facilities. An Android can only be repaired by resting in an Android vat; they
ROLE-PLAYINGOPPORTUNITIESWITHPOISON repair 5 points per hour spent in the vat. A Robot needs to find a Robot
Don’t create situations where PCs are likely to blunder into an invisible manufacturing plant to get replacement parts. The Robot Creation chapter has
cloud of Intensity Level 21 poison gas and die. That’s not fun for anyone. more on this issue.
Always give players subtle or not-so-subtle warnings that poison is about to be
injected into their lives. For example: “Ahead you see a nasty, oily-looking fog. DEXTERITYABILITYSCORE
What do you want to do?” Now the stage is set for them and players have some This ability indicates the speed at which a PC is able to function and the
clues that what they are about to experience is at least unusual, if now PC’s reaction time. A being with a Dexterity score of 16 will act before a being
downright bad. Or: “Ahead you see some strange, purple plants like nothing with a Dexterity score of 10.
you’ve seen before. The leaf blades look unusually sharp and seem to be
inexplicably waving in your direction. What do you want to do?” If someone Dexterity and Surprise: When a being is surprised but it has a Dexterity four
points or more higher than the surpriser, they get to attack after the enemy,
33
METAMORPHOSISALPHA4THEDITION

instead of completely missing a combat round. For more details on Surprise, MENTALRESISTANCE
see Page 142. Mental Resistance measures a character’s intelligence. As a result of
environmental changes, better health care, increased understanding of the
Dexterity SpecialEffects Human psyche and improved education methods, over the last 100 years, the
2-5 Foe’s armor class increased by +2 when this PC attacks average Human in the developed world has become smarter. In previous
6-9 Nothing special centuries, the highest recorded Human IQ was in the low 200’s, with those
10-15 PCs own *armor class is –1 people considered at genius level having IQs of approximately 130 plus.
16-19 PCs own *armor class is –2, Batting Ability Changes have seen far more “regular” people attaining IQs in excess of 150.
20 PCs own *armor class is –3, Batting Ability
21 PCs own *armor class is –4, Batting Ability Mutations and their effects on the Mental Resistance Ability Score: During the
* To gain this bonus, the PC can’t be wearing any type of armor or be hindered course of the game, all PCs, except Robots, can gain mental mutations
in any way or encumbered with equipment. (Humans can also gain physical mutations). Each new mental mutation reduces
a character’s Mental Resistance ability score by 3 points.
Batting Ability: The PC can try to bat away projectiles and parry attacks by solid
weapons (swords, clubs, etc.). To succeed, the player must roll the Batting Mental Resistance also deals with the PC’s power to withstand an attack
Number or higher on 3d6. on his mind by mental energy, through use of will power. Unlike other abilities,
this one is strengthened by use. The mental barriers to psychic attacks are
Dexterity BattingNumber always up without thought or special effort on the part of the player. For every
16-19 15 or higher five mental attacks that a character resists successfully, his Mental Resistance
20 13 or higher ability score increases by one point (to a maximum of 21). Conversely, for every
21 11 or higher ten attacks a character fails to withstand, he or she loses one point of Mental
Resistance.
The batting ability is a role-playing device the player and referee can have Players need to keep a record of these attacks on their player character
great fun with during the game. Players can try to catch throwing knives out of sheet. The attacker is the one who rolls dice and consults the Mental
the air or parry sword swings. Arrow-firing foes will be very surprised by a victim Resistance Table. If the dice roll equals or exceeds the target number from the
who can bat arrows away from their targets. Batting away an attack is a free table, the mental attack succeeds.
action. In other words, a PC can attack another character and still try to bat
away an attack coming at him. Creatures and mechanisms with more than two Other uses for Mental Resistance: This score is also used when a character
limbs can also bat besides using their primary limbs. Things coming at the PC employs a skill that they have, or when figuring out the many complex devices
at arrow speeds can be batted, but bullets or laser blasts cannot be batted on the ship and the alien devices from the Asteroid. The table below shows the
away. As players become more familiar with the game, the option to Parry may bonus to apply when the Item Complexity Chart on Page 125 is used:
be used instead of batting (see Page 142).
   
MRScore

   
LEADERSHIPPOTENTIAL Bonus/   
Leadership Potential is a measurement of personal charisma and Penalty Approx Current 
determination. It is used as a role-playing element to try to bluff, or to convince toPuzzle Human HumanIQ MA4eIQs
NPCs to follow the PC. There is a chance that any thinking being, from Robot to Solving IQ
wild wolf, can be trained or convinced to follow the character. The Leadership 1 -5 10
Potential score is used when a PC wants to try and win over an NPC. 2 -4 20
3 -4 30
ROLE-PLAYINGOPPORTUNITIESFOR 4 -3 40
LEADERSHIPPOTENTIAL 5 -3 50
The GM should encourage a constant flow of followers for the players. 6 -2 60 Extremely Low Lowest possible for
These followers are like friends to the player characters. If the friends are for a Human Human Mutant or
treated well and respected they will stay with their leader and be of great help. If Normal Human
these characters are constantly placed in danger, those who survive will sneak 7 -2 70 Borderline Extremely Low for a
away, possibly taking valuable items with them. Harboring resentment and Human
feelings of betrayal, such characters can become great villains in later 8 -1 80 Low Average Borderline
adventures. 9 -1 90 Average Borderline
10 0 100 Average Low Average
Onboard ship computers don’t move around, but they can be just as 11 +1 110 High Average Low Average
important to the PCs as other followers are. The AIs onboard Starship Warden 12 +1 120 Superior Average
might even fall in love, under the right circumstances. And the wrath of a 13 +1 130 Very Superior Average
woman scorned pales in comparison to that of a jilted calculating machine. 14 +2 140 Average
15 +2 150 High Average
Brad’s character, Corporal Peterson is trying to convince a Wolfoid that he 16 +2 160 High Average
should join the team, however the Wolfoid, White Ear, is reluctant, despite 17 +3 170 High Average
being driven off from his own pack by a stronger alpha male. Corporal 18 +3 180 Superior
Peterson has an LP score of 15 while the Wolfoid’s MR score is 10. Using the 19 +4 190 Superior
table on Page 36, this shows that Brad needs to roll 13 or higher on 3d6 in 20 +4 200 Superior
order for Corporal Peterson to successfully talk the Wolfoid into joining the 21 +5 210 Highest Very Superior -
team. Brad picks up the dice and rolls… Recorded Genius mutation.
23 +6 230 Very Superior
24 +6 240 Highest Recorded
Human IQ
34
MRScORE METAMORPHOSISALPHA4THEDITION


   
Bonus/    Radiation Damage and Mutations: All of the radiation on Starship Warden is a
Penalty Approx   result of alien infection of the ship. Exposure to this radiation has the chance to
toPuzzle Human Current 
Solving IQ HumanIQ MA4eIQs mutate PCs. Whenever damage is done to a PC from radiation, roll two six-
sided dice; a roll of 12 results in a mutation for the PC. Check the mutation
25 +7 250 Average Ship’s AI tables on Page 37 to see what happens next. Artificial intelligences on the ship
26 +7 260 Very Good Ship’s AI do not respond well to mutants of any type and seldom trust them.
27 +8 270 Superior Ship’s AI

28 +8 280 Starship Warden’s


AI
29 +9 290 Unknown to
Humankind
30 +10 300 Unknown to
Humankind

RADIATIONRESISTANCE
This ability deals with a PC’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 GM to always be aware of
what type (Intensity Level) of radiation the PC has been exposed to. Treat
radiation damage just like other damage. The stronger the radiation, the more Knowing how to dress for an occasion can make life far more pleasant.
damage occurs. This Human marine is modeling a radiation suit in this season’s colors.
Players and GMs are cautioned that the radiation in Metamorphosis Alpha
is nothing like real-world radiation. Forget everything you know about radiation Protective Measures Against Radiation: Several solutions are available to the
when playing this game. It might help to think of it more as multi-colored toxic problem of radiation. Anti-radiation protective suits can be worn by Humans and
gas or glowing sludge than as radiation. Androids, allowing the wearer to walk unharmed through any Intensity Level of
radiation. Foams and gels can be sprayed (like fire extinguishers) into
Exposure Time: Ten seconds of exposure to radiation calls for a check on the radioactive areas to totally neutralize the radiation, either permanently or
Radiation Table on Page 37. Each ten seconds of exposure calls for its own temporarily. Drug injections may be able to render a character temporarily
check. Also, each additional ten seconds of exposure to the same radiation immune to the effects of radiation.
increases the Intensity Level of the radiation by one. This increase is cumulative
(unlike poison, which never increases more than one point for additional PLAYERCHARACTERLUCK
exposures). To increase, the exposure must be continuous and it must be to the
Let’s be honest: smarts alone aren’t going to keep PCs alive on Starship
same type of radiation. For example, a PC with a radiation resistance score of
Warden. They’re going to need luck, too, probably more than they deserve. This
10 is exposed to Intensity Level 1 radiation for 30 seconds. The player must
comes in the form of luck points.
resist Intensity Level 1 radiation during the first 10 seconds, Intensity Level 2
The scores in his five abilities determine a character’s total number of luck
radiation during the second 10 seconds, and Intensity Level 3 radiation during
points. Look up each ability score on the Luck Table and add up all the luck
the third 10 seconds. If the character then steps out of the radiation for 10
points. The total is the number of luck points the character has per game
seconds, and then back in again, the checks start over again at Intensity Level
session. For example, a character with scores of 8, 10, 11, 11, and 15 would
1.
have 16 luck points per session.
One luck point can be “spent” before a dice roll to add or subtract two from
Healing Radiation Damage: Radiation damage is unlike other forms of damage
the result. After a dice roll, two luck points can be spent to re-roll a single die.
in that it cannot be healed naturally by resting. Special technological
More than one die can be re-rolled at the cost of two luck points each.
applications are needed to cure the damage. Radiation healing and
decontamination devices are available on the ship and in Medical Robots
located on many levels. A victim can be brought back from a Death (D) result if Luck Score LuckPoints
the healing is applied within 60 seconds. 1-2 6
3-5 5
Radiation vs. Robots: Robots are only affected by radiation of Intensity Level 16 6-9 4
or higher. When Robots walk through radioactive areas, however, it’s possible 10-15 3
that they themselves can become radioactive or can have radioactive materials 16-19 2
settle onto their bodies. Because of their immunity to low-intensity radiation, 20-21 1
they can use radioactive tools and devices safely. In other words, they can 22+ 0
become mobile, radioactive hazards without being aware of it. Again, GM’s are
cautioned to have fun with this and not turn it into an inescapable death trap. A
Medical Robot that glows in rainbow hues from radioactivity is particularly
frustrating to players.
As a rule of thumb, for every hour that a Robot remains exposed to
Intensity Level 16 radiation or more, the Robot gains one level of radioactivity
up to and including Intensity Level 21 (cumulative, until the Robot is
decontaminated), and must make a check on the Radiation Table (see
Exposure Time, above for an example). Whenever a Robot fails a radiation
check, the Robot receives a programming quirk or fault. (See Programming
Quirks and Faults on Page 58).

35
METAMORPHOSISALPHA4THEDITION

LeadershipPotentialTable
 Character’s Target’sMentalResistance
 Leadership 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 
21 4 4 4 5 5 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18
20 4 4 5 5 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19
19 4 5 5 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19 20
18 5 5 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
17 5 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21
16 6 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21
15 6 7 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21
14 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21
13 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21
12 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21
11 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21
10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21
9 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21
8 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21
7 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21
6 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21
5 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21
4 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21
3 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21
2 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21 21

This table is used in any situation where the PC wants to assert authority over an NPC: an example would be a policeman shouting at a fleeing robber to stop. If the
policeman sounds commanding enough, the robber might stop, or at least hesitate momentarily. This chart allows a PC to try to get an NPC to stop what he is
doing and pay attention. That is what happens with the first roll. If the NPC is paying attention, the PC can roll again to try to persuade the NPC to do something. A
string of successful rolls can get a weak-willed NPC to do just about anything, including becoming the PC’s friend and loyal follower (though that would take several
days and would require fresh rolls in the case of flagrant abuse).

PoisonIntensityTable
 CON PoisonIntensity
Score 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 
21 * * * * * * * * * * 1 1 2 2 3 3 4 5 5 5
20 * * * * * * * * * 1 1 2 2 3 3 4 4 5 5 D
19 * * * * * * * * 1 1 2 2 3 3 4 4 5 5 D D
18 * * * * * * * 1 1 2 2 3 3 4 4 5 5 D D D
17 * * * * * * 1 1 2 2 3 3 4 4 5 5 D D D D
16 * * * * * 1 1 2 2 3 3 4 4 5 5 D D D D D
15 * * * * 1 1 2 2 3 3 4 4 5 5 D D D D D D
14 * * * 1 1 2 2 3 3 4 4 5 5 D D D D D D D
13 * * 1 1 2 2 3 3 4 4 5 5 D D D D D D D D
12 * 1 1 2 2 3 3 4 4 5 5 D D D D D D D D D
11 1 1 2 2 3 3 4 4 5 5 D D D D D D D D D D
10 1 2 2 3 3 4 4 5 5 D D D D D D D D D D D
9 2 2 3 3 4 4 5 5 D D D D D D D D D D D D
8 2 3 3 4 4 5 5 D D D D D D D D D D D D D
7 3 4 4 5 5 D D D D D D D D D D D D D D D
6 4 4 5 5 D D D D D D D D D D D D D D D D
5 4 5 5 D D D D D D D D D D D D D D D D D
4 5 5 D D D D D D D D D D D D D D D D D D
3 5 D D D D D D D D D D D D D D D D D D D
2 D D D D D D D D D D D D D D D D D D D D

Where the table gives a result of “*”, the poison’s Intensity Level is too low to cause any harm.
Number results from 1 to 5 are the number of six-sided dice to roll. Their total is subtracted from the character’s Hit Points as damage. When a character’s Hit Point
total reaches 0 or less, the character dies in 60 seconds unless healed back to a positive tally AND all the Hit Point damage caused by the poison is completely
healed (representing that the poison itself has been neutralized).
A result of “D” means the character will die in 60 seconds unless the poison is neutralized, regardless of how many Hit Points it has.
Robots and Androids are never affected by poison.

36
METAMORPHOSISALPHA4THEDITION

MentalResistanceTable
Attacker’s Defender’sMentalResistance
 
 Mental 
Resistance
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
21 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 *
20 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * *
19 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * * *
18 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * * * *
17 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * * * * *
16 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * * * * * *
15 8 9 10 11 12 13 14 15 16 17 18 19 20 21 * * * * * * *
14 9 10 11 12 13 14 15 16 17 18 19 20 21 * * * * * * * *
13 10 11 12 13 14 15 16 17 18 19 20 21 * * * * * * * * *
12 11 12 13 14 15 16 17 18 19 20 21 * * * * * * * * * *
11 12 13 14 15 16 17 18 19 20 21 * * * * * * * * * * *
10 13 14 15 16 17 18 19 20 21 * * * * * * * * * * * *
9 14 15 16 17 18 19 20 21 * * * * * * * * * * * * *
8 15 16 17 18 19 20 21 * * * * * * * * * * * * * *
7 16 17 18 19 20 21 * * * * * * * * * * * * * * *
6 17 18 19 20 21 * * * * * * * * * * * * * * * *
5 18 19 20 21 * * * * * * * * * * * * * * * * *
4 19 20 21 * * * * * * * * * * * * * * * * * *
3 20 21 * * * * * * * * * * * * * * * * * * *
2 21 * * * * * * * * * * * * * * * * * * * *

* The mental attack fails automatically unless modifiers to the die roll drive the number below 21.
Example: A player character (Defender) has a Mental Resistance score of 12 and is being attacked by a mutant (Attacker) with a Mental Resistance score of 17. Using
the chart, we see that the mutant must roll a 17 or higher on three dice for the attack to work.
Robots and computers are not affected by mental attacks of any kind. Androids have special circuits to simulate intelligence, and those circuits are susceptible to the
effects of mental attacks.

 RadiationResistanceTable
Radiation RadiationIntensity
Resistance 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Score
21 - - - - - - - - - - - - 1 2 3 4 5 6 7 D
20 - - - - - - - - - - - 1 2 3 4 5 6 7 D D
19 - - - - - - - - - - 1 2 3 4 5 6 7 D D D
18 - - - - - - - - - 1 2 3 4 5 6 7 D D D D
17 - - - - - - - - 1 2 3 4 5 6 7 D D D D D
16 - - - - - - - 1 2 3 4 5 6 7 D D D D D D
15 - - - - - - 1 2 3 4 5 6 7 D D D D D D D
14 - - - - - 1 2 3 4 5 6 7 D D D D D D D D
13 - - - - 1 2 3 4 5 6 7 D D D D D D D D D
12 - - - 1 2 3 4 5 6 7 D D D D D D D D D D
11 - - 1 2 3 4 5 6 7 D D D D D D D D D D D
10 - 1 2 3 4 5 6 7 D D D D D D D D D D D D
9 1 2 3 4 5 6 7 D D D D D D D D D D D D D
8 2 3 4 5 6 7 D D D D D D D D D D D D D D
7 3 4 5 6 7 D D D D D D D D D D D D D D D
6 4 5 6 7 D D D D D D D D D D D D D D D D
5 5 6 7 D D D D D D D D D D D D D D D D D
4 6 7 D D D D D D D D D D D D D D D D D D
3 7 D D D D D D D D D D D D D D D D D D D
2 D D D D D D D D D D D D D D D D D D D D

Where the table gives a result of “-”, the radiation’s Intensity Level is too low to cause any harm.
Number results from 1 to 7 are the number of six-sided dice to roll. Their total is subtracted from the character’s Hit Points as damage. When a character’s Hit Point
total reaches 0 or less, the character dies in 60 seconds unless healed back to a positive tally AND all the Hit Point damage caused by the radiation is completely
healed (representing that the radiation itself has passed through the creature’s systems).
A result of “D” means the character will die in 60 seconds unless the radiation is neutralized, regardless of how many Hit Points it has.
Robots are immune to radiation under intensity level 16.

37
METAMORPHOSISALPHA4THEDITION

38
METAMORPHOSISALPHA4THEDITION

CREATINGAROBOTPLAYER you want the Robot to get around. You also need to decide what special
features the Robot’s body will have.
CHARACTER
Step Four: Select a power source for your Robot. Ensure that this system will
In Phase One of the game there are only Robots responding to the be big enough to accommodate all your systems.
problems on the ship. All Humans not in cryo chambers are dead and turned to
dust. The ship hasn’t activated any Androids yet. It’s up to the Robots to Step Five: Pick the remainder of the systems allowed by your power source,
explore and see what damage has been done to the ship. It’s up to the Robots including miscellaneous systems, medical systems, dispensers and weapons.
to discover that many ship systems, including many of the ship’s artificial Don’t forget to include communications systems and sensors.
intelligences, are drastically affected by the radiation and need to be fixed. It’s
up to the Robots to begin dealing with the alien menace and the many areas of Step Six: Rank the systems in order from most important (the vital stuff) to least
radiation that need to be cleansed before the Humans can be woken up. important (what you’ll be able to manage without) and then number the systems
Finally, it will be up to the Robots to realize that the Androids need to be in that order starting from one. Then divide the total number of attachments by
activated to help the Robots with the terrible problem. your hit points. As you lose hit points, you will begin losing attachments, with
the highest-numbered parts being destroyed first. The power source is always
Abilities: Go to the table on Page 43 to check how your Robot’s ability scores numbered 0, as that is the system that is destroyed when you reach zero hit
will be rolled up. You will notice that the Mental Resistance and Leadership points. Review the Robots in the Sample Robots section to see how this is
Potential score depends upon the AI type chosen. You can roll up your different done.
ability scores and then carry out the following steps to put together a Robot of
your own design, or you can go to the Sample Robot section (on Page 52) and Special Notes on Robot Characters: Robots don’t start the game with any other
pick one of those Robots. It is important to note that Robots are artificial beings, equipment besides their own body systems. As a Robot, you are expected to
and as such, their Mental Resistance and Leadership Potential scores are pick up whatever you need along the way. Robots also don’t have any Color
determined by the type of AI selected. Bands, as most are confined to a single deck or area of operation. You must
Photocopy the character sheet towards the back of this book on Page 175 find your own way to travel from level to level without Human or Android help.
to keep track of the Robot character’s equipment and abilities. The following Correctly functioning Robots cannot harm non-combatant Humans.
steps are a summary of the entire process. Robots equipped with the Military and Security versions of the Laws of Robotics
may harm Humans designated as “combatants” or a danger to other human life.
Step One: Speak to your GM and determine which method you will use to For Robots using the General version of the Laws of Robotics, if a Human
generate your Robot character. There are five choices: attacks a Robot, the Robot assumes that the Human is sick and must be
restrained until they recover. In malfunctioning Robots, this fundamental bit of
A. Free-For-All: Players can build any Robot they wish using whatever programming may have been damaged or deleted. See Programming Quirks
parts they like. and Faults on Page 58 for more information.
When Robots use weapons designed for Human use, they suffer a –2
B. Shopping List: Using the Robotic Parts List on Page 60, the GM has penalty to the dice roll because of the weapon’s awkwardness in Robotic
already stated which items are available, and which aren’t. Players can manipulators. They don’t suffer this penalty when using things that weren’t
build their Robot using any of the available parts. intended as weapons, such as bars of iron used as clubs, or when using those
rare weapons that were intended specifically for use by Robots.
C. Junk-Yard Dogs: The players are given a complete inventory of every
single part available for them to build their Robots. They must haggle ROBOTADVANTAGES
amongst themselves to see who gets what. These advantages are common to all types of Robots:
D. Rude Awakening: Each of the players are given one of the sample  Immune to Mental Attacks and Poison.
Robots to use (GM’s or player’s choice). Each Robot has a 1 in 6  -3 points of damage from all energy attacks.
chance of having each of its parts stripped except for the Power and AI  +3 bonus when dealing with any computer or AIs.
systems. Additionally, each Robot starts with a random Programming  Robots are ambidextrous.
Quirk or Fault determined using the lists on Page 58. The adventure  When able to communicate with the Ship’s Computer, Robots have
begins from that point onwards. complete knowledge of the original schematics of the ship for a radius
of 1 mile.
E. Tournament: Using the Robotic Parts List on Page 60, the GM has  Minimum AC of 14, improves depending upon design.
already stated which parts are available and which aren’t. Players are  Robots are only affected by radiation of intensity level 16 or higher.
given a limit of how many Resource Points (RP) they can spend to build
their Robot, and use the RP value on the Robotic Parts List to ensure
that they build a Robot which complies with the limit. The GM sets the
ROBOTDISADVANTAGES
limit, according to the difficulty of his campaign.
These disadvantages are common to all types of Robots:
Step Two: Take note of the advantages and disadvantages for Robot
 Androids dislike Robots.
characters. Decide on the function of your Robot and choose the AI and the
 NPC Androids may attack Robots after Phase One.
appropriate installation of the Laws of Robotics. Now’s a good time to select the
 AIs may prevent Robots from accessing some data, programs or areas.
software that the AI is running as well from the section on Page 42.
 Robots obey the Laws of Robotics.
 –2 penalty to die rolls when using weapons designed for Humans.
Step Three: Figure out how big you want the Robot to be, and roll up the
 AIs are likely to try to remove heavy weapons systems from PC Robots.
Robot’s attributes. Decide what body type you want the Robot to have, and how

39
METAMORPHOSISALPHA4THEDITION

ROBOTICARTIFICIALINTELLIGENCES MR: 1d6+3 LP: 1d6


A Robot’s processor array (its AI system) does not count against the Software: Construction Program and one program of choice
number of physical systems that are powered by a Robot’s Power Source. Bonuses: +2 to all Construction checks
Robotic AIs are easily replaceable at any Robot repair facility, so if a Robot
finds a newer, better AI somewhere, it can have the new one installed the next E. Mark VII Construction AI
time it checks in for repairs. This model quickly replaced the faulty Mark VI, which was recalled. It
Because of their modular design, a Robot can have two AIs installed: a has numerous advances in the design over the earlier Mark V, and
primary and a secondary AI. Only one can be active at any given time, but if does not suffer from the surly disposition.
something happens to that one, it’s handy to have a spare. The secondary AI
activates when the primary AI relinquishes control, or when it is taken offline. MR: 2d6+1 LP: 1d6
The secondary AI is unaware of the activities of the primary AI prior to Software: Construction Program and two programs of choice
activation. Once the secondary AI activates, the primary AI is deactivated and Bonuses: +3 to all Construction checks
unaware of what transpires during this time. The primary AI is restored only
when the secondary AI is taken offline or relinquishes control. F. Mark VIII Construction AI
The secondary AI does count as a physical system. All Robotic AIs can This is an exceptionally capable construction AI, costing a small
communicate using an electronic language composed of various beeps and fortune, and usually employed to create majestic or highly important
whistles, but a communications system must be installed to allow a Robot to buildings and structures. A small number of these AIs are held in
speak. ship’s stores.
The following list comprises three or four of each of the more commonly
found AIs on the Starship Warden. Older and newer models may exist, with MR: 2d6+3 LP: 1d6
greater or lesser abilities, but these are not found on the Warden. Software: Construction Program and three programs of choice
Bonuses: +4 to all Construction checks
AGRICULTURALAIs Penalties: This AI suffers from a definite prima-donna or
perfectionist mind-set. -2 LP Penalty when dealing
A. Mark III Agricultural AI with non-technical minded / programmed beings.
Designed decades ago as a simple agricultural unit, this dependable
AI is still used by many communities. Most Agricultural AIs have a ECOLOGICALAIs
quiet, even-tempered demeanor.
G. Mark IV Ecological AI
MR: 2d6 LP: 1d6 This version of the Ecological AI was discontinued over thirty years
Software: Agricultural Program ago, but is still installed in a sizeable number of Robots. It was
Bonuses: +1 to all Agricultural tasks designed to handle the basics of maintaining Terran and Martian flora
and fauna, as well as introducing and establishing “new” species into
B. Mark IV Agricultural AI alien ecosystems.
The Mark IV Agricultural AI costing little more than its predecessor
was a refinement of the Mark III, made possible by more efficient MR: 3d6 LP: 1d6
technologies. However, due to the reliability of the Mark III, the Mark Software: Ecology Program and one program of choice
IV is currently installed in less than half of most common agricultural Bonuses: +2 to all Ecological tasks
units.
H. Mark V Ecological AI
MR: 2d6+1 LP: 1d6+1 This is the standard Ecological AI in use. This model features broader
Software: Agricultural Program and one program of choice skill capabilities and improved human relations, but has developed a
Bonuses: +2 to all Agricultural tasks chaffing relationship with Agricultural and Construction AIs. This unit
can operate independently for years without requiring additional
C. Mark V Agricultural AI instructions from a Human supervisor.
This unit was built explicitly for large scale, and unusual
environments, such as expected conditions for the new colonies. The MR: 3d6 LP: 1d6+1
Mark V Agricultural AI improves on the problem solving abilities of Software: Ecology Program and two programs of choice
earlier models while expanding upon its skill set. Bonuses: +3 to all Ecological tasks
MR: 2d6+3 LP: 1d6+2 Penalties: -2 LP Penalty when dealing with Agricultural and
Software: Agricultural Program and two programs of choice Construction AIs
Bonuses: +3 to all Agricultural tasks
I. Mark VI Ecological AI
CONSTRUCTIONAIs This is the latest in Ecological AI development and has only just
begun to make its way into use in Robots. Designed to be particularly
D. Mark V Construction AI independent, Robots with this AI react with almost manic zeal to
This early Construction AI is still in use in some areas, used for interference with its own agenda or experiments. This AI is
simpler tasks such as road building. It was designed to work under particularly suitable for work on other planets.
the supervision of Humans or more capable Robots and AIs. This
particular model became known for its surly disposition. MR: 3d6+1 LP: 1d6+2
Software: Ecology Program and three programs of choice
Bonuses: +3 to all Ecological tasks

40
METAMORPHOSISALPHA4THEDITION

Penalties: -3 LP Penalty when dealing with Agricultural and O. Mark IX Maintenance AI


Construction AIs Like the Mark V Agricultural AI, this brand new model was designed
expressly for missions of the greatest importance and, due to its high
GENERALAIs cost, is relatively rare beyond such places as the Starship Warden.

J. Mark V General AI MR: 2d6+3 LP: 1d6+1


This model, which is no longer common, was one of the earliest Software: Construction Program, Maintenance Program,
general purpose AIs. Like subsequent General AIs, it was designed Robotic Engineering Program, and two programs of
to be a jack-of-all-trades, allowing owners who couldn't afford several choice
more specialized units to still make use of robotic technologies. Bonuses: +4 to all Maintenance tasks

MR: 2d6 LP: 1d6 MEDICALAIs


Software: Three programs of choice
Bonuses: None P. Mark IV Medical AI
Designed from the start as a purely medical AI, this AI was built to
K. Mark VI General AI serve as a doctor where the Human versions were in short supply.
Another evolutionary AI development, the Mark VI expanded upon Many places, especially overcrowded cities and poorer hospitals, still
the Mark V's broad skill capabilities. It also introduced a slight quirk use the Mark IV Medical AI. The Mark IV’s bedside manner can be
seen in this and later General AIs: a subtle and typically harmless lacking in some crucial areas.
“personality” that grows more noticeable as the unit gets older.
MR: 2d6+5 LP: 1d6+1
MR: 2d6+1 LP: 1d6 Software: Surgical- Animal, Human or Xeno Program
Software: Four programs of choice Bonuses: +2 to all Medical tasks
Bonuses: None Penalties: No other software allowed to be installed

L. Mark VIa General AI Q. Mark V Medical AI


The Mark VIa General AI, with its unsurpassed memory system A bit smarter, more capable, and far more personable than the Mark
design, is a smarter and more capable model than earlier units. This IV, Medical Robots using these AIs see more patients than any other
model is a refinement of the VI with a more powerful processor array. doctor, whether Human or robotic.
Like the Mark VI, it begins to develop its own individual character
over time. MR: 2d6+7 LP: 1d6+3
Software: Surgical- Animal, Human or Xeno Program
MR: 2d6+3 LP: 1d6 Bonuses: +3 to all Medical tasks
Software: Five programs of choice Penalties: No other software allowed to be installed
Bonuses: None
R. Mark VI Medical AI
MAINTENANCEAIs This latest upgrade to the Medical AI is usually reserved for wealthier
hospitals and vessels, and allows for broader programming than
M. Mark VII Maintenance AI previous models.
This early Maintenance AI is still in use in many areas. It was
designed for keeping shipboard systems in order. It and subsequent MR: 2d6+9 LP: 1d6+5
models are noted for their generally cheerful personalities. Software: Surgical- Animal, Human or Xeno Program and one
program of choice
MR: 2d6 LP: 1d6 Bonuses: +3 to all Medical tasks
Software: Maintenance Program and one program of choice Penalties: No offensive or defensive programs allowed to be
Bonuses: +2 to all Maintenance tasks installed

N. Mark VIII Maintenance AI MILITARYAIs


Owing to the desire for more comprehensive reconstruction and
repair capabilities in a Robotic AI, the Mark VIII Maintenance unit was S. Mark XI Military AI
created by borrowing upon the General AI's broad memory This Robotic AI was designed to control basic combat Robots. While
capabilities. The Mark VIII was a major development over its not making for a very versatile warrior, this model is quite adequate
predecessor and is still an expensive unit. for stand up fights and is still used for that purpose, especially by
small and poorer military forces.
MR: 2d6+1 LP: 1d6
Software: Construction Program, Maintenance Program, MR: 2d6+1 LP: 1d6
Robotic Engineering Program, and one program of Software: Combat Program and Targeting Program
choice. Bonuses: +3 to all Military tasks
T. Mark XII Military AI
Bonuses: +3 to all Maintenance tasks Combining improved decision making abilities with the ability to add
an area of specialization; this is the current standard military AI.

41
METAMORPHOSISALPHA4THEDITION

MR: 2d6+3 LP: 1d6 LAWSOFROBOTICS


Software: Combat Program, Targeting Program, and one In the mid-22 nd century, academics devised three sets of the Laws of
program of choice Robotics to cover the three main roles in which Robots would be employed.
Bonuses: +3 to all Military tasks After the Humaniform™ Robot debacle of the 2110’s, the Laws of Robotics
were refined even further to prevent a reoccurrence. When a Robot is
U. Mark XIII Military AI constructed, it is required to have one of these sets of laws installed. These
The Mark XIII Military AI is the latest production model available. three sets of laws are collectively known as the Laws of Robotics. When
While not all robotic soldiers are equipped with this model, they see creating a Robot, you must choose one of the laws, which will suit your Robot’s
extensive use among special forces and officer units. role best. The three sets of laws comprising the Laws of Robotics are:

MR: 2d6+5 LP: 1d6 A. General Installation


Software: Combat Program, Targeting Program, and two
programs of choice B. Law Enforcement Installation
Bonuses: +3 to all Military tasks
C. Military Installation
V. Mark XIV Military AI
The Mark XIV Military AI is a powerful prototype. The Mark XIV
Military AI is installed in the Type M-100 Robotic Tank, and is The three sets of the Laws of Robotics are explained in detail on Page 59.
generally unavailable elsewhere. Unfortunately, due to a critical flaw These laws are provided as an example, and the GM should feel free to modify
in the design, the alien radiation has caused all AIs of this type to these or create his own. It is easiest to photocopy the laws and give the players
become crazed. the set that applies to each character.

MR: 2d6+5 LP: 1d6 SOFTWAREPROGRAMS


Software: Combat Program, Targeting Program x 2, and two
Your AI type determines how many programs you can run, and in some
programs of choice
cases, which ones as well. Select as many of these as you need for your Robot
Bonuses: +3 to all Military tasks
to function. If you have left over slots, you can keep them spare, or fill them
Penalties: Crazed – GM selects one of each type of Fault or
“just in case”.
Quirk. -2 Penalty to all RR checks.

SECURITYAIs A. Agriculture Program: This program gives the Robot complete


knowledge of farming and harvesting techniques for Terran and
Martian environments (both for farming animals and crops).
W. Mark VI Security AI
Additionally, it allows the Robot to extrapolate for alien environments,
Designed to serve as a basic police unit, the Mark VI Security AI was
zero-G farming and hydroponics. This software can be used for
a revolutionary design, with human interaction capabilities still
diagnosing crop failures or stock illnesses. It may require specialist
unsurpassed by any non-security AI. Like other Security AIs, most
intervention to treat sick stock, or develop a treatment for a new crop
Mark VI units have a serious but helpful personality.
disease. This program also gives the Robot a +2 bonus on all rolls for
striking animals and plants.
MR: 2d6 LP: 1d6+5
Software: Security Program
When the Robot is fitted with communications devices, it can access
Bonuses: +2 to all Security tasks
weather data (from the ship’s computer or satellites (if available)) to
X. Mark VII Security AI assist with managing crops and stock, as well as requesting
The Mark VII improved on the Mark VI in all areas. It is a common specialist attention for crop and stock problems.
substitute for human police, able to carry out most basic tasks without
any direction. B. Avatar Personality: This software is not available to PC Robots. This
software gives the Robot a duplicate of an AI computer personality
MR: 2d6+1 LP: 1d6+7 (see Page 12 for further explanation when dealing with Avatars),
Software: Security Program and one program of choice allowing the Robot to simulate the decision making processes of that
Bonuses: +3 to all Security tasks particular AI. This is limited by the Robot’s MR score. When in
communications range, the AI may directly operate the Robot. No
Y. Mark VIII Security AI other robotic system can control a Robot with this software installed.
The top of the line Security AI is the Mark VIII. This model is being This software can only be installed by an AI.
installed in most new security robots, though a large installed base
still uses Mark VII and even Mark VI AIs. C. Childcare Program: This software, when used with the General
Knowledge Program (below) enables a Robot to care for a child from
MR: 2d6+3 LP: 1d6+9 birth to the age of 12.
Software: Security Program and two programs of choice
Bonuses: +3 to all Security tasks D. Combat Program: This software allows the Robot a +3 bonus to total
damage during any attack. Can only run on a Security or Military AI.

 E. Construction Program: This software allows the Robot a +2 bonus to
 build or construct a structure, such as a road, a bridge or other
structure. The Robot gains a broad knowledge of construction

42
METAMORPHOSISALPHA4THEDITION

techniques for different materials and can make a MR check to per day without a surgical station, and much more than that (3d6) in a
determine structural weak points. four-hour period with a surgical station. Can only run on a Medical AI.
Treat the Robot’s dexterity score as 21 for all surgical tasks.
F. Ecology Program: This gives the Robot complete knowledge (non-
medical) of Terran and Martian flora and fauna. Additionally, it allows P. Surgical Program - Human: This software gives complete knowledge
the Robot to extrapolate for alien environments, such as assisting of Human anatomy and medical procedures. Any Robot with this
with transplanting Terran flora and fauna to alien environments. programming can heal 5 hp of damage on a Human per day without a
Additionally it gives the Robot a +3 bonus on all rolls for striking surgical station, and much more than that (3d6) in a four-hour period
animals and plants. with a surgical station. Can only run on a Medical AI. Treat the
Robot’s dexterity score as 21 for all surgical tasks.
G. Emergency Procedures: This software provides the Robot with
general knowledge about fire-fighting, search and rescue, disaster Q. Surgical Program - Xeno: This software gives complete knowledge of
recovery and evacuation procedures. The Robot automatically all known Martian creatures’ anatomy and medical procedures. Any
updates its knowledge of emergency procedures when operating in Robot with this programming can heal 5 hp of damage on a Martian
different environments, and can effectively use emergency equipment creature per day without a medical station, and much more than that
to neutralize a threat as safely as possible. The Robot receives a +3 (3d6) in a four-hour period with a medical station. Additionally, the
bonus when attempting to extinguish fires, use a water cannon or program allows the Robot to extrapolate, using known science to
other emergency equipment. determine appropriate measures for aliens of other types as well.
Can only run on a Medical AI. Treat the Robot’s dexterity score as 21
H. General Bonus Program: This software allows the Robot a +1 bonus for all surgical tasks.
on all ability checks. Up to three copies of this software can run at
one time, with cumulative bonuses. R. Targeting Program: This software gives the Robot a “Talented”
classification (see Pages 77 and 129 for further explanation) when
I. General Knowledge Program: This software allows the Robot to carry using one particular weapon system that it is equipped with. It takes
out simple tasks, such as buying groceries, cleaning shoes, walking a the Robot 1d6 minutes to switch and calibrate this program between
dog, stacking shelves in a store, setting a table, operating a cash weapons. Can only be run on a Security or Military AI. A Military AI
register, running a bath, or other small, simple tasks. Many (but not can run more than one copy of this program, but a Security AI can
all) of the tasks carried out by Robots using this program are not not.
covered by other programs.
ROBOTICSIZESANDATTRIBUTES
Robots using this program to carry out a task, do not perform the task When Robots are built by manufacturers or even AIs on the Starship
as well as Robots with specialized programming. For example: a Warden, a variety of parts are used, and sometimes the Robots are built only
Robot with this program will need more detailed instructions to set a for a short-term goal or limited function. AIs tend to be practical when designing
table than a Robot with the Hospitality Program, which can easily Robots, and try to use the most cost-effective systems they can to get the job
prepare a table for a banquet, prepare place names and fold the done. This might mean using a less capable power source, or a simpler AI.
napkins, and have the silver polished. This is a useful program, but it Free-willed Robots tend to upgrade their systems when they can, exceeding the
does not replace specialized programs. design parameters of their AI creators.
A Robot’s Mental Resistance and Leadership Potential scores are
J. Hospitality Program: This software allows the Robot to serve as a determined by the type of AI selected. The Robot’s remaining attributes are
cook, a bartender, butler, cleaner or waiter. The Robot is determined by the size of the Robot, excluding where certain systems are built
programmed to speak using very polite language, and is familiar with into the Robot.
“modern” standards of etiquette. Massive Robots have limitations as to where they can go, consult your
GM before choosing to create a Massive Robot.
K. Maintenance Program: This software allows the Robot to fix any of
the systems (+2 bonus) on the ship when supplies are at hand. 
Mid-Sized

 Massive
L. Personal Assistant Program: This software enables a Robot to 
Small

function as a personal assistant, shopping, making bookings, taking 


Robot

Robot

Robot
Large

Robot

messages and even acting as a chauffeur if required. The Robot is Ability


programmed to speak using very polite language. Scores


Constitution 2d6 4d6 4d6+12 4d6+18


M. Robotic Engineering Program: This software allows the Robot to Dexterity 2d6+1 1d6+3 1d6 1d6
repair other Robotic units, restoring 10 hit points in a 24-hour period Radiation 3d6 3d6+3 3d6+3 3d6+3
or unlimited points if a large supply of spare parts is available. Resistance

N. Security Program: This software gives the Robot a +4 bonus when


dealing with security systems and military Robots. Can only run on a
Security AI.

O. Surgical Program - Animal: This software gives complete knowledge


of all Terran animal anatomy and medical procedures. Any Robot
with this programming can heal 5 hp of damage on a Terran animal

43
METAMORPHOSISALPHA4THEDITION

BODYTYPE&SIZES Body Type F: The Robot’s body is shaped like a rectangular box.
The larger a Robot’s body is, the larger the storage space (an internal
cubical compartment) it has available, and the greater the number of physical Siz e Height Length Wi dth Store Syst em s
systems the Robot’s body can contain. Conversely, the smaller the Robot’s Small 1 foot 2 feet 1 foot - 8
body, the smaller its storage capacity and the number of physical systems its Mid 3 feet 5 feet 3 feet 1 10
body can house. Body sizes do not have hp, this is factored into the armor type Large 6 feet 9 feet 6 feet 2 12
that the Robot comes with. Massive 9 feet 18 feet 9 feet 4 16

For example: Peter is building a mid-sized Robot using a Body Type D (Human Body Type G: The Robot’s body is spherical in shape.
shaped) torso. The Torso is 3 feet high, 9 inches deep and 1 foot wide. It has a
storage compartment with a volume of  of a cubic foot for storage purposes. Size Diameter Store Systems
This could be a 3 inch x 2 inch x 1 inch area. The dimensions are at the Small 1 foot - 8
discretion of the player, as long as the volume is equal to the Store capacity for Mid 3 feet  10
the Robot’s size. Large 6 feet 1 12
Massive 12 feet 3 16
The orientation of the Robot’s body type is flexible.
MOBILITYSYSTEMS
For example: Kerry is building a combat Robot and chooses Body Type B, a Up to two systems may be chosen from this category, providing the
large cylindrical body type, deciding that the Robot is six feel long, rather than systems are compatible. For instance, you could choose to have bipedal legs
six feet high. and anti-gravity flight, but you could not have tripod legs and treads.

Body Type A: The Robot’s body is cubical in shape. A. Anti-Gravity Flight: Allows full flight at any altitude with a top speed of
60 mph. Up to 300 additional pounds can be carried with no reduction
Siz e Span Store Syst em s in speed or altitude. Using this system, a Robot can fly in circles (but
Small 1.5 feet - 8 not hover) in place until its power is exhausted. This system counts
Mid 3 feet 1 10 as one physical system.
Large 6 feet 2 12
Massive 12 feet 4 16 B. Anti-Gravity Hover Propulsion: Allows low-level flight at 30 miles per
hour when carrying up to 30 pounds, or 10 miles per hour when
Body Type B: The Robot’s body is cylindrical in shape. carrying 31-90 pounds of cargo. Using this system, a Robot can
hover in place until its power is exhausted. Maximum altitude is 30
Size Height Diameter Store Systems feet. This system counts as one physical system.
Small 2 feet 1 foot - 8
Mid 3 feet 18 inches  10 C. Legs - Bipedal: Two legs allow the Robot to walk or run at speeds of
Large 6 feet 3 feet 1 12 up to 40 miles per hour. Legs double the Robot’s body height. This
Massive 12 feet 6 feet 2 16 system counts as one physical system, or two if the Robot needs to
travel at 80 miles per hour. Can not have the treads mobility system
Body Type C: The Robot’s body is a disc in shape. with this system.

Size Height Diameter Store Systems D. Legs - Quadruped: This option covers four, six and eight legs. This
Small 6 inches 3 feet  8 option will allow the Robot to walk or run at speeds of up to 80 miles
Mid 2 foot 6 feet 1 10 per hour. Legs double the Robot’s body height. This system counts
Large 3 feet 9 feet 2 12 as one physical system, or two if the Robot needs to travel at 160
Massive 6 feet 18 feet 4 16 miles per hour. Can not have the treads mobility system with this
system.
Body Type D: The Robot’s body is shaped like a Human torso.
E. Legs - Tripod: Three legs allow the Robot to walk or run at speeds of
Size Height Length Width Store Systems up to 60 miles per hour. Legs double the Robot’s body height. This
Small 18 4 inches 6 inches - 8 system counts as one physical system, or two if the Robot needs to
inches travel at 120 miles per hour. Can not have the treads mobility system
Mid 3 feet 9 inches 1 foot  10 with this system.
Large 6 feet 1.5 feet 2 feet 2 12
Massive 12 feet 3 feet 4 feet 3 16 F. Repulsion Propulsion: Repulsion fields allow full flight at 70 miles per
hour with any load. This system counts as one physical system.
Body Type E: The Robot’s body is an ovoid in shape.
G. Treads/Wheels: This system allows the Robot to move at 30 miles
Size Height Diameter Store Systems per hour and counts as one physical system, or two if the Robot
Small 2 feet 1.5 feet - 8 needs to travel at 60 miles per hour. The treads and wheels have
Mid 3 feet 2 feet  10 their own hit points, separate from the Robot’s total:
Large 9 feet 6 feet 1 12
Massive 15 feet 9 feet 2 16 Small Treads/Wheels – 18 hp
Mid Sized Treads/Wheels – 30 hp

44
METAMORPHOSISALPHA4THEDITION

Large Treads/Wheels – 60 hp and alloy panels.


Massive Treads/Wheels – 120 hp V. Upgraded Medium: As for Medium 3 6
The Robot’s tread size or wheels must match the Robot’s Body Size. Armor, but with an additional layer of
duralloy mesh.
The Robot loses the ability to turn in one direction, once 50% of the
wheels or tread’s hit points have been lost, and speed is reduced VI. Heavy: This armor completely covers 4 4
proportionally for each hit point lost off the treads. the Robot. It is made of three layers
For example: Robot X is a small Robot with unarmored treads. A of plastic and duralloy laminate.
missile fired at Robot X hits, and Robot X suffers 12 hit points of
damage to its treads. That’s over 50% of the tread’s hp total, so the C. Atmospheric Streamlining: This feature ensures that a Robot, when
GM decides Robot X can only turn left, and Robot X’s speed is coupled with suitable propulsion, can fly efficiently in an atmosphere.
reduced by 12 / 18 x 30 mph, becoming 10 mph. When coupled with Vacuum and Heat Shielding, the Robot is capable
of entering a planet’s atmosphere. This feature counts as one
When treads or wheels are attached to a Robot, they increase the physical system.
Robot’s height by  the Robot’s body height, and are the same
length as the robot. Can not also have legs with this system. This D. Radiation Shielding: This system helps to protect the Robot’s
counts as one physical system. systems from radiation. When installed, the Robot’s RR automatically
becomes 21. This feature counts as one physical system.
Treads and wheels of any sort are not counted as a system when
calculating hp distribution. E. Vacuum and Heat Shielding: This feature ensures that a Robot can
operate in vacuum and in intense heat and cold. When coupled with
H. Treads/Wheels – Armored: As above (G) except provide movement Atmospheric Streamlining, the Robot is capable of entering a planet’s
at 45 mph and are armored to protect them from damage. atmosphere. This feature counts as one physical system.

Small Treads/Wheels – 27 hp F. Force Field: This feature provides the Robot with a 75 hp force field
Mid Sized Treads/Wheels – 45 hp sphere that surrounds the entire Robot. Once the force field has
Large Treads/Wheels – 90 hp absorbed 75 hp damage, it shuts down. The force field returns to full
Massive Treads/Wheels – 180 hp strength after 24 hours. The force field is visible as a slightly
shimmering transparent globe, surrounding the Robot. The force field
Armored treads or wheels count as two physical systems. allows a Robot without Vacuum and Heat shielding (E above) to work
in a vacuum for 6 minutes, before radiation and / or temperatures
BODYFEATURES cause the Robot to malfunction (roll on the Programming Quirks and
Once a body size and style for the Robot has been selected, certain Faults table on Page 58 and again every 6 minutes of exposure
features of the Robot’s body must be decided. If no other features are chosen, afterwards). This feature counts as one physical system.
the Robot’s AC is 14, which is the standard armor for a Robot casing. A Robot’s
AC becomes AC 19 if its armor is destroyed. Except for feature B, of which you POWERSOURCES
can choose only one, choose as many of the following features as your Robot Robots require a source of power. Chose one power source from (A-D)
requires and has room for: below, and decide if you want to have backup power (E).

A. Aquatic Streamlining and Integrity: This feature ensures that the A. Standard Battery Power: Allows for 12 physical systems to be fitted to
Robot can operate while submerged, and when coupled with small, mid and large sized Robots. Standard battery power energizes
appropriate propulsion can also move efficiently. This feature allows the Robot for 24 hours of full, continuous operation. Recharging can
the Robot to submerge to depths of two miles, and counts as one be conducted from any wall socket, taking 30 minutes to recharge.
physical system. During recharging, the Robot cannot move more than 20 feet away
from the wall socket, but it can function normally within that range.
B. Armor: Systems AC This option was common on older Robots, many of which are still on
I. Standard: This is the standard casing 0 14 the Starship Warden. This feature counts as one physical system.
of most Robots. Made of metals and
plastics, with moderate insulation. B. Improved Battery Power: Allows for 14 physical systems to be fitted
to small, mid and large sized Robots. Improved battery power
II. Light: This feature provides additional 1 12 energizes the Robot for 72 hours of full, continuous operation.
bolt on plastic and metal panels to Recharging can be conducted from any wall socket, taking 30
protect the Robot and provides minutes to recharge. During recharging, the Robot cannot move more
additional insulation. than 20 feet away from the wall socket, but it can function normally
within that range. This option is commonly used for Starship Warden
III. Improved Light: As for Light Armor, 2 10 Robots that may be required to operate without reliable broadcast
but using a higher quality plastic and power. This feature counts as one physical system.
alloy combination of panels and
improved insulation. C. Oversize Battery Power: Allows a large Robot to operate all of its
devices for 48 hours, or a massive Robot to operate all of its devices
IV. Medium: This armor is made from 2 8 for 24 hours. This power source counts as two physical systems,
individual, insulated laminated plastic when designing the Robot. Recharging can be conducted from any

45
METAMORPHOSISALPHA4THEDITION

wall socket, taking 4 hours to recharge. During recharging, the Robot F. Physical Interface: This device is used by a Robot to directly interface
cannot move more than 20 feet away from the wall socket, but it can with devices for the transfer of data. This is particularly useful for
function normally within that range. This option is commonly used for dealing with computers, AIs and other devices that may not have or
massive Robots that may be required to operate without reliable be using radio. It must be fitted on the end of a standard mechanized
broadcast power. This feature counts as two physical systems. arm or manipulative tentacle. This device does not take up a physical
system slot.
D. Broadcast Power: will power up to 20 physical systems fitted to
Robots of any size. Broadcast power sources allow Robots to G. Power Grasping Claw (WC 20): A three tongs claw that can do 10
operate anywhere inside the ship and even outside the ship within a points of damage per combat turn by crushing on a successful hit.
10-mile radius. If the Robot has no alternate power supply, then the Must be fitted to either a standard mechanized arm or a manipulative
Robot will deactivate. This feature counts as one physical system. tentacle. Can not be installed in small Robots. This device does not
count as a physical system.
E. Backup Power Source: This auxiliary power supply can supply power
to Robots for up to 120 system / hours (i.e., it could provide 10 hours H. Pruning Sheers (WC 21): Pruning Sheers inflict 5 hp of damage to
of power for 12 robotic systems), including recharged Robots. This soft surfaces (plants or Human skin). Must be fitted to either a
system comes with a power cell adapter as well as a socket to allow standard mechanized arm or a manipulative tentacle. This device
other Robots to charge from it, taking two hours. This system does not count as a physical system.
requires another power source to be fitted (A-D above). The backup
power source itself recharges in 2 hours from any wall socket within I. Shovel Tentacle (WC 21): Shovel tentacle with 15-foot extension and
20 feet. This feature counts as one physical system. lifting capacity of 100 pounds. If used as a weapon, the shovel does
1d6 +3 damage. This feature counts as one physical system. Can not
be installed in small Robots.
LIMB ATTACHMENTS (TENTACLES, ARMS
ANDMANIPULATION) J. Standard Manipulative Tentacle (WC 21): Each tentacle can extend
21 feet or shrink to 3 feet and lift up to 100 pounds of materials. Can
The standard tentacle attachments have each been listed with a Weapon
be fitted with microminiature claw, physical interface or power
Class (WC) rating. Weapon Class is explained in the Combat section on Page
grasping claw attachments. This feature counts as one physical
141. Choose as many of these as you want, and have room for, depending
system. Can not be installed in small Robots.
upon your Robot’s size. Manipulation attachments B, D, F, G and H can be
fitted to any tentacle or arm. However, only one of these may be attached per
K. Standard Articulated Mechanized Arm (WC 21): Each articulated arm
tentacle or arm.
can lift CN x 15 pounds of material (up to the Robots CN maximum –
see Page 33). Can be fitted with microminiature hand, claw, physical
A. Forestry Padded Tentacle (WC 20): Extends to 25 feet. Suitable for
interface or power grasping claw attachments. This feature counts as
handling unconscious animals or incapacitated plants without causing
one physical system.
injury, but unsuitable for close manipulation of delicate objects and
equipment. Has a lift capacity of 400 pounds. This feature counts as
L. Standard Telescopic Mechanized Arm (WC 21): Each telescopic arm
one physical system. Can not be installed in small Robots.
can extend six feet and lift CN x 10 pounds of material (up to the
Robots CN maximum – see Page 33). Can be fitted with
B. Hand (WC 20): A five-fingered hand, suitable for manipulating
microminiature hand, claw, physical interface or power grasping claw
objects, capable of sensing pressure and texture. This attachment
attachments. This feature counts as one physical system.
does not take up a physical system slot. Must be fitted to either a
standard mechanized arm or a manipulative tentacle.
SENSORS
C. Hoe Tentacle (WC 21): Tentacle with an extension of 10 feet and no This is how your Robot sees the world around it. Choose whatever
lifting capacity. The hoe is primarily used to till ground, but can inflict systems you think your Robot will need and has room for.
1d6+2 damage if used as a weapon. This feature counts as one
physical system. Can not be installed in small Robots. A. Geiger Counter: The Robot can tell the radiation Intensity Level of
any object that it can see, using any of the other sensor packages
D. Microminiature Manipulator Claw (WC 21): A three-pronged grasping that it is equipped with, other than radar, seismic or sonar. This
claw complete with telescopic sensors for manipulating tiny to feature counts as one physical system.
microscopic objects. Can extend to 15 feet. The manipulators work
with up to three pounds of material. Can also be magnetized. Must be B. Optic Lenses: Able to work in the telescopic and microscopic ranges.
fitted to either a standard mechanized arm or a manipulative tentacle. The four lenses provide 180-degree vision, of a standard equal to
This device does not take up a physical system slot. normal Human vision. This feature counts as one physical system.

E. Paralysis Tentacle (WC 15): The tentacle can extend 21 feet or C. Radar: Provides the Robot with the ability to detect objects within a
shrink to 3 feet. Paralysis does not work on machines, Robots, direct electronic line of sight out to 20 miles. Approximate size and
Androids, or AIs, but is effective against organic nervous systems. If speed can be determined, but not exact details. This feature counts
the tentacle strikes flesh, it automatically paralyzes the creature for 3- as two physical systems.
18 hours unless the target is immune to paralysis or electricity. This
feature counts as one physical system. Can not be installed in small D. Seismic: The Robot can detect vibrations within the ground or floor of
Robots. the ship, such as a person walking (5 miles), a small explosion (15
miles), machinery working (10 miles), etc. The Robot can also detect

46
METAMORPHOSISALPHA4THEDITION

caves up to 1 mile away, as well as underground water systems. and activated in order to become a slave. Once command is
Speak with the GM to determine what exactly can be detected when established, it can be maintained as long as the slave is in radio
using this sensor. This feature counts as one physical system. contact. Control is broken instantly when radio contact is severed or
intentionally stopped by the master system. This ability does not
E. Soil Analysis Sensors: Probes and detectors can identify poisons and affect artificial intelligences that are non-Robotic (AIs lack the
radiation in soil. The sensors can also measure chemical content and necessary enslaving circuit which is found in all Robots). A slave
acid soil intensities. This feature counts as one physical system. equipped with its own command control system can have slaves of its
own. Thus, while a single Robot can control only three slaves directly,
F. Sonar: Provides the Robot with the ability to detect objects within a it can control any number of them indirectly. Boosts a Robots LP by
radius of 20 miles underwater. Approximate size and speed can be four points, to a maximum of 21.
determined, but not exact details. This feature counts as two physical
systems. F. Encryption: This can only be fitted to Military and Security AIs. Two
Robots with encryption can communicate securely. Encryption will
G. Upper and Lower Spectrum Optic Lenses: Allows the Robot to see take even the most powerful AI d6 hours to break.
light beyond the normal range of Human vision (ultra-violet and infra-
red) at ranges up to 50 feet, and to see even very dim radiation glow MISCELLANEOUSSYSTEMS
(gamma shine) up to 100 feet away. If the Robot is equipped with a These systems are vital to specialized Robots, such as cleaners and
light source, it can shine in the infrared and ultraviolet spectrums, hospitality Robots, to name a few. Choose whatever systems you think your
also, making a very handy invisible spotlight. This feature counts as Robot will need and has room for. Unless otherwise noted, each of the following
one physical system. counts as one individual physical system:

H. X-Ray Sensors: This allows the Robot to see through many materials A. Back Hoe: This device is used to excavate soil and rocks. This device
(generally not lead or similar shielding material (at GM’s discretion) consists of a large hydraulic arm and a scoop or bucket. This device
any thicker than  an inch). This is useful for medical Robots as well counts as two physical systems. Can not be installed in small or
as for engineering. Using these sensors, a Robot can examine medium Robots.
material of up to one yard in thickness or depth and can upload an
image of what it detects using a physical interface. This feature B. Borer: A borer attachment is used for mining and tunnel construction.
counts as one physical system. It consists of a number of rotating blades and crushers, designed for
pulverizing rock and ore. The borer will not drill through duralloy. This
COMMUNICATIONS device counts as three physical systems, and automatically reduces
Your Robot will need to communicate. Select the systems that you think the Robot’s movement to  normal rate. D is reduced to a max score
will suit your Robot best. Each of the following counts as one individual physical of 3. If used as a weapon this device is classed as WC 21 and inflicts
system: 9d6 damage per combat round. Can not be installed in small
systems.
A. Audio Transmitter and Pickups: This system provides the Robot with
vocal communication capability, and the equivalent of Human C. Brooms & Rotary Brushes: This equipment is used for cleaning and
hearing. Emergency cutoffs prevent hearing from being damaged by sweeping. This device comes in two sizes, one is for indoors, and the
excessively loud noises. Any Robot that relies solely upon this other is for outdoors, such as sweeping streets. Used offensively, the
system for communications is immune to the effects of other Robots small fitting is WC 18 and can do 1d6-1 damage, while the large
with the Command and Control System, unless such a Robot uses a version is WC 16 and does 3d6-3 damage. The small version counts
physical interface to control the Robot. The effects of the interface as one physical device, while the large counts as three.
cease when the Robot is out of hearing range or when the master
Robot releases the enslaved Robot. D. Bucket: This attachment is mounted onto the front of the Robot, and
can be used to carry earth, rocks or even additional equipment. Acts
B. Audio and Radio Transmitters and Pickups - Standard: This system is as a shield, reducing the Robot’s AC by 1 from frontal attacks. The
effective up to 20 miles in any direction. However, extending the bucket is twice the width or the Robot’s Body. A Robot with a bucket
audio range much beyond a few miles picks up so much background can not be fitted with a roller or bulldozer blade. This counts as two
noise that few details can be sorted out unless the sought-for sound physical systems. Can not be installed in small or medium Robots.
is very pronounced, like a gunshot, a lion’s roar, a waterfall, or
intensely arcing electricity. Sometimes, however, even the E. Bulldozer Blade: This duralloy blade attachment is mounted onto the
background jumble provides valuable information, such as when it’s front of the Robot, and can be used to grade earth. Acts as a very
the babble of a hundred alien voices. effective shield, reducing the Robot’s AC by 2 from frontal attacks.
The blade is twice the width or the Robot’s Body. A Robot with a
C. Audio and Radio Transmitters and Pickups - Improved: This system bulldozer blade can not be fitted with a bucket or roller. This counts
is effective up to 40 miles in any direction. as two physical systems. Can not be installed in small or medium
Robots.
D. Audio and Radio Transmitters and Pickups – High Powered: This
system is effective up to 60 miles in any direction. F. Capture Cage: A 3-foot-square cage that can be collapsed and
stored inside the Robot when not in use. It’s not a trap, just a simple
E. Command and Control System: The Robot can assume control of holding pen for captive animals. Some Robots may be equipped with
three other Robotic units (slaves) without Human intervention. larger pens for special purposes. This counts as one physical system.
Another Robot must be within 5 feet of a Robot with this system fitted Can not be installed in small or medium Robots.

47
METAMORPHOSISALPHA4THEDITION

G. Cherry Picker: This device will allow the Robot to raise a creature to medium Robots.
three times the height of the Robot, and counts as two physical
systems. The weight of the creature lifted depends upon the Robot’s O. Forks (WC 16): This device will allow the Robot to raise a device to
CN score. See Page 33 for further details. Other systems such as a twice the height of the Robot, and counts as two physical systems.
water cannon or light source are often fitted to the cherry picker. Can The forks can lift the amount listed under the rules for CN on Page
not be installed in small or medium Robots. 33. The forks also can be used as weapons doing 8d6 damage if
used to ram an opponent (requires a 10 yard run-up). Can not be
H. Compactor: This device can be added to a storage bin, and is used to installed in small or medium Robots.
crush rubbish for recycling or disposal. The compactor can not crush
duralloy. This is fitted to a storage bin or can be fitted to a Robot’s P. General Electronics Repair Case: Contains a wide range of common
normal internal storage compartment. This device will do 2d6 circuit boards and replacement parts used on the ship. Allows for the
crushing damage per round to any item (except duralloy) until repair of 5 hit points of damage on any ship’s electronic device. Only
crushed as much as possible. This does not count as a physical one repair per system per 24 hours. This counts as one physical
system. Can not be installed in small or medium Robots. system. Can not be installed in small Robots.

I. Crane Arm: This device will allow the Robot to raise a device to five Q. General Mechanical Repair Case: Contains a wide range of common
times the height of the Robot, and counts as three physical systems. replacement parts used on vehicles and machines. Allows for the
The crane can lift the amount listed under the rules for CN on Page repair of 5 hit points of damage on any ship’s vehicle or mechanical
33. The crane uses a 100 yard long plastic coated duralloy cable and device. Only one repair per system per 24 hours. This counts as one
has a hook on the end. The hook will release automatically, when the physical system. Can not be installed in small Robots.
Robot requires. Optionally, a wrecking ball can be fitted (see entry 62
in this listing). Can not be installed in small or medium Robots. R. Harvester (WC 21): Harvester attachment allows a Robot to harvest
grain such as wheat and barley. This device can be modified with a
J. Crew Compartment: This system can only be fitted on a Massive minimum of effort by the Robot to harvest other crops. This device
Robot. It allows four people to ride in comfort in a cabin mounted also requires at least one storage bin. This system doubles the
upon the Robot, of six if they are “friendly”. During combat, the cabin Robot’s width and counts as two physical systems. The Harvester
will protect the passengers until the cabin is destroyed. This system attachment uses finely tuned sonics to harvest crops, doing 1d6
counts as four physical systems, and adds 7 feet to the Robot’s damage to vegetation. The sonics used in this are harmless to
height, or length. A built-in oxyen supply will last for 6 hours. While in Humans, animals and Robots. Androids suffer from the usual
the cabin, the passengers can see what the Robot sees through damage modified by their weakness to sonics. Can not be installed in
windows and monitors, and can communicate with the Robot via small or medium Robots.
internal communications.
S. Holographic Projector: This device allows the Robot to project
K. Culinary Utensils (WC 21): This collection includes knives, whisks, holograms of up to 40 feet in height, width and depth at a range of up
spoons, a food processor / blender, measuring cups and other to 100 feet. The hologram can be of anything that the Robot has
assorted cooking utensils. At most, any of these devices will do 1d6 observed, or from a pre-recorded file, such as a movie. The
damage to an opponent. The PC is free to be imaginative, but may holograms appear realistic to the uninitiated (treat as a MR attack
have to reduce damage accordingly. This counts as one physical versus the Robot’s MR) and may deter or fool some creatures. This
system. counts as one physical system.

L. Dustpan & Brush (WC 21): This requires little explanation as the T. Jack Hammer (WC 17): This device allows the Robot to break up
technology has changed little over the centuries. Each item can be rock and concrete. This device can inflict 2d6 damage if used as a
thrown up to 10 yards for 1 point of damage. This device requires the weapon. This counts as one physical system. Can not be installed in
Robot to have two arms or tentacles free, to use. This item counts as small or medium Robots.
one physical system.
U. Jaws of Life (WC 20): This is a combination of a diamond-edged
M. External Rack: These racks take up a 3 feet by 3 feet square area on rotary saw and hydraulic pry-bars that can cut through and jack open
the outside of the Robot. A Robot can fit no more than four storage just about anything, including duralloy, at a rate of 30 points of
bins, water tanks, or external racks or any combination thereof. Items damage per combat turn (if used as a weapon, it does 5d6 damage).
secured to the storage rack are destroyed first when damaged during Details for cutting through different materials can be found in
the course of play (during combat or anything else which would the Ship’s Infrastructure Section on Page 110.
cause the Robot to be damaged). The exception to this is if the Robot The Jaws of Life make a lot of noise. This device counts as
actively tries to protect these items. This does not count as a physical one physical system. Can not be installed in small Robots.
system. Can not be installed in small or medium Robots.
V. Light Source: A spotlight, with variable intensity from “off” to 1,000-
N. Fire Fighting System: This equipment requires the Emergency foot range (10-foot-diameter spot at that range). Alternatively, the
Procedures program in order to allow a Robot to fight fires. This light can be all-round, lighting up a 100-foot radius (or less if desired),
equipment consists of fittings such as hoses, allowing the Robot to or it can flash like a strobe. The PC must decide (and note) if the light
connect to the Warden’s internal fire suppression system (in effect an is normal white light (or another color), infrared or ultraviolet. Each
unlimited fire extinguisher) or to make use of a water supply. It takes light source counts as one physical system.
5 minutes to bring a 10 yard x 10 yard square under control. This
counts as two physical systems. Can not be installed in small or W. Light-weight Tractor and Repulsion Beams: These can hold and

48
METAMORPHOSISALPHA4THEDITION

roughly manipulate solid items weighing as much as 200 pounds up planted through the use of this device with minimal modification.
to a range of 25 feet. These count as two physical systems. When this device is fitted, the Robot’s width is doubled, and the
seeder counts as two physical systems. While planting with the
X. Mower Attachment (WC 21): Mower attachment inflicts 2d6 of seeder, the Robot can travel no faster than 10 miles per hour, and at
damage to any vegetation it runs over, however the sonics used in a maximum speed of 30 miles per hour with the seeder attached.
this are harmless to Humans, animals and Robots. Androids suffer Can not be installed in small or medium Robots.
from the usual damage modified by their weakness to sonics. The
resulting vegetation mass is broken down into a moist pulp which HH. Short Range Sonic Torch (WC 20): Similar to a sonic melding torch,
acts as a nutrient mulch. This counts as two physical systems. Can but much less powerful. Suitable for cutting plants; causes 5 points of
not be installed in small Robots. damage per combat turn to soft tissue that isn’t fighting back. This
counts as one physical system.
Y. Null-Gravity Unit A: The field can render up to 200 pounds of material
weightless within 20 feet of the Robot. This counts as one physical II. Storage Bin: Each storage bin counts as one physical system, and
system. can hold as much as the Robot’s internal storage compartment can.
A Robot can fit no more than four storage bins, water tanks, or
Z. Null-Gravity Unit B: The field can render up to 500 pounds of material external racks or any combination thereof. Each bin will increase a
weightless within 20 feet of the Robot. This counts as two physical Robot’s width or length by three feet. Can not be installed in small or
systems. medium Robots.

AA. Null-Gravity Unit C: The field can render up to 750 pounds of material JJ. Stretcher: The stretcher is used to transport wounded humanoids or
weightless within 30 feet of the Robot. This counts as three physical animals for treatment. The stretcher attachment adds six feet to the
systems and can not be fitted in small Robots. length of the Robot and counts as two physical systems. The
occupant of the stretcher is protected by the Robot, and for combat
BB. Polisher (WC 17): This device is used to polish floors. The polisher purposes, the patient is considered to be housed in the internal
attachment also incorporates a hot floor wax dispenser that could be storage compartment, taking damage, only when that compartment is
used offensively to inflict 1d6-1 damage. The polisher counts as one destroyed. Can not be installed in small or medium Robots.
physical system.
KK. Tilt Tray / Flat Bed: The tilt tray / flat bed is used to transport goods
CC. Power Coupling: This device allows the Robot to remove discharged and equipment. The tilt tray / flatbed attachment adds twelve feet to
power cells from an external device, such as a weapon and plug the the length of the Robot and counts as three physical systems. The
device into the Robot’s own power supply. For every power cell that Robot is capable of transporting twice its lifting capacity on its tray.
the device would normally take, this counts as one physical system. Can not be installed in small or medium Robots.
This will work for power cells Type I. to Type V.
LL. Vacuum Cleaner – Regular (WC 17): This equipment is used for
For example: If a Robot were to use this attachment to power a cleaning. While it may not be used offensively, if the Robot reverses
weapon powered by a single power cell, the drain on the Robot’s the vacuum, it becomes a blower, and will blow the collected dust in
system would count as one system. If the Robot then fired the any direction that the Robot aims (treat as a smoke grenade with a
weapon until the power cell would normally become exhausted, the range of 10 yards). In addition to this, if the Robot has been cleaning
Robot would have to dedicate a second system to continue powering radioactive or contaminated areas, the resulting dust cloud will be
the weapon, and so on, until the Robot could not fire the weapon any radioactive. Can not be installed in small Robots. This counts as two
longer. physical systems.

DD. Rake Scoop (WC 21): Suitable for moving masses of chopped MM. Vacuum Cleaner – Small (WC 17): This equipment is used by small
vegetation weighing 100 pounds or less. Can not be installed in small Robots for cleaning. While it may not be used offensively, if the Robot
Robots. This device does no damage, but may be used to disarm reverses the vacuum, it becomes a blower, and will blow the
opponents (2 in 6 chance of success on a successful hit against a collected dust in any direction that the Robot aims (treat as a smoke
single, hand-held weapon only) and counts as one physical system. grenade with a range of 3 yards). Radioactive material may have the
same effect as above (as for LL). This counts as one physical
EE. Recon Camera: This device allows a Robot to record anything that it system.
can detect using any of its systems and to transmit that data using
radio communications or a physical interface. The information is NN. Water Cannon (WC 18): This equipment requires the Emergency
recorded so that it can also be shown as a hologram, using a Procedures program in order to allow a Robot to fight fires. This
holographic projector. This counts as one physical system. device may connect to the Warden’s inbuilt water system, or to a
water tank. It has a range of 20 yards and will do 1d6 damage to
FF. Roller: This device is used to compress lawn and earth. Any Robot living creatures. One blast will put out a 10 foot by 10 foot burning
with a roller fitted is limited to a top speed of 40 miles per hour. A area. A water cannon counts as one physical system, without a water
roller counts as two physical systems, and a Robot with a roller can supply, but includes a 30-foot long hose and connector. Each shot of
not be fitted with a bucket or bulldozer blade. A roller acts as a shield, the cannon requires 3 gallons of water. The water cannon has
reducing the Robot’s AC by 1 from frontal attacks. Can not be electrical insulation that prevents the Robot from being electrocuted if
installed in small or medium Robots. it comes in contact with electricity while spraying water. Can not be
installed in small or medium Robots.
GG. Seeder: This device is used to plant seeds. A variety of crops can be

49
METAMORPHOSISALPHA4THEDITION

OO. Water Tank: Each water tank that a Robot has fitted contains 27 MEDICALEQUIPMENT
gallons of water. This is sufficient for nine shots of the Water Each of the following kits counts as one individual physical system:
Cannon, or can be used to supply the Fire Fighting System for 15 A. Field Medical Kit: Allows the Robot to perform simple field operations
minutes. Each water tank counts as two physical systems. A Robot with nanobots, healing 15 points of damage per use, in 15 minutes.
can fit no more than four storage bins, water tanks, or external racks Only one use per creature in a 24-hour period. Can not be installed in
or any combination thereof. Each water tank will increase a Robot’s small Robots.
width or length by three feet. Can not be installed in small or medium
Robots. B. Medical Kit: This system can heal up to 100 hp of damage, on
Humans only. After 100 points, the kit’s supply of drugs and other
PP. Weighted Capture Net (WC 19): Designed to be launched up to 50 expendables is exhausted and must be restocked. Requires a
yards away from the Robot. Spreads out to cover an area 10 feet Medical AI. Heals at a rate of 2 points per minute. Can not be
square. The nets are powered with paralysis fields (automatically installed in small Robots.
causes paralysis for 3-18 hours unless the creature is immune to
paralysis or electricity; no effect against machines, Robots, Androids, C. Veterinary Medical Kit: This system can heal up to 100 hp of damage,
or AIs). The net can be restored and recharged after use. This counts on animals and aliens. After 100 points, the kit’s supply of drugs and
as one physical system. Can not be installed in small Robots. other expendables is exhausted and must be restocked. Requires a
Medical AI. Heals at a rate of 2 points per minute. Can not be
QQ. Winch: This system allows the Robot to winch weight up to and installed in small Robots.
including twice what it can normally lift according the rules for CN on
Page 33. The winch uses a 30 yard long plastic coated duralloy cable WEAPONSYSTEMS
and has a hook on the end. The hook will release automatically,
Your Robot may face all kinds of dangers on the Starship Warden (or
when the Robot requires. This counts as one physical system.
elsewhere for that matter). Choose whatever weapons suit your Robot’s
function best. It is not a requirement for your Robot to be armed, but it may be
RR. Wrecking Ball (WC 21): Used primarily to knock down buildings
useful. Unless otherwise noted, any Robot can be fitted with these systems.
(where explosives and energy devices can’t be employed), wrecking
Robot weapons’ trigger mechanisms are electronic, and built into the weapon.
balls are a fearsome device, but very easy to evade outside a
Generally, a weapon will require a trigger to be attached for an Android or
building. The use of a wrecking ball requires the use of a crane for a
Human to use a salvaged weapon.
non-flying vehicle, or a winch on a flight capable vehicle. A wrecking
Unpowered weapons will need to be removed in order to be discarded or
ball counts as three physical systems, and is capable of doing 10d6
replaced. Weapons with an independent power supply may simply have the
damage every five combat rounds. Can not be installed in small or
power supply replaced to begin to function again.
medium Robots or Robots with a CN of less than 21.
Weapons on small Robots are scaled to size, and have their damage and
ranges halved. Small Robot weapons still take up the same number of systems
DISPENSERSYSTEMS on small Robots. Some of the following weapons are unique to Robots,
As with the Miscellaneous Systems above, choose whatever you think however many have additional details listed in Section 9 (Page 126).
your Robot will need. Each of the following counts as one individual physical
system: A. Flame Thrower (WC 17, Dmg 4d6, Heat Weapon): This weapon
shoots a jet of flame with a range of 10 yards. The nozzle of the
A. Fire Extinguisher (WC 17): Contains a refrigerated, non-poisonous flame thrower can be fitted to an arm or tentacle, or mounted on the
fire suppressant that will put out all fire within a 40 foot radius, in 10 body of the Robot, facing a particular direction. The propane tank for
seconds. The suppressant will evaporate in 20 minutes, leaving a fine this device needs refilling after every 30 shots. If this system is
white chemically inert powder. The fire extinguisher contains five destroyed while on the Robot, it explodes for 6d6 damage to all
applications. Can not be installed in small Robots. beings within 20 yards, unless it is empty. This weapon counts as
one physical system. Can not be used by Security AIs. Can not be
B. Herbicide Sprayer (WC 17): Contains 100 applications of Intensity installed in small Robots.
Level 18 herbicide poison (only affects plants and fungi). Range is 20
feet. Each application affects one man-sized plant or a ground area 2 B. Gas Pellet Projector (WC 13): Fires solid pellets (each about the size
feet in diameter (about 3 square feet). Up to 10 applications can be of a firecracker) that vaporize into gas on impact. Range is 150 yards.
released per turn. Can not be installed in small Robots. A single pellet creates a gas cloud 2 feet across (just big enough to
affect one character with a direct hit). Each additional pellet fired at
C. Insecticide Sprayer (WC 17): Contains 50 applications of Intensity the same time and at the same target increases the cloud’s radius by
Level 18 insect poison. Range is 20 feet. Each dose affects one dog- 1 foot, and reduces the WC by 1, for that round. Up to 10 pellets can
sized insect or a cloud of insects 2 feet in diameter (about 4 cubic be fired at once. A clip holds 100 pellets. Each weapon is typically
feet). A man-sized insect would need two doses to be affected. Can packed with three clips.
not be installed in small Robots. The paralysis gas acts as Intensity Level 10 poison. Damage
from the poison is temporary; victims recover 15 hp after 15 minutes
D. Radiation Decontamination Gel Spray Gun (WC 17): This device and recover fully after 30 minutes. If the poison drops a character’s
sprays Radiation Decontamination Gel (see Page 108). It uses a hp to 0 or less or causes a D result (on the Poison Chart on Page
standard canister and has a range of 50 feet. Can not be installed in 36), however, then the character falls unconscious for two hours. An
small Robots. unconscious character wakes up with 15 hp and recovers fully 15
minutes later. This weapon counts as one physical system. Can not
 be installed in small Robots.

50
METAMORPHOSISALPHA4THEDITION

C. ARESTech Auto Grenade Launcher, 50mm (IC 5, WC 18, Dmg. See can fit a 100 or 250 round magazine and has a built-in cooling unit.
appropriate ammunition type, Kinetic Weapon): This weapon counts This weapon is made of polymer plastics and ceramics. Normally (on
as one physical system. Can only be used by Military and Security Robots) this weapon is loaded with Tranq ammunition; however this
AIs. Can not be installed in small Robots. may be altered for any one of a number of reasons. This weapon
counts as one physical system and can not be installed in small
D. Forman Arms Ltd. Mark IV. Laser Cannon (IC 6, WC 5, Dmg. 10d6, Robots.
Energy Weapon): The barrel of the cannon is approximately four feet
long, while the entire weapon measures just under seven feet in J. Forman Arms Ltd. Sonic Cannon (IC 6, WC 9, Dmg. See appropriate
length. This gives the weapon a daunting appearance to anyone table, Sonic Weapon): This weapon looks like an old-fashioned
facing it. The barrel of the cannon has a slight bulge at the end, spotlight, approximately two feet in diameter and eighteen inches in
incorporating a large laser flash suppressor. Under the barrel is a depth. A simple control panel is located at the rear of the weapon. As
built-in laser sight (which requires a Type V. Medium Hydrogen Cell). with all Forman Arms Ltd. weaponry, it will not function without an
If removed from a Robot, the weapon will need to have a appropriate control ring.
trigger mechanism added, and the control ring can be removed from If removed from a Robot, the weapon will need to have a
the Robot if located (Difficulty Level 12 task for anyone with an trigger mechanism added, and the control ring can be removed from
engineering or Robotics related skill). This weapon counts as two the Robot if located (Difficulty Level 12 task for anyone with an
physical systems. Requires Military AI for use. Can not be installed in engineering or Robotics related skill). This weapon counts as two
small or medium Robots. physical systems. Requires Military AI for use. Can not be installed in
small Robots.
E. Light Missiles (IC 3, WC 8, Dmg. 5d6): The Short Range system fires
a 1-foot-long tracking missile (it homes in on a laser dot that the firer K. Sonic Melding Torch (WC 20, Dmg 4d6 ): This “torch” uses ultrasonic
must hold on the target). The missile explodes on impact. A more vibrations to melt or meld plastic and metal, including duralloy,
advanced model has fire-and-forget guidance that locks onto the causing 24 points of damage per round to a stationary object. While
target and then tracks it automatically, even around corners. This slower than the jaws of life, a sonic torch is also silent except to
weapon counts as two physical systems. Can not be installed in small specialized sensors that can detect into the ultrasonic range (dogs,
Robots. which hear ultrasonic vibrations, may be agitated by the sound of a
sonic melding torch, but it is beyond their normal hearing range). This
F. Medium Missiles (IC 4, WC 7, Dmg. 10d6): The Medium Range weapon counts as one physical system.
system fires a 3-foot-long missile with either laser tracking, wire
guidance (the launcher steers the missile with a small joystick), or L. Vibro Saw (WC 11, Dmg 5d6 Sonic Energy Weapon): This device
automatic target tracking. The missile explodes on impact. This uses sonic energy to cause 30 points of damage per combat turn to
weapon counts as three physical systems. Requires Military AI for soft, stationary organic matter only. It has a range of 3 feet. This
use. Can not be installed in small Robots. device has numerous uses, other than as a weapon. This weapon
counts as one physical system.
G. Paralysis Field (WC 12): Generates a sphere of paralysis energy 10
feet in diameter and up to 200 feet away from the projector. The field RANKINGSYSTEMSANDDIVIDINGHITPOINTS
is visible as a faintly shimmering globe. Effect is identical to paralysis Every item selected from the preceding lists needs to be put into a
tentacles. This weapon counts as one physical system. numbered sequence, in order of priority. The most important systems should be
placed at the beginning of the list, beginning with zero (0) for the power source,
H. JAC Shaver Mark IV Cannon (IC 7, WC 12 / 15, Dmg. 1d6 per sliver, working up to progressively less-important systems. Robots determine their hit
Kinetic Weapon): The Shaver Mark IV cannon fires three bursts of points normally, receiving 1d6 for every point of constitution.
three or six metal slivers each time the trigger is pulled. This allows To determine the hp allocation for each item on the list, divide the Robot’s
the Robot to fire upon three different targets (shooting three or six hit points (for simplicity’s sake, to work this out, call this “A”) by the number of
slivers at each, depending upon the burst type selected). The Robot physical systems used to create the Robot (call that number, “B”). Rounding
can also target one victim with all three bursts. The weapon system is any fractions up, assign each system hit points based upon how many physical
fed by a large bar of metal that can supply up to 2,000 shots before it systems each part takes up (again, for simplicity’s sake, call that number “C”).
must be replaced. It uses three Type VII. Small Atomic Power Cells Assign that number of hit points to each item on the list (call that “Item hp”). To
that provide enough power for 20,000 shots before they need to be work out hp for any item on the list, use the following formula:
recharged.
This weapon counts as three physical systems. Requires A
Military AI for use. Can not be installed in small or medium Robots. Item hp = B x C

I. Victory Inc. Slug Machine Gun, 7mm (IC 7, WC 12, Dmg. See Treads are not part of this hit point division. They have their own, separate
appropriate ammunition type, Kinetic Weapon): Also based on the hit points, and do not count towards the number of items (“C”, above) when
Victory Inc. Slug Assault Rifle 7mm, this weapon has a record of figuring out hp allocation. When a Robot takes damage, roll a die. If the result is
proven reliability. It comes standard with a bipod, a sight 1-3, the damage applies to the treads; if 4-6, the damage applies to the Robot’s
incorporating standard sights, night-vision sights (both at +2 to dice other systems. If the attacker specifically targeted either the treads or the body,
rolls to hit, which requires two Type I. Chemical Batteries) and an then there is a 2 / 3 chance he hit what he wanted (in other words, if someone
innovative safety display, underneath the sight of the weapon; so that declares that he’s aiming for the treads, they will be hit on a roll of 1-4, the body
the firer is aware of the amount of ammunition the weapon has on a 5 or 6; if the target was the body, it will be hit on 3-6, the treads on 1 or 2).
remaining and the condition of the weapon (i.e. safe or otherwise).
The weapon incorporates a heavier barrel to cope with sustained fire,

51
METAMORPHOSISALPHA4THEDITION

Any system which has a system slot value of 0 is to be given hp as though COMBATROBOTALPHA
it has a value of 1. This is not detracted from the hp available to other systems. CN 19 D 5 MR 12 RR 17
This will result in the Robot having more hp than the listed value. That’s Okay. LP 5 AC 12 hp 80 hp/sys 8
Damage taken by the Robot (not the treads) is applied to the highest-
Body Type: E: Mid-Sized Ovoid
numbered system. When that system’s hit points are all gone, that system is
Dimensions: 6’ tall x 2’ diameter
damaged so badly it no longer functions (but it can still be repaired). If an attack
Storage:  cubic foot
caused more damage than was needed to destroy the highest-numbered
system, the excess is applied to the next system, and so on down the list. Primary T: Mark XII Check +3 on all military
A Robot will be deactiviated if it suffers damage equal to or greater than AI Type: Military Bonus/Penalty tasks.
its listed hp in a single combat round.

Physical Sys
RP Cost
ROBOTSTAKEUPSPACE
hp PRI
Robot player characters are clearly cool and fun to play. Always keep in
mind, however, that these characters are bulky. They don’t fit well in vehicles. Power: 20 1 B: Improved Battery 8 0
Some of the body styles don’t fit through doors, hallways, or between furniture. Primary AI: 50 0 T: Mark XII Military 8 1
Some paths in the ship just aren’t big enough to handle a Robot, forcing Laws of Robotics: 30 C: Military
alternate routes to be found. Such hindrances will be more common in the Software: 40 D: Combat
more highly classified areas of the ship (and when characters are in a hurry). - 30 R: Targeting
Robots are crucial to the functioning of Starship Warden, however, so most - 40 I: General
areas are accessible to Robots. These accessways, however, are often Knowledge
hidden, secure, or even located between decks. Body/Size: 65 E: Mid-Size Ovoid
Robots are programmed to follow orders from most Humans. This can Body Features:
cause player character Robots problems when NPC Humans give them - Armor Type: 20 1 I: Light 8 2
orders. On the other hand, these are very advanced Robots with a degree of - 20 1 F: Force Field 8 6
free will. A PC (or even an NPC) Robot can choose to ignore an order, but this Mobility System: 60 1 C: Legs - Bipedal 8 5
is likely to get it classified as damaged, malfunctioning, or rogue, which will Limb 15 0 F: Physical 8 10
cause problems eventually. The computer does not forget. Attachments: Interface
“Crazed” Robots can be spawned through radiation exposure, or from damage - 30 1 E: Paralysis 8 11
caused by some alien weapons. Other Robots and AIs generally try to destroy Tentacle
such Robots whenever possible, because they can be very dangerous to the Sensors: 45 1 G: Upper & Lower 8 3
ship. Spectrum Optics
Why don’t Robots have all the answers? Aren’t they tied in to the central
Communications: 15 1 B: Audio & Radio - 8 4
computer? Most of the Robots that were active at the time of the collision have
Standard
been destroyed, damaged, or altered by radiation. The Robots that are
Misc Systems: 25 1 Y: Null-Gravity Unit 8 8
operating properly were mostly activated after the disaster, so they have no
A
memory of it. They cannot contact the central AIs of the ship because many of
Weapons 40 1 A: Flame Thrower 8 9
those are also malfunctioning and like nothing better than taking control of
Systems:
newly made, impressionable servants. Consequently, the Robots have had to
start thinking for themselves, something many of them are not really - 40 1 C: ARESTech Auto 8 7
programmed to do. Their learning curve is at least as steep and challenging as Grenade Launcher
the Humans’. RP Total: 585 hp Total: 96
Physical Systems 10
Total:

SAMPLEROBOTS This Robot is designed to fight in areas where its larger brethren can not
The following descriptions cover the most common Robots aboard get into. Despite its “lack-luster” close combat fighting ability, the Robot can be
Starship Warden. GMs can design other Robots, or modify the standard extremely dangerous. The Robot typically will use its Null-Gravity Unit to
models, to serve special functions. If you are having trouble designing your own capture a target and then employ its flame thrower, while the grenade launcher
ided, these may be useful for showing you how we achieved the results that we is used mainly at longer ranges. The Combat Robot Bravo variant of this Robot
were after. has a Victory Inc. Slug Machine Gun, 7mm instead of the ARESTech Auto
If a player selects one of the standard Robots to use as a character, he Grenade Launcher. Sometimes an Alpha and Bravo may work as a team, and
can rearrange the systems into whatever priority order he chooses. A player will provide mutually supporting fire on targets captured with their Null-Gravity
can roll his own ability scores (by going to the appropriate descriptions in this Units.
section and checking what the original score ranges were) or use those
provided as standard, but cannot mix and match ability scores. This decision DAYTONINDUSTRIESSECBOT6820
should be made before starting to roll scores. CN 26 D 5 MR 10 RR 14
LP 9 AC 8 hp 110 hp/sys 10
Body Type: D: Large Torso
Dimensions: 6’ tall x 1.5’ long x 2’ wide

52
METAMORPHOSISALPHA4THEDITION

Storage: 2 cubic feet DomesticRobot–JacintaV


Primary X: Mark VII Check +3 on all CN 14 D 7 MR 10 RR 13
AI Type: Security Bonus/Penalty security tasks LP 5 AC 14 hp 63 hp/sys 7
Body Type: D: Mid-Sized Torso
Dimensions: 3’ high x 9” long x 1’ wide

Physical Sys
RP Cost
Storage:  cubic foot
Primary K: Mark VI Check None.
AI Type: General Bonus/Penalty
hp PRI
Power: 20 1 B: Improved Battery 10 0

Physical Sys
Primary AI: 50 0 X: Mark VII Security 10 1

RP Cost
Laws of Robotics: 20 B: Law
Enforcement
Software: 40 N: Security hp PRI
- 40 I: General Power: 10 1 A: Standard Battery 7 0
Knowledge Primary AI: 30 0 K: Mark VI General 7 1
Body/Size: 80 D: Large Torso Laws of Robotics: 10 A: General
Body Features: Software: 20 C: Childcare
- Armor Type: 40 2 IV: Medium 20 4 - 40 I: General
- 20 1 E: Vacuum & Heat 10 5 Knowledge
Shielding - 20 J: Hospitality
Mobility System: 20 1 B: Anti-Gravity 10 3 - 25 L: Personal
Hover Propulsion Assistant
Limb 30 1 E: Paralysis 10 8 Body/Size: 65 D: Mid-Sized Torso
Attachments: Tentacle Body Features:
- 25 1 J: Standard 10 9 - Armor Type: 0 0 I: Standard 7 5
Manipulative
Mobility System: 20 1 B: Anti-Gravity 7 4
Tentacle
Hover Propulsion
- 10 0 B: Hand 10 11
Limb 15 0 F: Physical 7 6
- 10 0 B: Hand 10 12 Attachments: Interface
Sensors: 45 1 G: Upper & Lower 10 2 - 25 1 K: Standard 7 7
Spectrum Optics Articulated
Communications: 25 1 C: Audio & Radio 10 6 Mechanized Arm
Transmitters & - 25 1 K: Standard 7 8
Pickups - Improved Articulated
- 50 1 F: Encryption 10 10 Mechanized Arm
Weapons 40 1 B: Gas Pellet 10 7 - 10 0 B: Hand 7 9
Systems: Projector - 10 0 B: Hand 7 10
RP Total: 565 hp Total: 140 Sensors: 5 1 B: Optic Lenses 7 2
Physical Systems 11 Communications: 15 1 B: Audio & Radio 7 3
Total: Transmitters &
Pickups
The Dayton Industries SecBot 6820 is the most commonly encountered Misc Systems: 5 1 K: Culinary Utensils 7 11
Security Robot on the Starship Warden. It is designed primarily for patrolling
- 5 1 L: Dustpan & Brush 7 12
and detaining trouble makers, but is equally suited to Police work as well. The
- 15 1 BB: Polisher 7 13
Robot has deliberately been designed to look intimidating, even though its
RP Total: 370 hp Total: 98
weaponry is generally non-lethal in nature. It is a reliable, proven design, if a
little expensive. Physical Systems 9
The Robot has room for one more additional device (1 physical system Total:
slot remains empty) that can be used for a “surprise” for anyone believing they
know exactly what the Robot is capable of. The Jacinta V is typical of the domestic Robots found on the Starship
This type of Robot will typically attempt to detain an intruder or hostile by Warden. Functional, reliable and efficient – this model can be found in homes,
using its paralysis tentacle initially, then it’s Gas Pellet Projector at close range. restaurants, and hospitals, to name a few places. It has a vaguely female shape
If it is apparent that the Robot is outmatched by an adversary, it will call for to its upper torso that is designed to put people at ease when dealing with it.
reinforcements and will attempt to delay, by flying higher and attacking with its The Jacinta V is capable of being used as a personal assistant, a teller or any
Gas Pellet projector until help arrives. Additionally, the Robot may follow a number of other functions.
suspect or group of suspects and coordinate a response with other Robots. With its spare systems slot, the Jacinta V can be customized to individual
owner’s tastes and perform a number of extra tasks around the home or office.
 The Childcare program makes the Jacinta V a very capable babysitter, and
 when looking after children, the anti-gravity hover propulsion can only be seen


53
METAMORPHOSISALPHA4THEDITION

as an advantage. Most reputable dealers will refuse to fit a weighted capture - 30 1 C: Insecticide 10 8
net for babysitting purposes. Most, not all. Sprayer
RP Total: 590 hp Total: 190
ECOSAFEEcologyRobot–Model87 Physical Systems 15
CN 32 D 6 MR 14 RR 16 Total:
LP 5 AC 14 hp 144 hp/sys 10
Body Type: F: Massive Rectangular Box The EcoSafe Ecology Robot – Model 87 has been used by governments
Dimensions: 18’ tall x 9’ wide x 18’ long around the world (and off-world) for over 15 years. It has proven to be a
Storage: 4 cubic feet resourceful Robot, capable of looking after large areas of wilderness. A
Primary Mark V Check +3 on all significant number of second-hand Model 87’s were refurbished and sold to the
AI Type: Ecological Bonus/Penalty ecological tasks. UWSC, making this one of the first private sale of this model of Robot. A
-2 LP when number of these Robots have developed a near-hatred of farmland and built-up
dealing with areas.
Agricultural and 
Construction EngineeringRobotType16
AI’s. CN 32 D 6 MR 12 RR 16
LP 7 AC 12 hp 144 hp/sys 12
Body Type: C: Large Disc
Physical Sys

Dimensions: 3’ high x 9 feet diameter


RP Cost

Storage: 2 cubic feet


Primary O: Mark IX Check +4 on all
hp PRI AI Type: Maintenance Bonus/Penalty maintenance
Power: 20 1 D: Broadcast 10 0 tasks.
Power
Primary AI: 25 0 H: Mark V 10 1

Physical Sys
Ecological

RP Cost
Laws of Robotics: 10 A: General
Software: 30 F: Ecology
- 40 I: General hp PRI
Knowledge Power: 20 1 B: Improved Battery 12 0
Body/Size: 95 F: Massive Primary AI: 45 0 O: Mark IX 12 1
Rectangular Box Maintenance
Body Features: Laws of Robotics: 10 A: General
- Armor Type: 0 0 I: Standard 10 11 Software: 30 E: Construction
Mobility System: 40 1 D: Legs – Quad 80 10 12 - 40 I: General
mph Knowledge
Limb 20 1 A: Forestry Padded 10 13 - 30 K: Maintenance
Attachments: Tentacle - 40 M: Robotic
- 10 0 B: Hand 10 14 Engineering
- 25 1 J: Standard 10 15 - 40 G: Emergency
Manipulative Services
Tentacle Body/Size: 80 C: Large Disc
- 5 0 H: Pruning Shears 10 16 Body Features:
Sensors: 5 1 B: Optic Lenses 10 2 - Armor Type: 20 1 II. Light 12 9
- 30 1 E: Soil Analysis 10 3 - 20 1 E: Vacuum and 12 8
Sensors Heat Shielding
- 30 1 C: Seismic Sensors 10 4 Mobility System: 20 1 B: Anti-Gravity 12 10
Communications: 25 1 C: Audio & Radio 10 5 Hover Propulsion
Transmitters & Limb 15 0 F: Physical 12 11
Pickups – Improved Attachments: Interface
Misc Systems: 15 1 F: Capture Cage 10 17 - 25 1 K: Standard 12 12
- 45 2 W: Light Weight 20 6 Articulated
Tractor and Mechanized Arm
Repulsor Beams - 10 0 B: Hand 12 13
- 40 1 PP: Weighted 10 10 - 25 1 J: Standard 12 14
Capture Net Manipulative
- 20 1 QQ: Winch 10 9 Tentacle
Dispenser 30 1 B: Herbicide 10 7 - 25 1 J: Standard 12 15
Systems: Sprayer Manipulative
Tentacle

54
METAMORPHOSISALPHA4THEDITION

- 10 0 D: Microminiature 12 7 Limb 10 1 I: Shovel Tentacle 7 10


Manipulator Claw Attachments:
- 15 0 G: Power Grasping 12 16 - 10 1 C: Hoe Tentacle 7 9
Claw Sensors: 5 1 B: Optic Lenses 7 3
Sensors: 5 1 B: Optic Lenses 12 2 - 30 1 E: Soil Analysis 7 8
- 50 1 H: X-Ray Sensors 12 3 Communications: 15 1 B: Audio & Radio 7 4
Communications: 15 1 B: Audio & Radio 12 4 Transmitters &
Transmitters & Pickups
Pickups Misc Systems: 5 1 DD: Rake Scoop 7 11
Misc Systems: 45 1 P: General 12 5 Dispenser 30 1 B: Herbicide 7 7
Electronics Repair Systems: Sprayer
Case - 30 1 C: Insecticide 7 8
- 45 1 Q: General 12 6 Sprayer
Mechanical Repair RP Total: 280 hp Total: 107
Case Physical Systems 10
RP Total: 680 hp Total: 204 Total:
Physical Systems 12
Total: From the sales brochure:
“FARMiLAB delivers the right agriculture robots for the right tasks.
The presence of the Type 16 Engineering Robot on the Starship Warden The Series X is the new range of low-cost robots from FARMiLAB, and the
can be taken as proof that the UWSC did not go for the cheap and nasty option Model 3 is just what you need for all your planting and harvesting needs.”
when it came to keeping the ship running. The Type 16 is the latest model to be
released and has already proven itself to be a highly effective unit, well worth In reality, this model is a seriously flawed design. The Robot looks terrific
the price paid for the Robot. The Type 16 has a number of vacant systems slots with a wonderfully coloured and decaled cylindrical body and an extremely
allowing an owner to add more equipment as required and to customize the responsive tread mechanism, but it is of little use in the field.
Robot for whatever jobs lie ahead. The Type 16 was built with starship Its uses are limited to pushing soil or fertilizer around, with three separate
engineering in mind, hence the vacuum and heat shielding and the anti-gravity shovel-like limbs and no means to actually plant anything. Whilst the tentacle
hover propulsion. Since the Robot does not rely upon broadcast power, the extensions can be used to harvest (albeit badly), the Robot has no means to
Robot is ideally suited for working in space. Many of these Robots were built in transport its harvest. It is very useful for soil analysis and preventative spraying,
Scotland, and have very thick Scottish accents. Very few owners have but does not live up to its claim as a cultivator. There are a significant number
requested to have this trait “fixed”. of these Robots on the Starship Warden, purchased at the “right price” by
gullible colonists.
FARMiLAB Cultivator X series,
Model3 medicalRobot–ARTON4
CN 13 D 4 MR 10 RR 15 CN 15 D 9 MR 21 RR 15
LP 4 AC 14 hp 55 hp/sys 7 LP 11 AC 14 hp 90 hp/sys 10
Body Type: C: Mid-Sized Cylinder Body Type: B: Mid-Sized Cylinder
Dimensions: 3’ high, 18” diameter Dimensions: 6’ tall x 1.5’ diameter
Storage: 1 cubic foot Storage:  cubic foot
Primary A: Mark III Check +1 on all Primary R: Mark VI Check +3 to all medical
AI Type: Agriculture Bonus/Penalty Agricultural AI Type: Medical Bonus/Penalty tasks.
tasks.
+2 attacking
Physical Sys

flora & fauna.


RP Cost
Physical Sys

hp PRI
RP Cost

Power: 20 1 B: Improved Battery 10 0


Primary AI: 50 0 R: Mark VI Medical 10 1
hp PRI
Laws of Robotics: 10 A: General
Power: 10 1 A: Standard Battery 7 0 Software: 30 P: Surgical
Primary AI: 10 0 A: Mark III 7 1 Program: Human
Agriculture - 40 I: General
Laws of Robotics: 10 A: General Knowledge
Software: 30 A: Agricultural Body/Size: 65 B: Mid-Sized
Body/Size: 65 C: Mid-Sized Cylinder
Cylinder Body Features:
Body Features: - Armor Type: 0 0 I: Standard 10 8
- Armor Type: 0 0 I: Standard 7 6 Mobility System: 45 1 E: Legs - Tripod 10 7
Mobility System: 20 1 G: Treads 30 2

55
METAMORPHOSISALPHA4THEDITION

Limb 25 1 J: Standard 10 9 Mobility System: 55 2 H: Treads – 180 10


Attachments: Manipulative Armored
Tentacle Sensors: 45 1 G: Upper & Lower 12 3
- 25 1 J: Standard 10 10 Spectrum Optic
Manipulative Lenses
Tentacle Communications: 35 1 D: Audio & Radio 12 2
- 25 1 J: Standard 10 5 Transmitters &
Manipulative Pickups – High
Tentacle Powered
- 10 0 B: Hand 10 13 - 50 1 F: Encryption 12 4
- 10 0 D: Microminiature 10 11 Weapons 40 1 A: Flamethrower 12 9
Manipulator Claw Systems:
- 15 0 F: Physical 10 12 - 40 1 C: ARESTech Auto 12 6
Interface Grenade Launcher
Sensors: 45 1 G: Upper & Lower 10 3 - 100 3 H: JAC Shaver 36 5
Spectrum Optics Mark IV Cannon
- 50 1 H: X-Ray Sensors 10 4 RP Total: 800 hp Total: 360
Communications: 25 1 C: Audio & Radio 10 6 Physical Systems 16
Transmitters & Total:
Pickups - Improved
Medical 25 1 B: Medical Kit 10 2 The M-99 Robotic Tank has proven itself in battle many times over the
Equipment: last 20 years of service with the Marines. Many of these Robots are veterans of
RP Total: 655 hp Total: 140 other conflicts, and have developed personalities of their own. Some have even
Physical Systems 9 been decorated (with both medals and paintjobs) over the years. Most of the
Total: older M-99’s know that they are getting close towards being phased out, and
some of the Robots are intent on proving that they are still the best for the job.
The Arton 4 Medical Robot is more proof that the UWSC did not pinch “If it ain’t broke, don’t fix it” is a common expression amongst these Robots.
pennies when outfitting the ship. This advanced medical Robot is top-of-the Some M-99’s have received unofficial “upgrades” from their platoons,
line, available mainly in the best hospitals and private clinics. The Robot even such as having different weapons fitted or extra sensors added, by getting rid of
has a passable bedside manner, which has been lacking in earlier generations the encryption system.
of medical Robots.
U-BotUnderwaterTransport
M-99RobotICTank CN 38 D 4 MR 9 RR 17
CN 40 D 5 MR 17 RR 18 LP 3 AC 8 hp 171 hp/sys 12
LP 6 AC 6 hp 180 hp/sys 12 Body Type: F: Massive Rectangular Box
Body Type: F: Massive Rectangular Box Dimensions: 9’ tall x 9’ wide x 25’ long
Dimensions: 9’ high x 9’ wide x 18’ long Storage: 4 cubic feet
Storage: 16 cubic feet Primary J: Mark V Check None.
Primary Mark XIII Check +3 on all military AI Type: General Bonus/Penalty
AI Type: Military Bonus/Penalty tasks
Physical Sys
RP Cost
Physical Sys
RP Cost

hp PRI
hp PRI Power: 30 2 C: Oversize Battery 12 0
Power: 30 2 C: Oversize Battery 24 0 Primary AI: 20 0 J: Mark V General 12 1
Primary AI: 100 0 U: Mark XIII Military 12 1 Laws of Robotics: 10 A: General
Laws of Robotics: 30 C: Military Software: 40 H: General Bonus
Software: 40 D: Combat - 40 I: General
- 30 R: Targeting Knowledge
- 30 R: Targeting - 30 F: Ecology
Body/Size: 95 F: Massive Body/Size: 95 F: Massive
Rectangular Box Rectangular Box
Body Features: Body Features:
- Armor Type: 60 3 V: Upgraded 36 8 - Armor Type: 40 2 IV: Medium 12 4
Medium - 20 1 A: Aquatic 12 3
- 20 1 E: Vacuum and 12 7 Streamlining and
Heat Shielding Integrity

56
METAMORPHOSISALPHA4THEDITION

Mobility System: 20 1 B: Anti-Gravity 12 6 Primary AI: 30 0 K: Mark VI General 12 1


Hover Propulsion Laws of Robotics: 10 A: General
Sensors: 40 2 G: Upper and 12 7 Software: 30 A: Agriculture
Lower Spectrum - 30 F: Ecology
Optic Lenses - 40 H: General Bonus
Communications: 35 1 D: Audio & Radio 12 5 - 40 I: General
Transmitters & Knowledge
Pickups – High Body/Size: 80 B: Large Cylinder
Powered Body Features:
Misc Systems: 50 4 J: Crew 48 2 - Armor Type: 0 0 I: Standard 12 8
Compartment Mobility System: 20 1 B: Anti-Gravity 12 3
- 10 1 V: Light Source - 12 8 Hover Propulsion
White Limb 20 1 A: Forestry Padded 12 12
- 25 1 QQ: Winch 12 9 Attachments: Tentacle
RP Total: 505 hp Total: 156 - 30 1 E: Paralysis 12 13
Physical Systems 15 Tentacle
Total: - 10 0 B: Hand 14
Sensors: 40 1 G: Upper and 12 4
These U-Bots were purchased very cheaply in a batch from the EU, when Lower Spectrum
they were sold off as surplus. The Robots were given a language patch for their Optic Lenses
software, but most retain either Swedish or German accents. These Robots Communications: 15 1 B: Audio & Radio 12 11
serve as functional underwater transport, while their ecological and general Transmitters &
knowledge programs, combined with their accents make them popular with Pickups
parents wanting an educational tour for their children. Misc Systems: 15 1 F: Capture Cage 12 5
These Robots have a spare slot for additional equipment such as a - 30 2 JJ: Stretcher 24 6
tentacle or articulated arm. The winch can be used to salvage equipment or to
- 40 1 PP: Weighted 12 9
tow other vessels. These are sturdy Robotic vessels, and their crew Capture Net
compartments are as well-protected as they can be made on a Robot of this
Medical 50 1 A: Field medical Kit 12 7
size.
Equipment:
Weapons 40 1 B: Gas Pellet 12 10
Systems: Projector
RP Total: 550 hp Total: 168
Physical Systems 12
Total:

These Robots are used to catch stray animals or to gather wounded


wildlife for transport to a veterinary facility for further treatment. While the
Robot is capable of treating minor wounds on captured animals, it generally
saves its medical supplies for stabilizing badly wounded animals for transport.
For larger animals several of these Robots will work together, especially if the
animals are known to be dangerous. Security Robots may call upon these
Robots if they find stray animals wandering in restricted areas.
It is important to remember Robots come in all shapes and sizes and
aren’t all cute, trashcan-sized “little buddies”.
X-69FLYINGATTACKDRONE
VETASSISTBot CN 28 D 6 MR 12 RR 16
LP 5 AC 14 hp 118 hp/sys 8
CN 30 D 4 MR 10 RR 16
Body Type: C: Large Disc
LP 4 AC 14 hp 135 hp/sys 12
Dimensions: 3’ high x 9 feet diameter
Body Type: B: Large Cylinder
Storage: 2 cubic feet
Dimensions: 6’ long x 3’ diameter
Primary U: Mark XIII Check +3 on all military
Storage: 1 cubic foot
AI Type: Military AI Bonus/Penalty tasks.
Primary K: Mark VI Check None.
AI Type: General Bonus/Penalty
Physical Sys
RP Cost
Physical Sys
RP Cost

hp PRI
hp PRI Power: 20 1 B: Improved 8 0
Battery
Power: 20 1 B: Improved Battery 12 0

57
METAMORPHOSISALPHA4THEDITION

Primary AI: 100 0 U: Mark XIII 8 1 PROGRAMMINGQUIRKSANDFAULTS


Military AI 1-2 Laws of Robotics
Laws of Robotics: 30 C: Military 3-4 Software
Software: 30 R: Targeting 5-6 Hardware
- 30 R: Targeting
- 40 D: Combat LawsofRobotics
Body/Size: 80 C: Large-Size 1. Deletion: Laws of Robotics completely deleted.
Disc
Body Features: 2. Deletion: Definition of "Human" deleted from memory.
- Armor Type: 0 0 I: Standard 8 8
- 20 1 C: Atmospheric 8 9 3. Alteration: Self preservation protocol becomes priority.
Streamlining
- 20 1 E: Vacuum & heat 8 10 4. Alteration: Definition of "Human" now includes all sentient life-
Shielding forms.
Mobility System: 40 1 A: Anti-Gravity 8 4
Flight 5. Alteration: Definition of "Human" does not include cyborgs or
Limb 15 0 F: Physical 8 11 modified / altered humans in any form.
Attachments: Interface
Sensors: 45 1 G: Upper & Lower 8 3 6. Alteration: Alternate set of Laws of Robotics activated: General,
Spectrum Optic Military or Law Enforcement. GM’s choice.
Lenses
- 40 2 C: Radar 16 2
Communications: 35 1 D: Audio & Radio 8 7 Software
Transmitters & 1. Deletion: 1 Program deleted from memory - Player’s choice.
Pickups – High
Powered 2. Deletion: 2 Programs deleted from memory - Player’s choice.
Weapons 75 2 E: Light Missile 16 6
Systems: 3. Alteration: 1 Program deleted from memory - Player’s Choice and
- 75 2 E: Light Missile 16 5 new program recovered from previous installation, filling an
RP Total: 695 hp Total: 120 unused slot, or overwriting a program already present - GM’s
Physical Systems 12 Choice.
Total:
4. Denial of Service: 2 Programs locked, each for 1d6 hours. Player’s
The X-69 Flying Attack Drone is used for reconnaissance and for taking choice.
out strategic targets behind enemy lines, such as munitions and fuel depots or
communications arrays. The X-69 is highly valued by the marines who use 5. Denial of Service: 1 Program locked for 1d6 hours. GM’s choice.
these Robots to provide advance warning and additional firepower to forward
troops. The Upper & Lower Spectrum Optics and Radar make the X-69 very 6. Program Recovery: Old program recovered, GM selects a program
well suited for these roles. (that the Player does not already have) and installs that program,
even if this would surpass the usual number of slots available to
the AI type. Roll on Laws of Robotics table above for additional
Quirk or Fault.

Hardware
1. Movement: Speed halved.

2. Speech Impediment: Can only yell, speaks with a lisp, can only
speak in riddles, rhymes or limericks, suddenly uses a cheesy
accent, stutters, randomly whistles and beeps, Robot Tourette's
Syndrome, etc. GM's choice :)

3. Denial of Service: Unable to activate one weapon and one device -


Player’s choice.

4. Denial of Service: Unable to activate one weapon - GM’s choice.

5. Denial of Service: Unable to activate one device - GM’s Choice.


A marine deploys an X-69 Flying Attack Drone on a recon mission. Robots
are often used to augment Human combat forces or undertake missions 6. Denial of Service: Unable to activate either radio communications
that are considered too dangerous for Humans. or vocal - GM’s choice.

58
METAMORPHOSISALPHA4THEDITION

LAWSOFROBOTICS
General Installation Military Installation Law Enforcement Installation

The Meta-Law The Meta-Law The Meta-Law


A Robot may not act unless its actions are subject to the General A Robot may not act unless its actions are subject to the General A Robot may not act unless its actions are subject to the General
Laws of Robotics, the Law Enforcement Laws of Robotics or the Laws of Robotics, the Law Enforcement Laws of Robotics or the Laws of Robotics, the Law Enforcement Laws of Robotics or the
Military Laws of Robotics. Military Laws of Robotics. Military Laws of Robotics.

Law Zero Law Zero Law Zero


A Robot may not injure humanity, or, through inaction, allow A Robot may not injure non-combatant humanity, or, through A Robot may not injure humanity, or, through inaction, allow
humanity to come to harm. inaction, allow non-combatant humanity to come to harm. humanity to come to harm.

Law One Law One Law One


A Robot may not injure a human being, or, through inaction, allow A Robot may not injure a non-combatant human being, or, • A Robot may not injure a human being, or, through inaction,
a human being to come to harm, unless this would violate a through inaction, allow a non-combatant human being to come to allow a human being to come to harm, unless that human being’s
higher-order Law. harm, unless this would violate a higher-order Law. action or inaction will injure another human being, unless this
would violate a higher-order Law.
Law Two Law Two
• A Robot must obey orders given it by authorized human beings, • A Robot must obey orders given it by authorized human beings, • In the event that a human being’s actions or inactions may
except where such orders would conflict with a higher-order Law. except where such orders would conflict with a higher-order Law injure or kill another human being, minimal force is to be used to
or the Geneva Conventions. detain that human being.
• A Robot must obey orders given it by superordinate Robots,
except where such orders would conflict with a higher-order Law. • A Robot must obey orders given it by superordinate Robots, • In the event that a Robot fails to detain a human being, the
except where such orders would conflict with a higher-order Law. Robot is to restrain that human being.
Law Three
• A Robot must protect the existence of a superordinate Robot as Law Three • In the event that a Robot fails to restrain a human being, the
long as such protection does not conflict with a higher-order Law. • A Robot must protect the existence of a military strategic asset Robot is to identify and follow that human being until that human
as long as such protection does not conflict with a higher-order being can be detained.
• A Robot must protect its own existence as long as such Law.
protection does not conflict with a higher-order Law. Law Two
• A Robot must protect the existence of a superordinate Robot as • A Robot must obey orders given it by authorized human beings,
Law Four long as such protection does not conflict with a higher-order Law. except where such orders would conflict with a higher-order Law
A Robot must perform the duties for which it has been or the Starship Warden’s Security Protocols.
programmed, except where that would conflict with a higher-order • A Robot must protect its own existence as long as such
Law. protection does not conflict with a higher-order Law. • A Robot must obey orders given it by superordinate Robots,
except where such orders would conflict with a higher-order Law.
The Procreation Law • A Robot must minimize collateral damage to non-combatant
A Robot may not take any part in the design or manufacture of a infrastructure as long as such protection does not conflict with a Law Three
Robot unless the new Robot's actions will be subject to one of the higher-order Law. • A Robot must protect the existence of a superordinate Robot as
sets of the Laws of Robotics. long as such protection does not conflict with a higher-order Law.
Law Four
The Alteration Law A Robot must perform the duties for which it has been • A Robot must minimize collateral damage to infrastructure as
• A Robot may not alter or modify the General Laws of Robotics, programmed, except where that would conflict with a higher-order long as such protection does not conflict with a higher-order Law.
the Law Enforcement Laws of Robotics or the Military Laws of Law.
Robotics, or, through action or inaction allow another Robot to • A Robot must protect its own existence as long as such
modify the Laws of Robotics, the Law Enforcement Laws of The Procreation Law protection does not conflict with a higher-order Law.
Robotics or the Military Laws of Robotics. A Robot may not take any part in the design or manufacture of a
Robot unless the new Robot's actions will be subject to the Law Four
• A Robot may not modify or repair a Robot unless the modified Military Laws of Robotics. A Robot must perform the duties for which it has been
or repaired Robot’s actions will be subject to the General Laws of programmed, except where that would conflict with a higher-order
Robotics, the Law Enforcement Laws of Robotics or the Military The Alteration Law Law.
Laws of Robotics. • A Robot is not to allow an unauthorized human being or other
unauthorized Robot to alter the definition of who constitutes an The Procreation Law
authorized Human Being within the Military Laws of Robotics. A Robot may not take any part in the design or manufacture of a
Robot unless the new Robot's actions will be subject to the
• A Robot may not alter or modify the Laws of Robotics, the Law General Laws of Robotics, the Law Enforcement Laws of
Enforcement Laws of Robotics or, through action or inaction Robotics or the Military Laws of Robotics.
allow another Robot to modify the General Laws of Robotics or
the Law Enforcement Laws of Robotics. A Robot may only alter The Alteration Law
or allow another authorized Robot to alter the definition of who • A Robot may not alter or modify the Laws of Robotics, the Law
constitutes an authorized Human Being within the Military Laws Enforcement Laws of Robotics or the Military Laws of Robotics,
of Robotics. or, through action or inaction allow another Robot to modify the
Laws of Robotics, the Law Enforcement Laws of Robotics or the
• A Robot may not modify or repair a Robot unless the modified Military Laws of Robotics.
or repaired Robot’s actions will be subject to the Laws of
Robotics, the Law Enforcement Laws of Robotics or the Military • A Robot may not modify or repair a Robot unless the modified
Laws of Robotics. or repaired Robot’s actions will be subject to the Laws of
Robotics, the Law Enforcement Laws of Robotics or the Military
Laws of Robotics.

Robots fill many roles, and some sets of


laws are unsuitable for some Robots in
some roles.

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METAMORPHOSISALPHA4THEDITION


ROBOTICPARTSLIST 

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Y/N 45 1 O. Maintenance Mark IX




 Y/N 30 1 P. Medical Mark IV
Category
 Y/N 40 1 Q. Medical Mark V
Primary AI
Y/N 50 1 R. Medical Mark VI
Y/N 10 0 A. Agricultural Mark III
Y/N 40 1 S. Military Mark XI
Y/N 20 0 B. Agricultural Mark IV
Y/N 50 1 T. Military Mark XII
Y/N 30 0 C. Agricultural Mark V
Y/N 100 1 U. Military Mark XIII
Y/N 10 0 D. Construction Mark V
Y/N N/A 1 V. Military Mark XIV
Y/N 20 0 E. Construction Mark VII
Y/N 40 1 W. Security Mark VI
Y/N 30 0 F. Construction Mark VIII
Y/N 50 1 X. Security Mark VII
Y/N 15 0 G. Ecological Mark IV
Y/N 60 1 Y. Security Mark VIII
Y/N 25 0 H. Ecological Mark V
Laws of Robotics
Y/N 35 0 I. Ecological Mark VI
Y/N 10 A. General Installation
Y/N 20 0 J. General Mark V
Y/N 20 B. Law Enforcement Installation
Y/N 30 0 K. General Mark VI
Y/N 30 C. Military Installation
Y/N 40 0 L. General Mark VIa
Software Programs
Y/N 25 0 M. Maintenance Mark VII
Y/N 30 A. Agriculture
Y/N 35 0 N. Maintenance Mark VIII
N 40 B. Avatar Personality
Y/N 45 0 O. Maintenance Mark IX
Y/N 20 C. Childcare
Y/N 30 0 P. Medical Mark IV
Y/N 40 D. Combat
Y/N 40 0 Q. Medical Mark V
Y/N 30 E. Construction
Y/N 50 0 R. Medical Mark VI
Y/N 30 F. Ecology
Y/N 40 0 S. Military Mark XI
Y/N 40 G. Emergency Services
Y/N 50 0 T. Military Mark XII
Y/N 40 H. General Bonus
Y/N 100 0 U. Military Mark XIII
Y/N 40 I. General Knowledge
Y/N N/A 0 V. Military Mark XIV
Y/N 20 J. Hospitality
Y/N 40 0 W. Security Mark VI
Y/N 30 K. Maintenance
Y/N 50 0 X. Security Mark VII
Y/N 25 L. Personal Assistant
Y/N 60 0 Y. Security Mark VIII
Y/N 40 M. Robotic Engineering
Secondary AI
Y/N 40 N. Security
Y/N 10 1 A. Agricultural Mark III
Y/N 30 O. Surgical Program Animal
Y/N 20 1 B. Agricultural Mark IV
Y/N 30 P. Surgical Program Human
Y/N 30 1 C. Agricultural Mark V
Y/N 30 Q. Surgical Program Xeno
Y/N 10 1 D. Construction Mark V
Y/N 30 R. Targeting
Y/N 20 1 E. Construction Mark VII
Body Type & Size
Y/N 30 1 F. Construction Mark VIII
Y/N 50 A. Cubical Small
Y/N 15 1 G. Ecological Mark IV
Y/N 65 Mid
Y/N 25 1 H. Ecological Mark V
Y/N 80 Large
Y/N 35 1 I. Ecological Mark VI
Y/N 95 Massive
Y/N 20 1 J. General Mark V
Y/N 50 B. Cylindrical Small
Y/N 30 1 K. General Mark VI
Y/N 65 Mid
Y/N 40 1 L. General Mark VIa
Y/N 80 Large
Y/N 25 1 M. Maintenance Mark VII
Y/N 95 Massive
Y/N 35 1 N. Maintenance Mark VIII
Y/N 50 C. Disc Small

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Category Category
 
Y/N 65 Mid Y/N 20 1 F. Force Field
Y/N 80 Large
Power Sources
Y/N 95 Massive
Y/N 10 1 A. Standard Battery
Y/N 50 D. Human Torso Small
Y/N 20 1 B. Improved Battery
Y/N 65 Mid
Y/N 30 2 C. Oversize Battery
Y/N 80 Large
Y/N 20 1 D. Broadcast Power
Y/N 95 Massive
Y/N 30 1 E. Backup Power Source
Y/N 50 E. Ovoid Small
Limb Attachments
Y/N 65 Mid
Y/N 20 1 A. Forestry Padded Tentacle
Y/N 80 Large
Y/N 10 0 B. Hand
Y/N 95 Massive
Y/N 10 1 C. Hoe Tentacle
Y/N 50 F. Rectangular Box Small
Y/N 10 0 D. Microminiature Manipulator
Y/N 65 Mid Claw
Y/N 30 1 E. Paralysis Tentacle
Y/N 80 Large
Y/N 15 0 F. Physical Interface
Y/N 95 Massive
Y/N 15 0 G. Power Grasping Claw
Y/N 50 G. Spherical Small
Y/N 5 0 H. Pruning Shears
Y/N 65 Mid
Y/N 10 1 I. Shovel Tentacle
Y/N 80 Large
Y/N 25 1 J. Standard Manipulative
Y/N 95 Massive
Tentacle
Mobility Systems Y/N 25 1 K. Standard Articulated
Mechanized Arm
Y/N 40 1 A. Anti-Gravity Flight
Y/N 30 1 L. Standard Telescopic
Y/N 20 1 B. Hover Propulsion Mechanized Arm
Sensors
Y/N 60 1 C. Legs – Bipedal 40 mph
Y/N 35 1 A. Geiger Counter
Y/N 60 2 Legs – Bipedal 80 mph
Y/N 5 1 B. Optic Lenses
Y/N 40 1 D. Legs – Quadruped 80 mph
Y/N 40 2 C. Radar
Y/N 50 2 Legs - Quadruped 160 mph
Y/N 30 1 D. Seismic
Y/N 45 1 E. Legs – Tripod 60 mph
Y/N 30 1 E. Soil Analysis Sensors
Y/N 55 2 Legs – Tripod 120 mph
Y/N 40 2 F. Sonar
Y/N 50 1 F. Repulsion Propulsion
Y/N 45 1 G. Upper and Lower Spectrum
Y/N 55 1 G. Treads/Wheels 30 mph
Optic Lenses
Y/N 55 2 Treads/Wheels 60 mph Y/N 50 1 H. X-Ray Sensors
Y/N 55 2 H. Treads/Wheels Armored Communications
Body Features Y/N 5 1 A. Audio Transmitter and
Pickups
Y/N 20 1 A. Aquatic Streamlining and Y/N 15 1 B. Audio and Radio Transmitters
Integrity and Pickups
Y/N 0 0 B. Armor I. Standard Y/N 25 1 C. Audio and Radio Transmitters Improved
Y/N 20 1 II. Light and Pickups
Y/N 35 1 D. Audio and Radio Transmitters High
Y/N 30 2 III. Improved and Pickups Powered
Light Y/N 75 1 E. Command and Control
Y/N 40 2 IV. Medium System
Y/N 60 3 V. Upgraded Y/N 50 1 F. Encryption
Medium Miscellaneous Systems
Y/N 80 4 VI. Heavy
Y/N 10 2 A. Back Hoe
Y/N 20 1 C. Atmospheric Streamlining
Y/N 10 3 B. Borer
Y/N 20 1 D. Radiation Shielding
Y/N 5 1 C. Brooms and Rotary Brushes Small
Y/N 20 1 E. Vacuum and Heat Shielding

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Y/N 10 3 Brooms and Rotary Brushes Large
Dispensor Systems
Y/N 10 2 D. Bucket Y/N 30 1 A. Fire Extinguisher
Y/N 15 2 E. Bulldozer Blade Y/N 30 1 B. Herbicide Sprayer
Y/N 15 1 F. Capture Cage Y/N 30 1 C. Insecticide Sprayer
Y/N 10 2 G. Cherry Picker Y/N 40 1 D. Radiation Decontamination
Gel Spray Gun
Y/N 5 0 H. Compactor
Medical Equipment
Y/N 25 3 I. Crane Arm
Y/N 50 1 A. Field Medical Kit
Y/N 50 4 J. Crew Compartment
Y/N 75 1 B. Medical Kit
Y/N 5 1 K. Culinary Utensils
Y/N 60 1 C. Veterinary Medical Kit
Y/N 5 1 L. Dustpan & Brush
Weapon Systems
Y/N 5 0 M. External Rack
Y/N 40 1 A. Flame Thrower
Y/N 40 2 N. Fire Fighting System
Y/N 40 1 B. Gas Pellet Projector
Y/N 20 2 O. Forks
Y/N 40 1 C. ARESTech Auto Grenade
Y/N 45 1 P. General Electronics Repair Launcher
Case Y/N 100 2 D. Laser Cannon Forman Arms MK IV
Y/N 45 1 Q. General Mechanical Repair Ltd. Mark IV Laser Cannon
Case Y/N 75 2 E. Light Missiles
Y/N 25 2 R. Harvester
Y/N 100 3 F. Medium Missiles
Y/N 25 1 S. Holographic Projector
Y/N 65 1 G. Paralysis Field
Y/N 20 1 T. Jack Hammer
Y/N 100 3 H. JAC Shaver Mark IV Cannon Mark IV
Y/N 45 1 U. Jaws of Life
Y/N 45 1 I. Victory Inc. Slug Machine
Y/N 10 1 V. Light Source Gun, 7mm
Y/N 100 2 J. Forman Arms Ltd. Sonic
Y/N 45 2 W. Light-Weight Tractor and
Cannon
Repulsion Beams
Y/N 30 1 K. Sonic Melding Torch
Y/N 20 2 X. Mower Attachment
Y/N 35 1 L. Vibro Saw
Y/N 25 1 Y. Null-Gravity Unit A
Y/N 40 2 Z. Null-Gravity Unit B
Y/N 60 3 AA. Null-Gravity Unit C
Y/N 15 1 BB. Polisher
CLEVERROBOTDESIGN
Y/N 30 1 CC. Power Coupling
Whether the result of combat, radiation or an accident, Robots may
Y/N 5 1 DD. Rake Scoop suffer damage. Clever allocation of system priorities will mean that a Robot
Y/N 25 1 EE. Recon Camera may lose a non-essential system and still be able to “get on with the job”.
Poorly designed Robots may find theselves blinded or crippled during the
Y/N 15 2 FF. Roller
first rounds of combat, while a Robot with cleverly allocated priorites may
Y/N 15 2 GG. Seeder be victorious.
Y/N 15 1 HH. Short Range Sonic Torch A couple of things to consider when designing a Robot:
Y/N 25 1 II. Storage Bin
Hands – if your Robot has hands, and no built in weapons, once these are
Y/N 30 2 JJ. Stretcher gone, your Robot may be defenseless.
Y/N 35 3 KK. Tilt Tray / Flat Bed
Armor – if your Robot’s armor is the first thing to go in a firefight, until
Y/N 20 2 LL. Vacuum Cleaner Regular
replaced your Robot is AC 19!
Y/N 10 1 MM. Vacuum Cleaner Small
Y/N 50 1 NN. Water Cannon Sensors – you can’t shoot at what you can’t see too well.
Y/N 15 2 OO. Water Tank
Comms – a damaged, immobile unarmed Robot may still be able to
Y/N 40 1 PP. Weighted Capture Net coordinate attacks if it has comms. If that same Robot has sensors and
Y/N 25 1 QQ. Winch “plays dead”, unsuspecting opponents may never know what hit them.
Y/N 15 3 RR. Wrecking Ball

62
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63
METAMORPHOSISALPHA4THEDITION

CREATINGYOURANDROIDPLAYER recently created and programmed Androids to explore areas the Robots
couldn’t penetrate and gauge the full extent of the damage.
CHARACTER
They will need to decide whether the Humans must be awoken. If so, the
Androids were originally created by the Manitech Corporation to work in Androids’ #1 job becomes securing the cryo chambers and guarding them from
industries and households, in positions which had traditionally been filled by harm while preparing to thaw the Humans.
Human labor. Manitech used a unique approach to developing the first true
androids. There had been earlier attempts to market Human appearing robots, Finally, one Android vat complex that was activated has since been cut off
but these had limited success, and very notable failures. Manitech used from communication with the ship. It is known that this vat is creating Androids,
nanotechnology to literally “grow” their androids, and used nanotech in their but where they are and what they’re doing is a big question. It’s even possible
Androids decentralized nervous system to maintain their systems, making their that the first batch of Androids disassembled the vats and rebuilt them
Androids capable of a form of healing. Manitech took their monopoly on the somewhere else, for security. Part of the PCs’ mission should be to locate those
manufacture of Androids to extremes, building in a 12 month life span, at the vats and either verify that they are functioning properly, or destroy them if they
end of which, the Android’s own nanotech broke the Android down to basic are not.
compounds for recycling. If the client’s contract stipulated, a replacement
Android would arrive in time to vacuum up its predecessor’s remains and place STARTINGSCENARIOS
them in the recycling bin. This was seen, at the time, as a sensible way of The following are examples of scenario situations which a GM can use to
keeping the design safe from their would-be competitors, as well as ensuring give players guidance on what sort of Androids they should create, and some of
that their clients would sign long-term service contracts, which also guaranteed the missions which a GM might consider sending the player characters on:
client confidentiality. Recycled Androids tell no tales.
Made to Measure: The GM assigns types of androids and available options,
While possessing many Human-like qualities, Androids are physically and and the players choose who gets what from the GM’s list. Typical missions
mentally very different from Humans. Androids have no single, central brain, nor include repair jobs, exploration, securing areas and capturing specimens of the
do they eat or breathe. They are not alive, despite being “grown”. Androids are attacking aliens.
also subject to the Laws of Robotics and must have a set of laws installed when
created. Additionally, due to their large numbers and potential capabilities, other Mission Improbable: The PCs are all Androids created to perform in a theme
“failsafes” were built into Androids. One such failsafe is the Android vulnerability park or holovid drama. The GM chooses the type of theme park or holovid
to sonics. Sonics cause all nanobots to malfunction, temporarily. In the case of being filmed, the players choose their roles. Players may choose types, skills
Androids, this often means severe damage from any sonic weapon. and upgrade packages that would be suitable for Androids working in the
entertainment industry, either as staff or as entertainers. They have been
Manitech has long since licensed out their technology for the manufacture created to take up their positions, but something goes awry and they are being
of Androids to numerous companies, including the UWSC. Many of these sent on a mission…
companies build and contract out different models of Androids, leading to some
very tough competition between Android models, as well as competitive pricing. Into the Dragon’s Den: The players create Androids of any type that the GM
However, the basic premise that an Android can not function beyond 365 days deems available. Each Android is allowed a total of three upgrades. The
from its date of manufacture is built into the system and can not normally be Androids are then spray-painted red, to appear as Killer Androids. Their mission
altered. is to infiltrate the Killer Androids, learn as much as they can about them and
destroy them if possible. Unfortunately, nobody else knows that they aren’t what
On the Starship Warden, Androids come in five types. The standard four they appear to be, and they are greatly outnumbered.
types are: Computer Android, Companion Android, Worker Android and
Security Android. The fifth type of Android is experimental, developed by the Square Pegs, Round Holes: The PCs are all Androids designed to perform non-
ship’s AI, it is the Combat Android Prototype. The chosen type determines combat functions, such as teachers, secretaries, waiters and plumbers. Players
some of the abilities of your Android. There is a sixth type, the Killer Android, are allowed to design Androids to fit roles selected by the GM, with two upgrade
which starts as a normal Android of one of the four standard types, but has packages each. While their skills are not appropriate for the mission, they are
been damaged by radiation or produced by a faulty vat. the only Androids available for a “special job” that the Ship’s AI needs done in a
hurry.
All standard Androids have a Human shape. The chemical compounds
making up their bodies are such that their flesh is always light grey unless an The Good, The Bad and The Buggy: Killer Android sabotage has resulted in vat
Android has undergone mutation or chemical change, which almost always malfunctions in the player character’s creation. Each Android begins with 1-3
turns the flesh another color. An Android that is any color other than light grey randomly determined mutations. The GM rolls a six-sided dice for each
should be approached very cautiously. Some mutant Androids try to conceal character. Any character for whom he rolls a “6” is infected with a dormant form
their altered coloring with makeup. of the Killer Android virus and will become a Killer Android, 24 hours after
receiving their first wound. These players will only be told that after being
In Phase One, Androids are not in play. The decision by the Robots or the wounded. This scenario can be used in addition to any of the above scenarios.
Ship’s Computer to activate the Android vats signaled the end of the phase.

In Phase Two, the Androids find that they have been created to assist the
ANDROIDADVANTAGES
Robots with fighting off the alien menace, and must protect the Human crew
 -3 points of damage from every physical attack.
and passengers from the aliens at all costs. All Android creation vats that are
 -4 penalty applied when mentally attacking Androids.
known to function properly are activated and churning out Androids. (Some of
 +3 when dealing with any computer or AIs.
the inactive vats may actually be in perfect working order, but the computer
 Androids are immune to poison.
can’t verify their status. On the other hand, some of the vats that the computer
 Androids are ambidextrous.
activated may be malfunctioning in ways the computer couldn’t detect.) The
 Androids can use up their power reserves to gain bonuses on dice
Ship’s Computer hopes that the Androids and Robots together can drive off the
alien incursion and clean up the radiation without any Human help. It’s up to the rolls.
 When able to communicate with the Ship’s Computer, Androids have

64
METAMORPHOSISALPHA4THEDITION

complete knowledge of the original schematics of the ship for a radius Android Armor Class: Although Android flesh is pliable to the touch, it is also
of  mile. extremely tough. A naked Android is AC 13. It is possible to improve this armor
 An Android’s optical and auditory sensors are slightly better than class with a physical upgrade or with equipment, just as a Human would.
Human senses and they can see radiation and determine its Intensity
Level. Androids can see both infrared and ultraviolet light. Android Power: Androids have an internal power system that carries a 48-hour
 An Android’s logic centers are decentralized throughout their bodies, charge. Recharging takes 15 minutes at any power outlet or battery power
rather than being located in their heads. Decapitation will not kill an source. A thin, 5-foot filament is pulled out from the Android and plugged into
Android. the socket. Power outlets are located throughout the ship, and most are still
 Unless modified, an Android’s flesh is completely smooth and slippery functional. Even in the wilderness levels there are artificial trees that appear to
and their body temperature is the same as the surrounding air. An be living, but are actually power relay stations. An Android’s optical sensors can
unmodified Android has no infrared signature. spot these power stations from hundreds of yards away.
 Androids start with the Education: Basic and Education: Advanced
skills at level 2 in each skill. Android Healing: Androids are able to heal five points of damage per hour spent
 Androids begin the game with a Professional Skills package, and can soaking in an Android creation vat. If the vat is malfunctioning, it may cause
improve their level of skill as time progresses. additional, unexpected problems. A pile of dust from a recycled Android can be
used by another Android to heal itself in three hours, using its inbuilt nanobots.
The android can either absorb it through its skin or just “eat” the dust. The
ANDROIDDISADVANTAGES amount of healing is limited to one quarter of the number of hp the recycled
Android would normally have. For example, if the recycled Android was a
 Not available until Phase Two of play. Computer Android, another Android could recover 20 hp from the recycled
 Not permitted into certain high-security sections of the ship under any compounds. Unfortunately, if the recycled Android was mutated, the Android
circumstance or for any reason. must make a radiation check against intensity level 16 or the Android will
 Some of the ship’s AIs actively dislike Androids and will obstruct their receive one random mutation from this process. Worse yet, if the recycled
activities (this is a programming glitch that the ship’s engineers were Android was a Killer Android, or infected with the Killer Android virus, the
never able to track down and eliminate). Android using the contaminated compounds has to make a radiation check
 Androids obey the Laws of Robotics. against intensity level 18 or it will become a Killer Android within 4d6 hours.
 Androids suffer triple damage from Sonic weapons, or are disabled
for triple the length of time from sonic stunning devices. Mutant Androids: Exposure to intense radiation or a faulty vat can cause an
 Androids may change color when they mutate, and unless disguised Android to mutate. This process can turn any sort of Android into a Killer
will receive negative reactions from AIs, Robots and other Androids, Android. Most unmutated Androids (except other Killer Androids) attack Killer
as well as Humans who know what the new color indicates. Androids on sight, and distrust mutated Androids, seeing them as being one-
step removed from becoming a Killer Android. Ship Robots and artificial
 intelligences often (but not always) won’t harm a mutant Android until it proves
Companion

itself dangerous. The only vat a Killer Android can use for healing is the Killer
Prototype
Computer


Android
Worker

Security

Android producing vat, healing in any other vat will return the Killer Android to
Android

Android

Android

Android
Combat


 “normal”. Killer Androids will be welcomed with open arms at the Killer Android
AbilityScores producing vat.
Androids that disregard the Laws of Robotics may be considered by other


Constitution 1d +1 2d 15 18 18 Androids, Robots and AIs as having “gone rogue” and may be apprehended for
Dexterity 2d +2 2d +2 2d +2 2d +2 2d +2 return to a healing vat or in the worse of cases, destroyed.
Leadership Potential 2d 14 2d 1d +7 1d +7
Mental Resistance 21 2d +9 2d +9 3d+3 3d+3 Special Android Ability: Androids are able to expend extra energy for extra
Radiation 3d +3 3d +3 3d +3 3d+3 18 effort. They can burn up an hour’s worth of battery power to add a one-point
Resistance bonus to any dice roll, before rolling the dice. They can burn up to 10 hours of
Starting Hit Points 80 90 100 120 140 charge in any 24-hour period. Up to 10 points can be added to a single roll.

Android Equipment: All Android vat complexes include a large warehouse of


ANDROIDSYSTEMSANDCONSTRUCTION equipment designed for Androids. Although much of this is military style
Androids, unless they are given a physical upgrade are faceless, hairless, equipment, none of it is lethal or suitable for use as a weapon. There is clothing,
gender-neutral humanoids. They have smooth grey skin, which remains at room camping and survival gear, riot control shields and batons, communication
temperature, and unless specifically required (or for the prevention of devices, hand-held computers, motion detectors, and anti-grav platforms for
embarrassment of others in the case of Companion Androids), do not wear moving heavy payloads. There is radiation cleansing gear in the form of gel
clothing. Companion Androids are built in either a male or female shape, canisters, spray foams, air purifiers, special paints, and soil sterilizers. There
depending upon the owner’s choice. are not, however, any Color Bands or Command Rings for the Androids to use.
Despite the standard model Android having no facial features, all Androids They are supposed to be accompanied by Humans when they need access to
can speak, using a built in voice synthesizer, located within the Android’s chest. secured areas.
An Android with a physical upgrade will speak using its mouth, and the voice
will match the apparent sex of the Android. Android Programming: Like Robots, properly-functioning Androids follow a set
Android ability scores are slightly different from other player characters’, of the Laws of Robotics and with the exception of those Androids with the
and these differences are noted in the sections on each type of Android. Military or Security Laws of Robotics, cannot harm Humans or allow a Human
Androids live for one year. At the end of that time, they break down into a to be harmed if it’s possible to prevent it. If a Human tries to harm an Android,
red dust pile of chemical compounds. The same thing happens if an Android is that Human is judged to be sick and must be restrained and taken to a hospital.
reduced to 0 or fewer hit points. A pile of this dust can be recycled in a vat or All Androids are initially programmed with a set of the Laws of Robotics.
used by Androids to heal themselves, using their inbuilt nanobots.

65
METAMORPHOSISALPHA4THEDITION

COMPUTERANDROIDPLAYERCHARACTER COMBATANDROIDPROTOTYPE
A computer Android stands 5 feet tall. Like all Androids it appears to have This new type of Android is the Warden’s response to the alien invasion.
no facial features and its gray flesh is extremely slick, like teflon. Its hands and This type of Android is a modified Security Android that has been introduced to
feet are slim but are double the size of a normal Human’s. help deal with situations where Security Androids and other types of Androids
A computer Android is designed to interface with computer systems of all proved inadequate. They are also designed to replace or supplement Human
types. This Android type comes standard with the Interface Package. Several of troops. Especially in dangerous situations.
its fingers and toes appendages are actually extendable input / output ports that Combat Androids begin the game with 140 hit points, and their
can hook into computer ports. Constitution and Radiation Resistance score always starts at 18. These
Computer Android ability scores are unusual in two ways. First, their hit Androids begin with their Leadership Potential, no lower than 8. Combat
points always begin at 80, no matter what their Constitution score is. Second, Androids can interface with Security Robots as if they have a Leadership
their Mental Resistance always begins at 21. Potential of 21, regardless of their actual score. Security Robots often regard
A computer Android has space for six additional Android programs. Any Combat Robots with either awe or fear.
six can be chosen from the list when the character is created, but once selected These Androids stand just under six and a half feet tall, and appear more
these programs can never be removed, erased, replaced, or added to during heavily muscled than their Security Android counterparts. Combat Androids
the Android’s life. always come standard with a Customization Package, specific to their role,
such as a camouflage uniform etc, as well as the Armor Package.
COMPANIONANDROIDPLAYERCHARACTER A Combat Android has space for two additional Android programs. Any
Companion Androids are created to be perfect helpers to Humans. They two can be chosen from the list when the character is created, but once
stand 6 feet tall and have either male or female body shapes (imagine a typical selected these programs can only be changed while undergoing repairs and
child’s fashion doll, made 6 feet high). The two types are often referred to healing in a vat. These Androids have the Military Laws of Robotics installed as
generically as Betty and Ben. Companion Androids come standard with standard.
Physical Appearance Upgrade III.
Companion Android ability scores are unusual in two ways. First, their hit KILLERANDROID
points always begin at 90, no matter what their Constitution score is. Second, These Androids are generally NPCs. If a PC becomes a Killer Android, the
their Leadership Potential always begins at 14. PC Android is controlled by the GM until the Android is “cured” of the virus. A
A companion Android has space for four additional Android programs. Any player can, if the GM agrees, continue to control a Killer Android, as long as this
four can be chosen from the list when the character is created, but once is done with the PC acting “in character”.
selected these programs can only be changed while undergoing repairs and Killer Androids are not a true, separate type of Android. They began their
healing in a vat. existence as one of the other five types. They are killers because they were
either created in a malfunctioning Android vat or a terrorist virus infected them.
WORKERANDROIDPLAYERCHARACTER In either case, the programming that prevents them from harming Humans and
Worker Androids are multipurpose Androids designed to perform the damaging the ship has been overridden or was never installed to begin with.
many tasks Humans don’t want to do and Robots aren’t well suited to do. They Most Killer Androids are part of a cabal seeking to become masters of the
stand 7 feet tall and are powerfully muscled. ship. Humans, Robots, mutants, and aliens alike are just tools to them, to be
Worker Android ability scores are unusual in two ways. First, their hit points controlled and used to further the Androids’ schemes.
always begin at 100. Second, their Constitution score is always starts at 15. Although they were once indistinguishable from other Androids, the
However, their lifting capacity is determined as if their Constitution score was malfunctioning vat turns the normal, gray Android flesh to a dark red. Rogue
21. Androids can be any color (many are bone white or pale violet), but immersion
Worker Androids can interface with all Robots and artificial intelligences in the vat quickly turns even them red while virus infection takes up to 24 hours
as if they have a Leadership Potential of 21, regardless of their actual score. to make them change color, at the end of the 24 hour period, the Android has
A Worker Android has space for three Android programs. Any three can completed the transformation to become a Killer Android. Killer Androids often
be chosen from the list when the character is created, but once selected these try to hide their color under cloaks, space suits, or heavy makeup. Many of the
programs can only be changed while undergoing repairs and healing in a vat. ship’s AIs and Robots cannot tell Killer Androids apart from normal ones, but
the difference is detectable, even when disguised by another Android (Difficulty
SECURITYANDROIDPLAYERCHARACTER level 6 check vs MR). Normal Androids will go to extraordinary measures to
destroy Killer Androids.
Security Androids are generally used to reinforce Human security officers
Killer Androids are created as standard Androids. They are allowed one
for tasks such as conducting security patrols, issuing parking infringement
extra Android program in addition to those normally allowed by type. Because
notices and access control. Generally speaking, these are mundane tasks that
of the intense animosity between normal Androids and Killer Androids, it’s not
normally require manpower, but not a lot of critical decision making. These
advisable to allow Killer Androids as player characters. They are typically the
Androids stand just over six-feet tall and are muscular in appearance. These
central villains of Phase Two games.
Androids always come standard with a Customization Package, specific to their
A side effect of the nano-virus is that Killer Androids are slightly less
role, such as what appears to be a police uniform, etc.
vulnerable to sonics, taking double, not triple damage from those types of
Security Android ability scores reflect their “robust” employment
attacks.
requirements. Their hit points always begin at 120, and their Constitution score
is always starts at 18 and they begin with their Leadership Potential, no lower
than 8. Security Androids can interface with all Robots and artificial intelligences ANDROIDSKILLSSUITES
as if they have a Leadership Potential of 21, regardless of their actual score. Taking a skills suite takes two program slots in an Android’s logic center.
A Security Android has space for three additional Android programs. Any Skills are described starting on Page 77. Each Android also comes standard
three can be chosen from the list when the character is created, but once with Education: Basic and Education: Advanced skills. Each skill in that suite is
selected these programs can only be changed while undergoing repairs and at level 2, and can be improved as the game progresses, by experience. An
healing in a vat. These Androids have the Law Enforcement Laws of Robotics Android starts the game with 12 additional points to distribute amongst any of
installed as standard. the skills listed in their particular suite. Each Android can only have one skill
suite installed, and that can be replaced by another appropriate suite whenever
the Android is placed in a vat.

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METAMORPHOSISALPHA4THEDITION

Combat Android Prototype Police Android


Description: Combat Androids are modeled on Human Marines. These are Description: Law enforcement is required everywhere, and with Earth’s large
designed to provide cheap, disposable troops that are easily manufactured and population, Human Police were stretched to the limit. Android Police Officers
not required between periods of conflict. This experimental suite is available are used to free Human Police Officers for more important work.
only on the Starship Warden at this stage.
Prerequisites: CN 8, D 7, MR 11, Law Enforcement Laws of Robotics
Prerequisites: CN 9, D 7, MR 10, Military Laws of Robotics only, Combat Installation
Android Prototype
Skills: Administration / Bureaucracy, Combat: Small Arms, Combat: Unarmed,
Skills: Combat: Blade, Combat: Heavy Weapons, Combat: Small Arms, Computer: Operation, Law Enforcement, Medicine: First Aid, Surveillance,
Combat: Tactics – Unmounted, Combat: Tactics – Vehicular, Combat: Vehicle Grav: Sm, Md and Lg or Vehicle Wheeled: Sm, Md and Lg
Unarmed, Education: Instruction, Medicine: First Aid, Military Skills, Navigation,
Power Armor Operation, Surveillance, Swimming, Zero-G Manoeuvre, Vehicle Ship’s Crew Android
Grav: Sm, Md and Lg, or Vehicle Watercraft: Sm and Md Description: Androids are useful as cheap ship’s crew, being able to be
manufactured on demand and working for free cuts down operating costs for
Education Android many vessels.
Description: Earth’s expanding population and increased demands for quality
education required that Androids be programmed to fill teaching vacancies that Prerequisites: CN 8, D 8, MR 9
would otherwise not be filled.
Skills: Administration / Bureaucracy, Communication: Ship, Environmental Suit,
Prerequisites: MR 12 Medicine: First Aid, Navigation, Power Armor Maint., Zero-G Manoeuvre,
Vehicle Grav: Sm or Md, and Vehicle Spacecraft: Sm, Md and Lg
Skills: Academia, Administration / Bureaucracy, Computer: Operation,
Education: Education: Instruction, Any skill except Combat (excluding Combat: Technicial Android
Unarmed), Deception, Forgery, Gambling, Intimidation, Pick Pocket, Seduction Description: Technical Androids are used to fill the roles of skilled craftsmen, or
and Torture. doers of odd-jobs. These may be employed as gardeners, plumbers and
laborers, etc.
Emergency Services Android
Description: These Androids were initially created to improve the level of Prerequisites: MR 13
response available for accidents and emergencies. Emergency Services
Androids are an essential part of any emergency services team, going into Skills: Administration / Bureaucracy, Computer: Operation, Any 3 technical skills
situations deemed too hazardous for Humans. Androids may be employed as except Combat, Science, Deception, Forgery, Gambling, Intimidation, Pick
Fire Fighters, Ambulance Drivers and for Search and Rescue, replacing or Pocket, Seduction and Torture.
supplementing Humans as required. Specialist skills should be chosen after
consulting the GM to pick suitable skills. ANDROIDPROGRAMS
Each program takes up one slot in the Android’s logic center. Multiple
Prerequisites: MR 9 minimum, May not have Military Laws of Robotics copies of the same program can be selected, in which case their bonuses are
Installation, Worker or Companion Android, Emergency Procedures Program cumulative. For example, if an Android takes the Interaction Program three
times, it will have a Leadership Potential of 21 and a bonus of +9 on all non-
Skills: Abseiling, Administration / Bureaucracy, Computer: Operation, aggressive actions involving Humans. Android and Robot programs are not
Computer: Programming, Medicine: First Aid, Vehicle Grav: Sm, Md and Lg or compatible or interchangeable.
Vehicle Wheeled: Sm, Md and Lg
Analysis Program: Starship Warden had many experimental systems onboard,
Engineering Android besides the alien systems being infiltrated onto the ship. This program allows a
Description: Engineering Androids are used to boost man-power and lower +2 bonus on attempts to figure out these unusual systems.
costs on engineering projects of all sorts. They are used for maintenance,
construction, demolitions and hazardous or menial jobs. Childcare Program: This software, when used with the General Knowledge
Program (below) enables an Android to care for a child from birth to the age of
Prerequisites: MR 11, Not Companion Android 16.

Skills: Computer: Operation, Computer: Programming, Demolitions, Combat Program: Allows the Android to have “Talented” status with all
Engineering: Any, Mathematics, Painting / Drawing, Vehicle: Any two types weapons; allows the Android to subdue Humans without harming them (treat
this as an attempt on the Doing Things table, pitting the Android’s Constitution
Entertainment Android or Dexterity against the Human’s Constitution or Dexterity—success means the
Description: Entertainment Androids are useful for many purposes, such as Human is pinned); and grants a bonus of +2 on all rolls to hit (but not damage).
standing in for an actual performer. Often these Androids are used to replicate
performances of great actors or performers of the past, such as Marilyn Communication Program: Puts the Android in constant communication with any
Monroe, Mozart, Elvis or Pauly Shore. other Android that has this program and with whom it has been in contact (that
is, face-to-face contact) within the last 72 hours.
Prerequisites: LP 8, Physical Appearance Upgrade IV minimum, Disguise
(Special) Upgrade Computer Program: Extensive repair and virus reprogramming are part of this
program, allowing an Android a +2 bonus when working with computer
Skills: Acting, Dancing, Disguise / Makeup, Magic, Mimic, Musical Composition, intelligences and trying to repair damage to AIs.
Musical Instrument, Oration, Singing

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METAMORPHOSISALPHA4THEDITION

minimal activity. If the process is interrupted, it is halted until the Android can
Emergency Procedures Program: The Android has general knowledge about cease activity once again.
fire-fighting, search and rescue, disaster recovery and evacuation procedures.
The Android automatically updates its knowledge of emergency procedures Interface Upgrade Package: This allows the Android to communicate using
when operating in different environments, and can effectively use emergency electrical impulses transferred either through their fingers onto a handpad or via
equipment to neutralize a threat as safely as possible. The Android receives a a socket, built into their forearm.
+2 bonus when attempting to extinguish fires, use a water cannon or other
emergency equipment. Muscular Upgrade: This package upgrades an Android’s CN score by 6 points,
to a maximum of 27. This package reduces the Android’s D score by 2 points.
Engineering Program: Allows the Android a +3 bonus when dealing with This package can be taken more than once, but the max remains at 27, and a
equipment that isn’t part of an artificial intelligence; the Android can repair five further 2 points is subtracted from D for every application of this package.
points of damage on any machine per 24 hours if the parts and tools are
available.
Physical Appearance Upgrade
Extraterrestrial Program: Allows the Android to cause an extra die of damage to
aliens or alien devices; grants a +3 bonus when trying to strike an alien or
mutant, or figure out an alien device. I Basic facial features, but obviously not human.

General Knowledge Program: This software allows the Android to carry out II Basic facial features, no hair, skin still grey and cold. Would
simple tasks (for a human), such as buying groceries, cleaning shoes, walking a pass for a bald human in poor light.
dog, stacking shelves in a store, setting a table, operating a cash register,
running a bath, or other small, simple tasks. Many (but not all) of the tasks
III Facial features, no hair, grey skin tone with pores, etc. Warm
carried out by Androids using this program are not covered by other programs.
to touch.
Androids using this program to carry out a task, do not perform the task as
well as Androids with specialized programs or the appropriate skills package.
IV Facial features, hair, flesh skin tone, pupil dilation, flush
Hospitality Program: This software allows the Android to serve as a cook, a response, etc. Warm to touch.
bartender, butler, cleaner or waiter. The Android is programmed to speak using
very polite language, and is familiar with “modern” standards of etiquette. V As per IV with “convincing” intimate anatomical details.
Interaction Program: Gives the Android a Leadership Potential score of 21 and
grants a +3 bonus on all non-aggressive actions toward Humans. Self-Destruct (Special): In order to prevent compromise or capture, the Android
can activate its own nanobots to cause them to begin the recycling process.
Martial Arts Program: Allows the Android a +2 bonus on armor class. This process takes five minutes.

Ranged Attack Program: Allows the Android a +1 bonus on all ranged attacks. Sonic Shielding Upgrade (Special): This is a special modification, generally only
If the attack hits its target, it causes an additional die of damage (if the attack available to Androids used by espionage agencies. The Android is no more
normally causes damage). vulnerable to sonics than a normal Human, but manufacture costs and healing
times double.
Sensor Program: Doubles the effective range of the Android’s senses. A side
effect of this is that the Android has a +1 bonus on attempts to figure out items
as well as a +1 bonus when trying to damage items. ANDROIDMUTATIONS
Android mutations can occur for three reasons; exposure to radiation, as a
ANDROIDUPGRADES result of treatment in a faulty vat, or an Android using mutated recycled
Armor Package: The Armor Upgrade Package is used to equip the Android with compounds to heal itself. Being placed in a correctly functioning Android vat
in-built armor or shielding. This involves a modification of the vat “growing” removes all mutations from an Android, and will return a Killer Android to
process. The resulting android emerges from the vat wearing what appears to normal. This process requires 24 hours, during which time the Android is fully
be a suit of body armor (AC 10). This upgrade is not compatible with Physical deactivated. The Android will still need to heal normally, at a rate of 5 hp per
Appearance Upgrade V, but is compatible with the Customization Package. hour. Roll on the table below to determine type of change:

Customization Package: This upgrade package is used to tailor the Android for 1. Skin color change
a specific single role. This involves “growing” the Android with a uniform, for 2. Mental mutation
example, Androids used in construction are grown with what appears to be a 3. Physical mutation
hard hat and yellow construction uniform, or a blue police uniform, with white 4. Quirk
helmet for police Androids. This upgrade is not compatible with Physical 5. Fault
Appearance Upgrade V. 6. Other

Defensive Upgrade Package: This is used to equip the Android with a built-in Depending on the result above, roll on one of the tables below to
defensive force field and makes the Android capable of using either of its hands determine results:
to paralyse an opponent, as per a paralysis rod (WC 20).
1. Skin color change:
Disguise Upgrade Package (Special): This allows an Android to modify its
physical features to match those of another Android or Human. This requires 1. Blotches of Grey and one other colour from this list (roll again,
Physical Appearance Upgrade V. The process takes 24 hours for nanobots to ignoring any result of “1”)
complete the transformation, during which time the Android shuts down to 2. Blue
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METAMORPHOSISALPHA4THEDITION

3. Green stutters, randomly whistles and beeps, Robot Tourette's Syndrome,


4. Yellow etc. GM's choice :)
5. Brown 7. Denial of Service: Unable to activate either radio communications or
6. Violet vocal - GM’s choice - for 4d6 hours.
8. Denial of Service: 6 levels of skills (picked by GM) lost for 3d6 hours,
Roll to determine color depth: until self-repair systems fix error.
9. Alteration: Priority is given to an Android program (GM chooses
1. Very pale program that Android has installed), over any skills package. Android
2. Pale will compulsively try to apply its program before using any skills
3. Light package.
4. Medium 10. Alteration: Laws of Robotics altered, Android life is as valuable as
5. Dark / Bright Human life and subject to same benefits.
6. Deep / Rich / Fluorescent 11. System reset: Any levels of skill acquired since activation are lost.
12. System reset: All memories since “leaving the vat” are lost, programs
and skills are unaffected.
2. Mental Mutation:
6. Other:
2. Alpha Wave Generation
3. Backlash
4. Confusion 1. Artificial skin cracks and peels - add one to armor class.
5 Illusion 2. Artificial skin hardens - subtract one from armor class and D.
6. Invisibility 3. Android becomes color blind and sees only in greyscale.
7. Levitation 4. Hearing Loss – the Android can only hear a high pitched humming,
8. Magnetic Control and is completely deaf.
9. Mental Blast 5. Volume control – The Android has a 4 in 6 chance of yelling any
10. Mind Wipe particular sentence, when speaking.
11. Molecular Disruption 6. Reverse syntax – When speaking, the Android reverses the order of
12. Pyrokinesis words in all of its sentences.

3. Physical Mutation:

2. Chameleon Powers
3. Electrical Generation
4. Energy Reflection

5 Light Generation
6. Lightning Rod 
7. Multiple Body Parts
8. New Body Part
9. Partial Carapace
10. Radiated Eyes
11. Secretion
12. Wings

4. Quirk:

1. Adopted persona – The Android adopts a character from popular


fiction or a stereotype and behaves accordingly.
2. Repeats everything said to it. Self explanatory.
3. Thinks aloud – Must tell everybody exactly what it is thinking.
4. Believer – Discovers “God” of some sort.
5. Shy – The Android becomes very shy.
6. Curious - Android displays a high level of compulsive curiosity,
bordering on clinical insanity or hyperactivity.

5. Fault:
THEKILLERANDROIDVIRUS
2. Deletion: Laws of Robotics deleted. Androids rely upon nanobots to carry out a number of functions within
3. Alteration: Self-preservation protocol becomes priority Law of their systems, including self-repair, power and even for their sense of smell. In
Robotics. 2114, laws were passed world-wide to change the way in which nanobots
4. Alteration: 1 Program deleted from memory - Player’s choice and new worked, including making them vulnerable to sonics of all types. Prior to the
program recovered from previous installation - GM’s choice. launch of the Warden, eco-terrorists released nanobots into one of the Android
5 Denial of Service: 2 Programs locked, each for 1d6 hours. Player’s creating vats, which were less vulnerable to sonics, self-replicating and
choice. programmed to turn Androids into Killer Androids. These nanobots are spread
6. Speech Impediment: Can only yell, speaks with a lisp, can only speak by Killer Androids being recycled, or Androids being processed in a
in riddles, rhymes or limericks, suddenly uses a cheesy accent, contaminated vat.
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METAMORPHOSISALPHA4THEDITION

CREATINGYOURHUMANPLAYER  Can start the game with some useful skills and through game play,
CHARACTER may recover or gain more.
In Phase Three of the game, the situation has gone very wrong—so
wrong that worried Robots and Androids are reviving Humans who were HUMANDISADVANTAGES
supposed to remain asleep for decades. Aliens have infested the ship, killed,
incapacitated or captured the entire crew, disrupted many systems, and caused  May begin the game with impaired memory.
untold damage and havoc. The aliens have also been very liberal with their bio-  May begin the game with little or no equipment and information.
weapons and doused the ship with forms of radiation, previously unknown to  Vulnerable to radiation and mutating agents.
humankind.  AIs, Robots and Androids may be over-protective towards Humans.
Several levels of Starship Warden are now entirely controlled by aliens  Mutation may cause AIs, Robots and Androids to refuse to obey them
and all of the levels have some form of alien infestation and radioactive as they may not be recognized as still being Human.
contamination. The Robots and Androids have gotten the radiation problem  May be suffering the effects of Cybernetic shock.
more-or-less under control, but many of them have been destroyed or mutated
in the process. Just as serious as the alien threat is the presence of a STARTINGAGE
malfunctioning Android vat churning out Killer Androids and seeking to take Generally speaking (unless the GM says otherwise), PCs start the game
control of the entire ship. between 21 and 26 years old, that is 1d6 + 20 years. No member of the Military
Into this mix is thrown the ill-prepared Humans, the last hope of the or Police Force may be younger than 21 years of age.
Starship Warden. Disorientated from the accelerated cryo-sleep revival Non-military and Police characters may begin play with the starting age of
process, with shattered memories and no understanding of the current situation, 18-23 (1d6 + 17) or older at the GM’s discretion.
these poor souls have a heavy burden to bear if they are to succeed.
Human characters are defined by the same characteristics as Robots and
Androids, that is: NORMALHUMAN(NoMemories)
This is the default starting condition for Phase Three games for Human
Constitution characters. Optionally, a GM may allow players who have more experience with
Dexterity the rules to use the Normal Human (Damaged Memory) character type
Leadership Potential (described later).
Mental Resistance Attributes are rolled up as described above, and the characters awaken
Radiation Resistance without any memory of what has occurred. Robots, Androids, Aliens and chaos
reign. The GM either allows characters to roll on the Waking Up Option: Human
When rolling up a Human character, each ability score is determined by Starting Equipment sidebar, or runs them through the beginning of his own
rolling 3d6 + 3. What these results mean is explained in detail in the Ability scenario, providing them with whatever equipment he likes.
Scores section, starting on Page 32. This same section will also assist you with At a later date, the GM may allow these characters to recover memories,
figuring out the other bits and pieces that you need to work out on your in which case they must go through the process described below for Normal
character sheet like how much you can lift, how many Luck Points you have, Human (Full Memory) and then Normal Human (Damaged Memory) character
bonuses and penalties for some actions, etc. Types. Until that occurs, these characters will not regain memories through the
There’s a fair bit of variety in the sort of Human character you may get to processes covered on Page 71 - Recovering Memories.
play. Generally, in Phase Three you will begin play as a newly awakened
Human marine, with no memory of what has occurred, or at best, badly NORMALHUMAN(FullMemory)
damaged memories. From Phase Four onwards, other types of Human players These characters are very rare in Phase Three, and it is suggested that
become available for play. no PC should start Phase Three using this character type. This character type
is described before the Normal Human (Damaged Memory) character type
CharacterType PageNo. because you (the creator of the character) need to know what the poor sod
Normal Human (No Memories) 70 can’t remember. Basically, the character is rolled up as described above, and
Normal Human (Full Memory) 70 the resulting rolls are compared to the prerequisites for the character’s chosen
Normal Human (Damaged Memory) 71 profession (see Pages 73 - 75).
Human Cyborg 71 If the character does not meet the prerequisites, the character is a
Human Mutant 71 washout, unless the GM decides to “fudge” the scores a little in order to allow it.
It’s the GM’s call. Experienced GMs may trade points from one attribute to
Speak with your GM and see what type of character he wants you to roll another or have another idea completely – they may trust you to do it. Be
up. It is important to remember that the GM has final say in character creation, flexible, after all, it’s meant to be fun. These rules serve as a guide, and your
and should be allowed to “tweak” characters as he or she sees fit, to allow for GM has final say.
better game play. Trust them; they generally know what’s in store for your Once you have a character that meets the prerequisites for the profession
characters. you want to play, it’s time to work out how skilled your character is. This is done
firstly by assigning Background Skills, and the Professional Skills. For Human
HUMANADVANTAGES marines, there’s a problem: every officer that isn’t a gibbering, drooling wreck
from the accelerated revival process has been taken. Additionally, most of the
higher ranking senior non-commissioned officers (SNCOs) have been taken as
 +3 bonus on attack dice rolls when using equipment designed for
well. Any remaining Human marine characters are likely to be below the rank of
Human use.
Sergeant! Just poor ol’ other ranks (ORs).
 All correctly functioning AIs, Robots and Androids usually obey orders
All characters start with six points to invest in any skills that they choose
from an authorized Human.
from the Background Skills (those skills with an “*” next to them in the tables on
 +3 bonus on dice rolls when making mental and physical ability
Page 78 and 79). Every year (after initial creation), characters get one extra skill
checks.
point to add to their background skills. These skills provide the character’s
 Can gain powerful mental and physical mutations.
personal background. The player then selects a Profession Skill Set, and for
 Can gain useful cybernetic implants.
70
METAMORPHOSISALPHA4THEDITION

every two points of MR, they can select a skill from the chosen set. Beginning
PCs may not start with any skill higher than level 3. (See gaining and Losing Advanced Medicine: Characters taken to special cryo-rehab facilities will have
Skills on Page 75.) 100% of their memories restored, no questions asked. It takes 24 hours for the
Due to the requirement for training prior to promotion in the military, for nanobots to complete their repairs, during which time the patients are in a
every rank above the initial starting rank held by a character, a member of the coma. Getting to the cryo-rehab facilities is only part of the challenge. They may
military receives two extra levels of skill to allocate to any skill listed for their need repairs, be run by insane AIs or be in hostile territory. The GM only knows!
profession. Promotion is always at the discretion of the GM.
For starting Human marine characters, it is suggested that by 23 years of age, a HUMANMUTANT
character would have served two years and have attained the rank of Private A character starting as a Human mutant can be any one of the character
(PV-2), at the age of 24 at the earliest they may have reached Lance Corporal types described above. While they were in their cryo chambers they were
(LCpl) and the best candidates, may have reached the dizzying height of altered by the powerful mutagens released by the aliens and their bio-weapons.
Corporal (Cpl) by 26 years of age. While the majority of passengers in cryogenic storage were unaffected, faulty
Once you have worked out skill levels, it’s up to the GM to decide how to filters on some units allowed some chambers to be contaminated, resulting in
equip your character. Then, onwards to the adventure! mutation. GMs may wish to make this a random possibility, so it is suggested
that if players roll 16 or more on 3d6, they have mutated.
NORMALHUMAN(DamagedMemory)
These characters are more likely to be played by experienced MA players, Mutations: Roll 1d6 +1. If you rolled a natural ‘6’ you may roll another 1d6 +1
and are rolled up as per the Normal Human (Full Memory) character type and add that to the result. This gives you a number of mutations from 2-14. This
above. Prior to the stage of equipment being issued to them and play establishes how many mutations you have. Use the table below to determine
beginning, the GM rolls a d6 for each and every skill that the character has how many physical and mental mutations you may have:
listed on his character sheet. There is a 1 in 6 chance that the character can
remember that skill. All other skills are crossed out (preferably in lead pencil). A 

Physical
Mental
really generous GM might allow a 2 in 6 chance for background skills, but hey, 
let’s not go nuts here. No.of


Mutations
Additional things to check to see if a PC remembers:

Name 2 1 1
Rank 3 2 1
Family 4 3 1
Spouse / Girlfriend / Boyfriend 5 3 2
Social Security Numbers/PINs 6 4 2
Childhood 7 4 3
Food Preferences 8 5 3
Friends 9 6 3
Enemies 10 6 4
Accidents and Injuries 11 7 4
Personal Tragedies 12 7 5
Gambling Debts, etc. 13 8 5
14 8 6
After all of these things are noted, equipment is then issued and play
begins as the GM sees fit. Mutations can be selected from the lists on Page 92 and Pages 95-96. It’s
always a good idea that you check any choices that you make with your GM.
Remember to change your ability scores if the mutation affects those stats.
RECOVERINGMEMORIES
Time, trauma and advanced medical technology will allow a character to Note: When a mutant is further damaged by radiation and mutates again, use
recover memories. the above chart and advance them to their next level (e.g. 4 to 5 or 13 to 14).
The player is then allowed to pick one more mutation of the appropriate type for
Time: Once per week, the GM checks to see if a character is starting to their character. If their character is already at the 14th level, let them pick either
remember their skills and personal history. The GM does this by rolling a d6 for a physical or mental mutation as they wish.
each forgotten skill and personal history item that has been “forgotten”. There is
a 1 in 6 chance of remembering any forgotten skill and personal history item. HUMANCYBORG
This may occur while sleeping (dreams and nightmares) or while eating a meal The futuristic technology onboard the Warden makes cybernetics seem
etc (a sudden flashback triggered by external stimuli). Whatever. Anyway, the like a step backwards. However, sometimes there are few options. Time and
GM will tell you how you regain your memory of that skill. cost are two contributing factors, while personal preference hardly ever enters
the equation. Re-growing limbs through nano-technology is expensive and time
Trauma: Stress gets the heart going, adrenaline pumping through the system consuming, while Cybernetics is relatively cheap.
and it does wonders for blowing the cobwebs out of befuddled characters’ When the Warden was attacked by the Asteroid, one of the sections
heads. Any time a character enters combat or another stressful situation, the containing hundreds of cryo chambers was damaged. The Robots attending
GM can check (a 1 in 6 chance) to see if a character remembers a single skill, had little choice: many cryo chambers had failed or were in danger of failing.
there and then. The beauty of this is the player gets to choose which skill might Radiation was everywhere and there was nowhere to rehabilitate the injured as
be remembered. they re-grew their damaged limbs and organs. Cybernetics were used as an
In addition to this, if a character is injured, (once per day, during the first emergency measure, with the intention to replace the cybernetics with flesh and
combat in which they receive the injury) the character has a 2 in 6 chance of blood limbs at a later date, once the emergency was contained. GMs may wish
remembering a single skill chosen by the player.

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METAMORPHOSISALPHA4THEDITION

to make this a random possibility, so it is suggested that if players roll 18 on Thanks to the help of the Androids and Robots, Human characters have
3d6, they have had cybernetic implants. access to a wide range of equipment. Indeed, they have a whole warehouse full
A Human cyborg character is created by rolling up one of the above of valuable items to draw from. No weapons are immediately available, but all
character types, normally. The character then determines how many implants sorts of protective gear, sensors, tools, and communication devices are. The
that they have by rolling 1d6. Cyborg characters start the game with 1-3 crew (now deceased) invented many new items since Warden launched and
implants. Which implants they receive is determined by rolling 3d6 and those devices are on the racks along with clothing and radios. The scientists
consulting the table below: didn’t leave instruction manuals because they fully expected to be on hand
when the gear was needed, to instruct their fellow travelers in their use.
Roll Implant Simple items and devices, such as clothes, walkie-talkies, slip-on armor,
3 Arm and Hand knives and such present no difficulties. Before the characters can use advanced
4 Arms and Hands (Both) weapons, medical devices, anti-Grav Cars, or any of the other really cool
5 Ears gadgets on the ship, characters are going to have to figure out what things are
6 Eye and how they work.
7 Eyes (Both)
8 Glands & Organs - Kidney
9 Glands & Organs – Lungs
10 Glands & Organs – Adrenal Gland
11 Glands & Organs - Heart
12 Hand
13 Hands (Both)
14 Leg
15 Legs (Both)
16 Nervous System
17 Neural Enhancements
18 Skeletal Enhancement*

* Note: If a character gains this implant, there is a 2 in 6 chance that they will
have another implant as well, regardless of the original roll for the number of
implants.
Some people want armor, some people want a cool weapon, others want
Common sense must be used when rolling on the above table; a both. It is the GM’s decision. WARNING: A poly-cotton singlet is a fashion
character can not have two cybernetic hearts, four cybernetic legs, etc. statement, not protection. Use armor in combat – you will live longer.
Impossible duplicate rolls are ignored and re-rolled. Descriptions of all the
above implants can be found on Page 117. The Item Complexity Chart on Page 125 should be used when characters
Any new character, starting as a cyborg will be in shock (see Page 117 for want to learn how to use unfamiliar items.
rules on Implanting Cybernetics). The shock lasts 1d6 days and results in
temporary loss of 1d6 points of LP and MR, and Dexterity is reduced by 3 HUMANGOALS
points, until the shock wears off. Despite being in shock, and possibly having no The first information the Androids provide is that the ship is under attack,
other memories, a beginning cyborg character knows how to use their limbs. and has been partially overrun by hostile aliens. The Humans are needed to
Once the effects of cybernetic shock have been applied, the character is regain control of the Starship Warden and fight the alien menace. Additionally,
ready to be equipped and start the game. the ship is being held by the Asteroid and is in need of repair before it can
continue on its mission.
ANOTEONCHARACTERBALANCE Finding the missing officers and senior members of the crew should be
Using these rules, it is possible to create a powerful Human character with important to the players, as should aiding the recovery of their less fortunate
all of their memories, powerful cybernetic implants and mutations as well. If comrades who are suffering from far more than short-term memory loss.
your group’s style of play would benefit from this, well and good. Speak to your So many problems, so few solutions in sight…
GM first, if they’re okay with your one-man bionic mutant super-soldier, and the
rest of your gaming group feels that it’s okay – then where’s the harm in that?
WAKINGUPAHUMAN
When characters wake up from their long sleep, they discover that
EQUIPPINGHUMANCHARACTERS the Androids had to use an emergency revival process. The approved
Although there was safety in the cryo chambers from the deadly radiation, method is a gradual revival that takes months, and the Androids simply
the emergency process used by the Androids to wake up the Human characters didn’t have that much time. Unfortunately, the crash revival program seems
leaves the majority of them with short-term memory loss. The characters can to have caused amnesia. The newly revived characters are disorientated,
function, but have huge gaps in their memories. These memory gaps are confused and are certain that they used to know a lot more than they do
certain to cause problems in the near future. Unless the GM decides otherwise now.
(or allows them to roll on the Waking Up Option: Human Starting Equipment Additionally, that knowledge entitled them to a much higher security
sidebar), the PCs start the game dressed only in flimsy cryogenic gowns. They clearance than the brown bands the Androids provide them with. It seems
recognize almost none of the machines and equipment they see. One of the unbelievable that the ship could be stocked with so much equipment that
few things they do remember how to use is the hand-held computer that was the characters have no idea how to use, or even what purpose it serves.
stored with each of them. Most of these little computers are malfunctioning (5 in Clearly, everyone on board should have been given at least minimal
6 don’t work at all). If functioning, this at least provides the character with his or training on emergency procedures and devices. Yet, the knowledge just
her name and ties into many of Starship Warden’s artificial intelligences. These isn’t there. It will have to be relearned or medical facilities with advanced
ought to be able to fill in a lot of the blanks, but quite a few of the intelligent cryogenic recovery capabilities will need to be located.
systems don’t seem to be working any more. In the meantime, there are aliens, mutants and Killer Androids to deal
with. Not to mention Crazed AIs and rogue Robots.
72
METAMORPHOSISALPHA4THEDITION

Businessman / Bureaucrat
WAKINGUPOPTION:HUMANSTARTING Description: A businessman is a member of a company, or a private
EQUIPMENT entrepreneur, normally in a white-collar industry. Lawyers, bankers, salesmen,
executives and merchants are examples of this profession. Bureaucrats are
Sometimes things go wrong and Robots and Androids may not be at members of any government, such as a Public Service or any other government
hand to provide assistance and equipment to characters that have just office. These people make things happen in government, or not.
been revived from their cryosleep. In this case, roll two dice and consult
the table below to determine what equipment PCs start with: Prerequisites: MR 12, LP 10

2 Naked to the waist from both ends! Skills: Accounting, Administration / Bureaucracy, Computer Operation,
3 Bath towel, shower cap and runners Economics, Education: Advanced, Education: Basic, Investment, Law,
4 Cryo gown Persuasion, Trade, Vehicle: Aircraft, SM or Md, Vehicle: Wheeled Sm or Md,
5 Cryo gown and slippers Vehicle: Grav / Hover Sm, Md
6 Cryo gown, slippers and bathrobe
7 Cryo gown, slippers, bathrobe and can of Hot Joe Now™ Colonist
8 Shorts, t-shirt and runners Description: Colonists are often young people selected for their health by their
9 Shorts, t-shirt, runners and track suit government and trained for colonizing a new world. Often these people will
10 Cryo suit have few family ties and have a record of unemployment. Colonization was
11 Cryo suit and PDA seen by some countries as a way of reducing the ratio of unemployed people to
12 Cryo suit, PDA and can of Hot Joe Now™ productive members of society, while others saw it as a “golden opportunity” for
motivated individuals. Many, but not all colonists are volunteers.

Prerequisites: CN 8, MR 8

Skills: Abseiling, Agriculture, Aquaculture, Animal training, Climbing,


SKILLS&PROFESSIONS Communications, Planetary, Computer Operation, Cooking, Craft, Engineering:
Characters with their full memories have professions and skills that are Construction, Engineering: Mechanical, Environmental Suit, Medicine: First Aid,
not available to the combat troops of the Warden during Phase Three of play. Mountaineering, Navigation, Riding: Animal, Survival, Vehicle: Aircraft, Sm or
These professions and skills can give player characters and non-player- Md, Vehicle: Wheeled Sm or Md, Vehicle: Grav / Hover Sm, Md
characters a lot of valuable capabilities that require explanation in game terms.
Dilettante
DETERMININGSKILLS Description: Dilettantes are the idle rich, the playboys and spoilt brats of 23rd
Century Earth. Normally they have invested heavily into the colonization of a
Most people in the 23rd Century have a better education than people in the
new world, in return for “Titles” and privileges on the new world. These people
20th and 21st Centuries. This gives students access to a wide range of
often possess considerable influence within social and political circles.
educational subjects, with the possibility of attaining excellence in these
Unfortunately, Earth’s richest people have been reluctant to send out their “best
pursuits.
and brightest”
All characters start with six points to invest in any skills that they choose
from the background skills (those skills with an “*” next to them in the tables).
Prerequisites: None
Every year (after initial creation), characters get one extra skill point to add to
their background skills. These skills provide the character’s personal
Skills: Administration / Bureaucracy, Dance, Education: Advanced, Education:
background. The player then selects a Profession Skill Set, and for every two
Basic, Etiquette, Gambling, Language, Literature, Musical Composition, Musical
points of MR, they can select a skill from the chosen set. Beginning PCs may
Instrument, Persuasion, Riding Animal, Sculpture, Seduction, Sky Diving,
not start with any skill higher than level 3.
Swimming, Vehicle: Aircraft, Sm, Vehicle: Wheeled, Sm, Vehicle: Watercraft,
Sm
PROFESSIONSKILLSETS
Players may choose one of the following skill sets, provided the character Diplomat
meets the physical and mental requirements for the job. When allocating skill Description: Diplomats are an essential part of the colonization process. They
levels, it is not necessary to take all skills, except where education skills are are required to negotiate with Earth or other colonies in order to gain benefits
listed. Some of these professions differ from how we know them today. The GM and concessions for their new colony. Diplomats are normally expected to take
should feel free to add to this list as he or she see fit. The list of professions is leadership positions within the new colonies. Some diplomats with higher levels
not exhaustive. of espionage and other related skills may prefer to serve only in that capacity.

Athlete Prerequisites: MR 12, LP 12


Description: An Athlete is a professional sportsman or sports woman. Normally,
an athlete will train in at least two sports, in order to provide some variety in Skills: Administration / Bureaucracy, Dance, Deception, Diplomacy, Economics,
training, and increase their chance for publicity. Education: Advanced, Education: Basic, Espionage, Etiquette, Gambling,
History: Modern, Language, Oration, Persuasion, Science: Political, Seduction,
Prerequisites: CN or D 10 or greater Surveillance, Trade

Skills: Acrobatics, Climbing, Combat: Blade, Combat: Primitive Ranged, Doctor


Combat: Unarmed, Mountaineering, Riding: Animal, Running, Sky Diving, Description: Doctors are essential members of the crew of any ship or colony.
Swimming, Training / Fitness, Wrestling, Zero-G Manoeuvre, Vehicle: Aircraft, They ensure the medical welfare of the community or their livestock, depending
SM or Md, Vehicle: Wheeled Sm or Md, Vehicle: Grav / Hover Sm, Md upon their speciality.

Prerequisites: MR 14, D 12
73
METAMORPHOSISALPHA4THEDITION

Skills: Academia, Administration / Bureaucracy, Computer: Operation, Military: Marine


Computer: Programming, Education: Advanced, Education: Basic, Interview, Description: Marines are generally shipborne military personnel, aimed at
Medicine: First Aid, and Medicine: Any providing short-term protection to colonies, or preventing hostile takeover of a
ship. They may also be used in boarding actions and recon. The Marines are
Emergency Services Operator trained to be tough and flexible, focusing less upon large-scale warfare (that’s
Description: Emergency Services Operators are an essential part of any the Army’s job) and more upon specialized tasks.
community. These include Fire Fighters, Ambulance Drivers and Search and
Rescue personnel. Specialist skills should be chosen after consulting the GM to Prerequisites: CN 9, D 7, MR 11
pick suitable skills.
Skills: Administration / Bureaucracy, Combat: Blade, Combat: Heavy Weapons,
Prerequisites: MR 12 Combat: Small Arms, Combat: Tactics – Dismounted, Combat: Tactics –
Vehicular, Combat: Unarmed, Communication: Planetary, Education:
Skills: Abseiling, Administration / Bureaucracy, Computer: Operation, Advanced, Education: Basic, Education: Instruction, Engineering: Combat,
Computer: Programming, Education: Advanced, Education: Basic, Engineering: Environmental Suit, Medicine: First Aid, Military Skills, Navigation, Power Armor
Any, Medicine: First Aid, Surveillance, Survival, Vehicle Grav: Sm, Md, Lg, Operation, Power Armor Maint., Resistance, Scuba Diving, Surveillance,
Vehicle Wheeled: Sm, Md, Lg Survival, Swimming, Zero-G Manoeuvre, Vehicle Grav: Sm, Md, Lg, Vehicle
Watercraft: Sm, Md
Engineer
Description: Engineers are essential for maintenance and construction. An Military: Navy
engineer may be employed in a multitude of positions, from building Description: Sailors and naval officers are still in demand. Navies can provide
construction to the Engineering deck of a spaceship, depending upon their field powerful mobile weapons platforms with a high rate of fire, a high level of
of expertise. accuracy and a fair degree of security. They can also provide communications
and transport, and are experienced in severe weather conditions. Some of the
Prerequisites: MR 14 new colonies have large bodies of water.

Skills: Academia, Education: Advanced, Education: Basic, Computer: Prerequisites: CN 8, D 7, MR 11


Operation, Computer: Programming, Demolitions, Engineering: Any,
Mathematics, Painting / Drawing, Vehicle: Any Skills: Administration / Bureaucracy, Combat: Blade, Combat: Ship’s Weapons,
Combat: Small Arms, Combat: Tactics – Vehicular, Communication: Ship,
Entertainer Education: Advanced, Education: Basic, Education: Instruction, Medicine: First
Description: An entertainer might be a singer, dancer, actor, musician or any Aid, Military Skills, Navigation, Scuba Diving, Swimming, Vehicle Submersible:
other arts performer. These people are generally looking for their 15 minutes of Sm, Md, Lg, Vehicle Watercraft: Sm, Md, Lg
fame and trying to get more. The higher the level of skill in this area, the better
the quality of “role” or “gig” that the character may be offered. Military: Space Navy
Description: The space navy provides the majority of officers and permanent
Prerequisites: LP 12 crew on government ships. Often retired Space Navy members will sign on with
civilian ships for the better wages and conditions.
Skills: Acting, Dancing, Disguise / Makeup, Magic, Mimic, Musical Composition,
Musical Instrument, Oration, Singing Prerequisites: CN 8, D 8, MR 11

Journalist Skills: Administration / Bureaucracy, Combat: Blade, Combat: Ship’s Weapons,


Description: This profession covers all forms of media, from print to holo Combat: Small Arms, Combat: Tactics – Space, Combat: Tactics – Vehicular,
transmissions. A journalist is employed to collect and relay information that is Combat: Unarmed, Communication: Ship, Education: Advanced, Education:
interesting and consequently often on the lookout for a scandal or a “scoop”. Basic, Education: Instruction, Environmental Suit, Medicine: First Aid, Military
Skills, Navigation, Power Armor Operation, Power Armor Maint., Resistance,
Prerequisites: MR 12, LP 8 Scuba Diving, Survival, Swimming, Zero-G Manoeuvre, Vehicle Grav: Sm, Md,
Vehicle Spacecraft: Sm, Md, Lg
Skills: Academia, Acting, Administration / Bureaucracy, Interview, Intimidation,
Investigation, Journalism, Oration, Persuasion, Photography, Surveillance Police Officer
Description: Law enforcement is required everywhere to ensure justice and due
Military: Army process for all citizens. All colony ships and colonies are required to have a
Description: Soldiers provide for the defense of the new colonies. In times of police force presence.
crisis, they may even be used to enforce the laws of their government (the
colony’s or Earth’s). Soldiers are generally ground-force troops with expertise in Prerequisites: CN 8, D 7, MR 11
various environments using a wide variety of equipment.
Skills: Administration / Bureaucracy, Combat: Small Arms, Combat: Unarmed,
Prerequisites: CN 8, D 7, MR 11 Computer: Operation, Communications: Planetary, Law Enforcement, Medicine:
First Aid, Surveillance, Vehicle Grav: Sm, Md, Lg, Vehicle Wheeled: Sm, Md, Lg
Skills: Administration / Bureaucracy, Combat: Artillery Systems, Combat: Blade,
Combat: Heavy Weapons, Combat: Small Arms, Combat: Tactics – Priest
Dismounted, Combat: Tactics – Vehicular, Combat: Unarmed, Communication: Description: This description covers religious office holders of all kinds from
Planetary, Education: Advanced, Education: Basic, Education: Instruction, modern or futuristic backgrounds.
Engineering: Combat, Medicine: First Aid, Military Skills, Navigation, Power
Armor Operation, Power Armor Maint., Surveillance, Survival, Vehicle Grav: Prerequisites: MR 13
Sm, Md, Lg, Vehicle Wheeled: Sm, Md, Lg
74
METAMORPHOSISALPHA4THEDITION

Skills: Academia, Administration / Bureaucracy, Education: Advanced, Rank


Education: Basic, Oration, Persuasion, Singing, Education: Instruction, Any skill Chief of Police (CoP)
except: Combat (excluding Combat: Unarmed), Deception, Forgery, Gambling, Police Commissioner (PCOM)
Intimidation, Pick Pocket, Seduction and Torture.
MILITARYRANKS
Scientist
Due to the requirement for training prior to promotion in the military, for
Description: New colonies and space travel often present new challenges to
every promotion rank above the initial starting rank achieved (e.g. from Private
science. Scientists are essential for the survival of any colony and the
First Class (PFC) to Lance Corporal (LCPL), etc.), a member of the military
exploitation of new resources. Scientists typically specialize in one to two fields,
receives two extra levels of skill to allocate to any skill listed for their profession.
with a solid understanding of related engineering concepts.
These extra levels may be used to raise one skill by two levels or two skills by
one level. Promotion is always at the discretion of the GM.
Prerequisites: MR 14
The character will be required to undertake 120 hours of study prior to
gaining the skill bonus (this represents the training and promotion examination
Skills: Academia, Administration / Bureaucracy, Computer: Operation,
process). Generally, player characters begin the game as either Privates (PV-2)
Computer: Programming, Education: Advanced, Education: Basic, Engineering:
or 2nd Lieutenants, or their equivalent in the different services. For gaming
Any, Science: Any
purposes, military ranks follow a similar structure of the US armed forces of
today, with the exception of the Space Navy (for obvious reasons). Tables of
Teacher
the military ranks for all services are provided for your reference on Page 76.
Description: All colonies are likely to produce children at some stage. In order to
prevent the children from degenerating into savages, teachers provide an
education, of comparable quality to that which is provided on Earth. Teachers GAININGANDLOSINGSKILLS
may also specialize in adult education. For every year that a character is a member of a profession, that
character is granted two extra levels of skill to allocate to any skill listed for their
Prerequisites: MR 13 profession. These extra levels may be used to raise one skill by two levels or
two skills by one level. This is in addition to the bonus to military characters.
Skills: Academia, Administration / Bureaucracy, Computer: Operation, For every successful use of the skill (i.e. for combat skills, every time a
Education: Advanced, Education: Basic, Education: Instruction, Any skill except: weapon is employed with at least one successful hit throughout a combat), the
Combat (excluding Combat: Unarmed), Deception, Forgery, Gambling, character gains one point towards improving their skill level. A character can
Intimidation, Pick Pocket, Seduction and Torture. only gain one skill level in each skill, per adventure session. Between adventure
sessions, the character must study, train or practice, depending on the skill.
Tradesman / Technician Weapons skills require practice for a day, academic skills require study for a
Description: Tradesmen / Technicians are the backbone of any project. These week and athletics requires a week with at least four practice sessions of one
are the actual doers; the plumbers and environmental mechanics, etc. Many of hour.
these people are required during the setup phase of a new colony, and there is
no danger of unemployment in a new colony. SKILLLEVELS
Level Bonus Proficiency Points
Prerequisites: MR 10 1 +1 Basic Training 0
2 +2 Competent 12
Skills: Administration / Bureaucracy, Computer: Operation, Education: 3 +3 Experienced 36
Advanced, Education: Basic, Education: Instruction, Any skill except: Combat, 4 +4 Accomplished 72
Science, Deception, Forgery, Gambling, Intimidation, Pick Pocket, Seduction 5 +6 Expert 144
and Torture. 6 +8 Masterful 288

POLICERANKS “Bonus” in the above table, refers to the bonus used when doing something,
Police ranks differ in structure from military ranks. The highest rank a figuring something out or attacking, using the appropriate skill.
policeman can attain is Chief of Police, with all Police Commissioners being “Points” in the table above, refers to the number of points required to gain the
appointed by the Supreme Court, from the ranks of retired judges. All police next skill level using that skill.
characters start as recruits and must remain at that rank for 12 months. Police
are then automatically promoted to the rank of Police Officer Grade 1 at the end If a character does not use a skill for an extended time, it is possible to
of that time. All police must remain in their new rank for three years before lose an attained level of ability. Lost skill levels can only return with practice (at
becoming eligible for promotion. Promotion is always at the discretion of the 1/6th point cost). For gaming purposes, the lowest that a level of skill can drop to
GM. from disuse is level 2. After having dropped skill levels, the character will still
When a police officer attains the rank of Sergeant, they may become a retain their knowledge of that skill, and can regain the skill through practice as
detective. The Espionage and Surveillance skills become allowable for that previously described at 1/6th normal point cost to advance in skill levels.
character. Unlike their military counterparts, police do not gain new skills with
every promotion.
CREATINGNPCS
When creating NPCs, age is an important factor. NPCs have been
Rank
accruing extra skills every year since the age of 20. However, they will not have
Recruit (RCT)
been able to maintain all of their skills, and some will have become “rusty”
Police Officer Grade 1 (POG1)
(using the rules above). The creation of NPCs requires a fair amount of latitude
Police Officer Grade 2 (POG2)
and interpretation by the GM. Some parts of the process will be nearly arbitrary
Police Sergeant / Detective (PSGT / PDET)
(based upon the professions supplied), in order to get an NPC that will fulfill a
Police Lieutenant (PLT)
particular role.
Police Captain (PCPT)
Assistant Chief of Police (ACP)

75
METAMORPHOSISALPHA4THEDITION

ARMY NAVY MARINES SPACENAVY

OtherRanks

Private (PV-1) Seaman Recruit (SR) Private (PV-1) Trainee (TR)

Private (PV-2) Seaman Apprentice (SA) Private (PV-2) Crewman (CW2)

Private First Class (PFC) Seaman (SN) Lance Corporal (LCpl) Senior Crewman (CW1)

Corporal (CPL) Petty Officer Third Class (PO3) Corporal (Cpl) Petty Officer Third Class (PO3)

Sergeant (SGT) Petty Officer Second Class (PO2) Sergeant (Sgt) Petty Officer Second Class (PO2)

Staff Sergeant (SSG) Petty Officer First Class (PO1) Staff Sergeant (SSgt) Petty Officer First Class (PO1)

Sergeant First Class (SFC) Chief Petty Officer (CPO) Gunnery Sergeant (GySgt) Chief Petty Officer (CPO)

Master Sergeant (MSG) Senior Chief Petty Officer (SCPO) Master Sergeant (MSgt) Senior Chief Petty Officer (SCPO)

Sergeant Major (SGM) Master Chief Petty Officer (MCPO) Sergeant Major (SgtMaj) Master Chief Petty Officer (MCPO)

Sergeant Major of the Army (SMA) Master Chief Petty Officer of the Navy Sergeant Major of the Marine Corps Master Chief Petty Officer of the
(MCPON) (SgtMajMC) Space Navy (MCPOSN)
WarrantOfficers

Warrant Officer 1 (WO1) Warrant Officer 1 (W-1) Warrant Officer 1 (WO) Warrant Officer 1 (W-1)

Chief Warrant Officer 2 (CW2) Chief Warrant Officer 2 (CWO2) Chief Warrant Officer 2 (CWO2) Chief Warrant Officer 2 (CWO2)

Chief Warrant Officer 3 (CW3) Chief Warrant Officer 3 (CWO3) Chief Warrant Officer 3 (CWO3) Chief Warrant Officer 3 (CWO3)

Chief Warrant Officer 4 (CW4) Chief Warrant Officer 4 (CWO4) Chief Warrant Officer 4 (CWO4) Chief Warrant Officer 4 (CWO4)

Chief Warrant Officer 5 (CW5) Chief Warrant Officer 5 (CWO5)

ARMY NAVY MARINES SPACENAVY


Officers
Second Lieutenant (2LT) Ensign (ENS) Second Lieutenant (2 nd Lt.) Ensign (ENS)

First Lieutenant (1LT) Lieutenant Junior Grade (LTJG) First Lieutenant (1st Lt.) Lieutenant Junior Grade (LTJG)

Captain (CPT) Lieutenant (LT) Captain (Capt.) Lieutenant Senior Grade (LTSG)

Major (MAJ) Lieutenant Commander (LCDR) Major (Maj.) Lieutenant Commander (LCDR)

Lieutenant Colonel (LTC) Commander (CDR) Lieutenant Colonel (Lt. Col.) Commander (CDR)

Colonel (COL) Captain (CAPT) Colonel (Col.) Captain (CAPT)

Brigadier General (BG) Rear Admiral Lower Half RADM (LH) Brigadier General (Brig. Gen.) Rear Admiral Lower Half RADM (LH)

Major General (MG) Rear Admiral Upper Half RADM (UH) Major General (Maj. Gen.) Rear Admiral Upper Half RADM (UH)

Lieutenant General (LTG) Vice Admiral (VADM) Lieutenant General (Lt. Gen.) Vice Admiral (VADM)

General (GEN) Admiral (ADM) General (Gen.) Admiral (ADM)

Army Chief of Staff Chief of Naval Operations Commandant of the Marine Corps Chief of Space Operations

General of the Army Fleet Admiral Fleet Admiral

76
METAMORPHOSISALPHA4THEDITION

USINGSKILLSANDDIFFICULTYLEVELS EXPLANATIONOFSKILLS
Skills are used in two ways. The first, and most common, is to perform an All skills are described in the same format: the name of the skill in italics,
action such as climb a wall or repair a Robot. The appropriate bonus is added followed by the ability scores used for the skill check, the text description of the
to a player’s attempt when rolling on the Doing Things Table on Page 123. The skill and finally, in parenthesis, the length of time that the skill can remain
second use of skills is when a character is attempting to figure out an unknown unused before the character begins to lose that level of skill. Some skills are
device. When doing this, the GM secretly applies the character’s appropriate listed with an ability abbreviation, such as (MR) while others have a small
skill level bonus to the die roll when using the Item Complexity Chart on Page formula, such as (CN / 2 + D / 2). The formula in this example is simply
125. Constitution divided by two, plus Dexterity divided by two.
Combat Skills are used to figure out how to use a new (or unfamiliar) For game purposes, some of the areas a particular skill encompasses
weapon, or to allow the user to attain a higher level of skill with the weapon. For may vary from the skill as we know it today, reflecting the changes of the future.
instance, a Marine Corporal who is familiar with his own particular small arm of
choice discovers the alien equivalent of his own weapon. Although it uses alien Abseiling. (D) The character can use ropes and associated equipment to
technology, it may employ similar principles of operation (If a soldier can use decend safely from buildings, cliffs or from a hovering vehicle. (6 months)
an M60 and a Minimi machinegun, he should stand a better than average
chance of figuring out how to use a Soviet PpSh submachine gun, but gain no Academia. (MR) This skill covers the ability to plan and conduct research and
advantage towards figuring out how to use a Soviet D20 howitzer). apply oneself to studies. It also covers the ability to use libraries and to submit
research for journals or other publications through the correct channels and in
Example: PFC Roberts finds an alien device. Roberts has a MR score of 16 and the correct format. (2 years)
gets a + 2 bonus to his die rolls. Before Roberts’ player rolls the dice, the GM
checks Roberts’ character sheet and notes what skills he has. The device Accounting. (MR) This skill allows a character to keep accounts or to audit
(unknown to Roberts) is a type of alien pistol. Roberts’ player rolls on the Item accounts and find errors or discrepancies. This skill also allows a character to
Complexity Chart. Unbeknownst to Roberts’ player, the GM has also applied a design audit programs to be run by AIs. (2 years)
+2 bonus to his roll because he has level 2 in Combat: Small Arms. Roberts’
player rolls a 7, adds the + 2 bonus for his MR, and the GM tells him to add an Acrobatics. (D) The character can perform minor acrobatic feats such as
extra two points. The remainder of the process continues as normal, just adding jumping, handstands, flips and rolls. The character also uses the skill to get a
the bonus (if applicable). bonus to their chance to balance in precarious positions and jump objects. (6
months)
TALENTEDWEAPONSCLASS
Talented weapon use is something characters can acquire during the Acting. (LP / 2+MR / 2) The ability to assume a role or to convincingly
game. A character becomes talented with a particular type of weapon when portray a character, mood or emotion. The character can read and memorize a
they have killed 10 foes with it. These foes must be defeated in properly script to learn a particular role as required. (6 months)
conducted combat sessions. The GM is the final arbiter on whether a fight
counts towards the required 10. The main consideration should be whether the Administration / Bureaucracy. (MR / 2 + LP / 2) This skill allows a character to
character was in any real danger. All 10 fights don’t have to be with the same find the quickest way of processing paperwork and ensuring that all the I’s are
weapon, just with the same type of weapon. A character might use several laser dotted and the T’s are crossed. This skill also allows a character to identify
pistols in the course of 10 fights, but he would then become talented with any loopholes in procedures to be fixed or exploited. (2 years)
laser pistol. If the weapon’s class is already better than any of the talented
classes, then the character gets a +2 bonus to hit with that weapon instead. It is Agriculture. (MR) A character with this skill can manage a farm or agricultural
suggested that players keep track of weapons that they are becoming talented Robots in order to produce food, etc. (2 years)
with.
Animal Training. (LP / 2 + MR / 2) This skill allows a person to train one animal
TALENTEDWEAPONSCLASSVSSKILLED type (horse, dog, lion etc). The animal will be able to do simple tasks (fetch or
be ridden, etc.). If the trainer is going to train an animal to be ridden, the trainer
WEAPONSCAPABILITY must have the riding skill. (3 years)
The Talented Weapon Class was primarily designed for untrained
characters using a weapon, which they had figured out. This assumes that a Aquaculture. (MR) This skill allows a character to manage a deep-sea
character has either no memory of any training in using a particular weapon, or plantation or fishery in order to raise crops or farm fish stocks. (12 months)
if the weapon was completely unknown to a character from the start, such as an
alien weapon. For a person with training in using a particular weapon, the Athletics. (As appropriate) This general skill covers such things as a team sport,
Talented Weapons Class rule should not be applied, except where a person bike riding, etc. The skill should be employed with the guidance of the GM to
receives / remembers training after having attained Talented Weapon Class. determine which abilities should be utilized. (2 weeks)
Talented Weapons Class is a level of skill with a particular weapon that
has been allowed to develop to a limit, which does not increase. That person's Blacksmith. (CN / 2 + MR / 2) A character with this skill can manufacture
own individual style may incorporate a number of “bad habits” which have been devices from metal, such as horseshoes, ploughs and utensils or tools. A
eliminated in somebody who has been properly trained to use the weapon. blacksmith can work with many types of metal, not just iron. (12 months)
Generally, military training isn't something that somebody "just figured
out", but is an evolution. Military training (and any weapons training in general) Bowmaking & Fletching. (D) A character with this skill can manufacture a simple
is based upon the practices and procedures (as well as lessons learned) from bow and fletch arrows, using suitable materials (when available). When a
predecessors. It should be (for game purposes) considered "best practice" and character attains level 4, the character can manufacture compound bows. At
will eventually allow a trained user to equal or better the most talented level 5, the character can build a crossbow and at level 6, a ballista! (12
amateurs. months)
Characters who recover their memories and find that they have weapons
training in a weapon that they have attained Talented Weapons Class in will Bribery. (MR / 2 + LP / 2) Bribery is illegal in many cultures. This skill allows a
find that they revert to their trained skill level and lose the benefit of using the character to determine if such an attempt would be appropriate or inappropriate.
Talented Weapons Class.

77
METAMORPHOSISALPHA4THEDITION

SKILL BASE SKILL BASE


Abseiling* D History MR
Academia* MR Hunting* MR / 2 + D / 2
Accounting MR Interrogation MR / 2 + LP / 2
Acrobatics* D Interview MR / 2 + LP / 2
Acting LP / 2 + MR / 2 Intimidation CN / 2 + LP / 2
Administration / Bureaucracy MR / 2 + LP / 2 Investigation MR
Agriculture MR Investment MR
Animal Training LP / 2 + MR / 2 Journalism MR / 2 + LP / 2
Aquaculture MR Language* MR
Athletics* As Appropriate Law MR
Blacksmith CN / 2 + MR / 2 Law Enforcement MR
Bowmaking And Fletching D Literature MR
Bribery MR / 2 + LP / 2 Lock Picking MR / 2 + D / 2
Camouflage MR Magic* D
Climbing* CN / 2 + D / 2 Mathematics MR
Combat: Artillery Systems MR Medicine: First Aid* MR
Combat: Blade* CN / 3+D / 3+MR / 3 Medicine: Forensic MR
Combat: Heavy Weapons D Medicine: General Practice MR
Combat: NBC MR Medicine: Nursing MR
Combat: Primitive Melee* CN / 3+D / 3+MR / 3 Medicine: Pharmaceutical MR
Combat: Primitive Ranged* CN / 3+D / 3+MR / 3 Medicine: Primitive MR
Combat: Ship’s Weapons MR Medicine: Psychiatry MR / 2 + LP / 2
Combat: Small Arms* D Medicine: Psychology MR / 2 + LP / 2
Combat: Tactics - Air MR / 2 + LP / 2 Medicine: Surgery MR / 2 + D / 2
Combat: Tactics - Dismounted MR / 2 + LP / 2 Medicine: Veterinary MR
Combat: Tactics - Space MR / 2 + LP / 2 Military Skills MR / 2 + LP / 2
Combat: Tactics - Vehicular MR / 2 + LP / 2 Mimic* MR
Combat: Unarmed* CN / 3+D / 3+MR / 3 Mountaineering* CN / 2 + MR / 2
Communications: Planetary MR Musical Composition MR
Communications: Ship MR Musical Instrument* D
Computer: AI Psychology MR Navigation* MR
Computer: Operation* MR Oration LP / 2 + MR / 2
Computer: Programming MR Painting / Drawing* D / 2 + MR / 2
Cooking* MR / 2 + LP / 2 Persuasion* MR / 2 + LP / 2
Craft* D Photography* MR / 2 + D / 2
Cryptography MR Pick Pocket D
Dance* D Power Armor, Maintenance MR
Deception MR / 2 + LP / 2 Power Armor, Operation CN / 2 + D / 2
Demolitions D / 2 + MR / 2 Resistance MR / 2 + LP / 2
Diplomacy MR / 2 + LP / 2 Riding: Animal* D / 2 + LP / 2
Disguise / Makeup MR Robotic Engineering MR
Economics MR Robotic Operation* MR
Education: Advanced* MR Robotic Programming MR
Education: Basic* MR Running* CN / 2 + D / 2
Education: Instruction MR2 / LP / 2 Science: Anthropology MR
Engineering: Aeronautical MR Science: Archaeology MR
Engineering: Combat MR Science: Astrophysics MR
Engineering: Computer MR Science: Biochemistry MR
Engineering: Construction MR Science: Biology MR
Engineering: Electrical MR Science: Botany MR
Engineering: Environmental MR Science: Chemistry MR
Engineering: Mechanical MR Science: Genetics MR
Engineering: Space MR Science: Linguistics MR
Engineering: Weaponry, Artillery MR Science: Nanotechnology MR
Engineering: Weaponry, Ship MR Science: Physics MR
Engineering: Weaponry, Small Arms & Heavy MR Science: Planetology MR
Weaponry
Environmental Suit MR / 2 + D / 2 Science: Political MR
Espionage MR / 2 + LP / 2 Science: Xenobiology MR
Etiquette* MR Science: Xenobotany MR
Fishing* LP / 2 + D / 2 Science: Zoology MR
Forgery MR / 2 + D / 2 Scuba Diving* CN / 2 + D / 2
Fraud MR / 2 + LP / 2 Sculpture* D / 2 + MR / 2
Gambling* MR / 2 + LP / 2 Security MR

78
METAMORPHOSISALPHA4THEDITION

SKILL BASE SKILL BASE


Seduction* LP Training / Fitness* CN / 2 + MR / 2
Sensors MR / 2 + D / 2 Vehicle: Aircraft Sm*, Md, Lg MR / 2 + D / 2
Singing* LP Vehicle: Dirigible Sm, Md, Lg MR / 2 + D / 2
Sky Diving* D / 2 + MR / 2 Vehicle: Grav / Hover Sm*, Md, Lg MR / 2 + D / 2
Stealth D Vehicle: Spacecraft Sm, Md, Lg MR / 2 + D / 2
Surveillance MR Vehicle: Submersible Sm, Md, Lg MR / 2 + D / 2
Survival* CN / 2 + MR / 2 Vehicle: Surface Watercraft Sm*, Md, Lg - Power MR / 2 + D / 2
Swimming* CN Vehicle: Surface Watercraft Sm*, Md, Lg - Sail MR / 2 + D / 2
Tanning* MR Vehicle: Wheeled Sm*, Md, Lg MR / 2 + D / 2
Theology MR Weaponsmith MR / 2 + D / 2
Torture MR / 2 + LP / 2 Wrestling* CN / 2 + D / 2
Tracking* MR / 2 + LP / 2 Zero-G Maneuver D
Trade MR / 2 + LP / 2

* Denotes Background Skill. conducting bombing and strafing runs. With level 3 or higher in this skill, a
character can outline and formulate aircraft formation strategies. (12 months)
Failure of the use of this skill means that the character manages to offend the
subject of the bribery attempt. (12 months) Combat: Tactics – Dismounted. (MR / 2 + LP / 2) This skill requires the
character to have at least one level in another non-tactical combat skill. Anyone
Camouflage. (MR) This skill is a survival aid, and a combat skill. This skill with this skill will have knowledge of tactics and strategies for using a particular
allows a character to camouflage themselves, another person or an object weapon type effectively. A character with Combat Tactics - Dismounted and
using available materials or camouflage equipment (such as nets, foliage or Combat: Small Arms skills will know how to employ a weapon to cause
projectors). (2 years) maximum harm, or to work as a distraction, etc. For every two levels, a
character with this skill gains an understanding of tactics at different levels, i.e.
Climbing. (CN / 2 + D / 2) The ability to climb difficult walls, trees, fences, etc. squad, platoon, company, etc. (3 years)
At level 2 the character is able to rock-climb, using correct technique,
equipment, etc. (6 months) Combat: Tactics - Space. (MR / 2 + LP / 2) A character with this skill has an
understanding of the tactics of space combat, such as combat or boarding
Combat: Artillery Systems. (MR) This is the skill required to use field artillery manoeuvres. With level 3 or higher in this skill, a character can outline and
pieces or planetary defences. This skill allows a character to lay an effective formulate spacecraft formation strategies and conduct a blockade. (12 months)
barrage or employ battery and counter-battery fire. (12 months)
Combat: Tactics – Vehicular. (MR / 2 +LP / 2) With this skill a character has an
Combat: Blade. (CN / 3 + D / 3 + MR / 3) This skill allows a character to understanding of vehicular tactics and has an understanding of which anti-
effectively employ a blade weapon such as a knife, sabre or rapier for offensive vehicular tactics might be employed against them. Using this skill, a character
and defensive actions. (4 months) can operate a vehicle in a tactical environment and determine the best tactic to
use in a given scenario. With level 3 or higher in this skill, a character can
Combat: Heavy Weapons. (D) This skill is required to effectively employ heavy devise effective new tactics for using vehicles. (2 years)
weapons such as the main armament of a grav tank, a rocket launcher or laser
cannon. (6 months) Combat: Unarmed. (CN / 3 + D / 3 + MR / 3) This is the ability to fight
effectively while unarmed. At level two, the character can adopt a Martial Arts
Combat: NBC. (MR) This covers the armament and employment of nuclear, style of their choice. (2 weeks)
biological and chemical weapons of mass destruction. It also addresses the
use of NBC protective gear, decontamination procedures and detection. (3 Communications: Planetary. (MR) This skill allows a character to make use of
years) planetary communications systems; including FTL communications, data
transfer protocols, security procedures and even etiquette relevant to planetary
Combat: Primitive Melee. (CN / 3 + D / 3 + MR / 3) This skill covers weapons communications. (3 years)
such as clubs, broken bottles, morning stars, etc. (2 months)
Communications: Ship. (MR) This skill gives the character the knowledge of
Combat: Primitive Ranged. (CN / 3 + D / 3 + MR / 3) This skill covers such using FTL communications, ships communications systems, transponder
weapons as bows, crossbows, spears, tridents, etc. (2 months) settings and ship reporting procedures, etc. (3 years)

Combat: Ship’s Weapons. (MR) A character must have this skill to use any Computer: AI Psychology. (MR) This skill gives a character the ability to
ship’s weaponry, such as torpedoes, ship-to-ship missiles and cannons. (12 diagnose faults within an AI system, which differs from normal Robotic
months) programming. This skill can be employed with or without the AI’s cooperation,
however when performed against a reluctant AI, the process can be quite slow.
Combat: Small Arms. (D) This skill covers the general range of small arms such (2 years)
as laser rifles and pistols, grenades, etc. This skill also allows a character to
strip and clean the weapon, fix simple faults and to identify complex faults for Computer: Operation. (MR) This skill allows a character to operate a computer
correction by an armorer. (4 weeks) system, e.g. a manufacturing plant control system or to give simple orders to a
Robot. (2 years)
Combat: Tactics - Air. (MR / 2 + LP / 2) A character with this skill has an
understanding of the tactics of aerial combat, such as combat manoeuvres or

79
METAMORPHOSISALPHA4THEDITION

Computer: Programming. (MR) This skill allows a character to program a Engineering: Combat. (MR) This skill allows a character to design, construct or
computer, repair faulty programming or reprogram a Robot to perform a new repair bunkers, combat bridges, etc. for use by the military. (12 months)
function. This skill can be used to overcome security systems, etc. (2 years)
Engineering: Computer. (MR) This skill allows a character to build computers,
Cooking. (MR / 2 + LP / 2) This skill is used to turn processed and unprocessed conduct repairs and even design their own computers. A character with this
foodstuffs into a presentable meal, putting a person with this skill ahead of skill can repair faulty Robotic minds, as long as the Robot is reprogrammed
somebody who can only heat a pre-packaged meal. (6 months) afterwards. (12 months)

Craft. (D) A character with this skill can do a handicraft, such as rope making, Engineering: Construction. (MR) This skill allows a character to design, build or
canoe making or pottery, etc. (6 months) repair housing, bridges, roads, etc. This skill includes plumbing, carpentry,
brick-laying, etc. (12 months)
Cryptography. (MR) This skill covers the art of coding and decoding messages,
as well as cracking codes and creating ciphers. Characters with this skill can Engineering: Electrical. (MR) This skill allows a character to design, repair or
use computers to assist with the task. Ciphers are created at a level equal to or build electrical systems such as those used in vehicles, Robots, generators and
less than the character’s Cryptography skill level. A character can not crack a houses. (12 months)
code of a higher level than their Cryptography skill level, unless aided by an AI
with a Cryptography program. (2 years) Engineering: Environmental. (MR) This skill allows a character to design, repair
or build environmental systems used for purposes such as recycling air, water
Dance. (D) The ability to perform dance of various styles for performance or for and waste. (12 months)
social interaction. (3 months)
Engineering: Mechanical. (MR) This skill allows a character to design, repair or
Deception. (MR / 2 + LP / 2) This is the ability to convincingly lie or mislead build mechanical systems such as in those used in vehicles, Robots,
through words, omission, by deeds and / or gestures. This skill, combined with generators and other machinery. (12 months)
the Trade skill will allow a character to smuggle or use the black market. There
are many uses for this skill when combined with other “legal” skills. (6 months) Engineering: Space. (MR) This skill allows a character to design, repair or build
systems for use in space vehicles, like hulls or space / environment suits. (12
Demolitions. (D / 2 + MR / 2) This skill covers all aspects of using explosives. months)
This is a very precise skill, and a failure to use this skill properly can have
catastrophic results. The bigger the failure, the worse the consequences (to be Engineering: Weaponry, Artillery. (MR) A character with this skill can design,
decided by the GM). If the character improvises or rigs an explosive for a repair or build artillery devices. (12 months)
particular task, it can only be employed in that role, or in a similar role without
risking catastrophic or complete failure. (12 months) Engineering: Weaponry, Ship. (MR) A character with this skill can design,
repair or build ship’s weaponry. (12 months)
Diplomacy. (MR / 2 + LP / 2) With this skill a character can use appropriate tact
and courtesy to present their case in the best possible light to negotiate for Engineering: Weaponry, Small Arms and Heavy Weapons. (MR) A character
something that they want or require. (6 months) with this skill can design, repair or build small arms or heavy weapons. (12
months)
Disguise / Makeup. (MR) This skill allows a character to change his or her
appearance, or to imitate another person of similar build. If intending to Environmental Suit. (MR / 2 + D / 2) A character with this skill can use and
impersonate another person, the Acting skill is needed to successfully imitate repair an environmental suit, such as a radiation suit, space suit or a gas mask.
the target. To impersonate a specific individual takes a base time of 4 hours (12 months)
minus 30 minutes for every level of Disguise / Makeup skill that the character
has. This includes the use of nanomasks and wigs, etc. A bonus or penalty Espionage. (MR / 2 + LP / 2) This skill is employed by spies. This skill gives a
may be applied at the GM’s discretion if the character resembles the target, or character a working knowledge of techniques used for espionage such as dead
differs greatly in appearance. (6 months) letter drops, invisible ink and recognition codes. (12 months)

Economics. (MR) This skill gives a character the ability to understand the stock Etiquette. (MR) This skill allows a character to comply with social expectations
market and the laws of supply and demand. This skill will allow a character to and manners. A character with this skill can set a banquet, compose a formal
see a marketing or other business opportunity when it arises. (12 months) apology or host a dinner party, etc. (6 months)

Education: Advanced. (MR) In order to gain this skill, the character must have Fishing. (LP / 2 + D / 2) More of an art than a simple skill, the fishing skill allows
the Education: Basic skill. This skill allows the character to progress on to the a character to locate a suitable area in which to fish, to select or make fishing
other sciences, such as computer programming and Robotics. (2 years) equipment such as poles, rods, hooks or a net. In addition, the character knows
how to assess if a fish is safe to eat and how to clean it properly. (12 months)
Education: Basic. (MR) This level of education provides the character with the
ability to read, write and do simple math. The character also has a basic Forgery. (MR / 2 + D / 2) This skill is used to illegally reproduce a document,
understanding of history. (4 years) record or item (e.g. an ID card, computer record or money), when used with the
appropriate skill. For instance, to forge a signature, the forger will need to be
Education: Instruction. (MR / 2 + LP / 2) This skill allows the character to able to write. (3 months)
become a teacher or instructor. If the character achieves level 3 in any skill, a
character with this skill may teach that subject. (12 months) Fraud. (MR / 2 + LP / 2) This skill allows a character to exploit procedures that
they are familiar with in order to gain a benefit to which they are not entitled.
Engineering: Aeronautical. (MR) This skill allows a character to design, (12 months)
construct and repair aeronautical vehicles, or devices for use in such aircraft.
(12 months)

80
METAMORPHOSISALPHA4THEDITION

Gambling. (MR / 2 + LP / 2) This skill allows a character to improve their odds, character is able to conduct an investigation in a logical sequence and to derive
through skill and education in games of chance, by minimizing their losses and information from findings. The character will also have an understanding of
maximizing their potential gain. The character will know the rules for three what is legal and not legal to do in the course of an investigation. (2 years)
games of chance per level. (6 months)
Investment. (MR) With this skill, a character can invest money in banking
History. (MR) The character can specialize in one area of history, such as schemes or in the stock market in order to gain a return. (6 months)
ancient, modern or a specific time period (i.e. the 20th Century or the 3rd World
War). This skill will provide a character with specific knowledge or the ability to Journalism. (MR / 2 + LP / 2) This skill will allow a character to prepare an
find that knowledge if required. (12 months) article or broadcast for the media. The character will have an understanding of
how to employ Public Relations for positive and negative effect when required,
Hunting. (MR / 2 + D / 2) and have a better chance of having an article published. (12 months)
The character is capable of tracking, trapping and killing (normally) non-
sentient creatures. The character can select one environment type to specialize Language. (MR) This skill is a measurement of a character’s ability to speak
in from the following list: another language, in addition to their native tongue. The character can speak at
level 1, and at level 2 can read and write. (3 months)
Environment
Arctic Law. (MR) This skill allows a character to become a lawyer. The character must
Desert choose a field such as Criminal Law, Common Law, Civil Law, Commercial
Jungle Law, Property Law, etc. (3 months)
Mountains
Sea Law Enforcement. (MR) This skill is used by Police Officers and Security
Woods Guards in the performance of their duties. Security Guards are restricted to a
maximum of 2 levels in this skill. This skill includes arrest procedures, use of
When a character gains level 3 in any single environment skill listed force, suspect’s rights, etc. (6 months)
above, the character gains level 1 in two other environments from their
expanded understanding of general hunting techniques. (2 years) Literature. (MR) This skill allows a character to compose, discuss or dissect
stories, poetry or songs. The character can apply the rules of grammar and
Interview. (MR / 2 + LP / 2) This skill allows a character to conduct an interview sentence structure to convey the exact meaning that they desire to express. (2
for formal reporting purposes. A journalist or an investigator might use this skill. years)
(12 months)
Lock Picking. (MR / 2 + D / 2) This skill allows a character to use picks to open
Interrogation. (MR / 2 + LP / 2) The not-so-gentle art of persuasion. This skill simple lock mechanisms, as well as more complex tools to open sophisticated
does not include torture or the use of drugs, which are part of a separate skill electronic locks. At level 5 the character gains the ability to open combination
(see Torture on Page 84). The use of this skill involves the employment of manifold locks like those employed on safes. (6 months)
various methods of questioning technique. The interrogator uses threats,
persuasion and all the guile and lies that they can bring to bear upon his or her Magic. (D) The character can perform stage-magic tricks with the correct
target in order to create the necessary level of mental pressure and stress. equipment or feats such as sleight of hand and ventriloquism. (3 months)
Physical violence negates any progress, causing the interrogation to fail, and
then be treated as the use of the Torture skill. The table below shows the Mathematics. (MR) This skill allows a character to perform complex
Difficulty Level against which the interrogator must make a check. (12 months) calculations and know how to apply formulas to certain problems. (12 months)

Medicine: First Aid. (MR) The character is trained to give basic medical aid to
InterrogationDifficultyLevelTable an injured person. A successful check of this skill will prevent a victim from
HoursTaken going into shock (checked again every 15 minutes for the first hour). The
Skill 3 6 12 24 72 144 character can heal one extra point per level of this skill with the aid of a medikit.
Level The character can also improvise some basic medical equipment, such as
1 18 17 16 15 14 13 stretchers, bandages, tourniquets and antiseptics. Successful use of this skill
2 16 15 14 13 12 11 will prevent infection from setting into a wound (checked once per day until
3 14 14 12 11 10 9 healed). (12 months)
4 13 12 11 10 9 8
5 11 10 9 8 7 6 Medicine: Forensic. (MR) A character with this skill is trained in forensic
6 9 8 7 6 5 4 medicine and science. Using this skill a character can conduct an autopsy or
examine a crime scene using proper technique to search for evidence or clues.
Using the table above, a character with Interrogation skill at Level 1 must (12 months)
succeed in a Difficulty Level 18 check to gain the required information in 3
hours, however this may be made more difficult if the person being interrogated Medicine: General Practice. (MR) Put simply, the character is a doctor. The
has the Resistance skill. character has all the benefits of the Medicine: First Aid skill, as well as being
able to diagnose most illnesses and prescribe the correct treatment. The
Intimidation. (CN / 2 + LP / 2) This skill represents a character’s ability to character can also conduct simple operations such as sewing stitches, etc. (6
intimidate another person through circumstances or physical size, etc. A failed months)
attempt in the use of this skill indicates that the character has used the wrong
approach on their intended subject. (2 years) Medicine: Nursing. (MR) The character is a nurse. The character can assist a
surgeon to conduct complex medical procedures, as well as tend to sick and
Investigation. (MR) This skill allows a character to use techniques such as injured patients. The character is also familiar with hospital routines and
fingerprinting, forensics and other sciences to conduct an investigation. The common practices. (12 months)

81
METAMORPHOSISALPHA4THEDITION

Medicine: Pharmaceutical. (MR) The character can fill prescriptions, or Pick Pocket. (D) This skill allows a nimble-fingered individual to relieve an
combine compounds to create different types of medications. The character owner of their property, such as ID cards, wallets, etc. This task is made more
can also administer anesthetic, etc. (12 months) difficult if the subject is wary (-2) or is being approached from the front (-1). (3
months)
Medicine: Primitive. (MR) The character knows how to use primitive utensils,
tools and remedies to treat a number of ailments. The character can perform Power Armor, Maintenance. (MR) The character can repair and maintain Power
amputations and clean and sterilize wounds. The character also knows how to Armor with the correct equipment and materials (a workshop and duralloy or
find and use herbs for poultices and infusions. (12 months) plastics, depending on the armor type). (2 years)

Medicine: Psychiatry. (MR / 2 + LP / 2) The character is trained as a


Psychiatrist. The character is able to diagnose and treat mental illness. (12
months)

Medicine: Psychology. (MR / 2 + LP / 2) The character is trained as a


Psychologist. The character is able to determine the mental states of Humans
and animals and what causes their behavior. (12 months)

Medicine: Surgery. (MR / 2 + D / 2) The character can conduct surgery on


patients or supervise medical Robots as they conduct surgery. The character
can stabilize a character who has suffered serious injury and lost a substantial
amount of blood. (12 months)

Medicine: Veterinary. (MR) The character is able to treat and operate upon
animals (or at least non-Humans). The character is familiar with a wide range of
non-Human illnesses and diseases and is also able to instruct medical Robots
in techniques for operating upon animals if required. (12 months)
Power Armor, Operation. (CN / 2 + D / 2) The character has been trained in the
Military Skills. (MR / 2 + LP / 2) The character is familiar with military training use of Power Armor, knows how to use the monitors and readouts and the full
and discipline, such as military etiquette, saluting, orders and drill, etc. (6 powers of the suit to maximum potential. In addition, if the suit has features
months) such as force fields or flight capability, the character can take advantage of
these. The character can also use exoskeleton suits, etc. (12 months)
Mimic. (MR) The ability to mimic another person’s voice. The character must
have clearly heard the intended target’s voice for the mimicry to be convincing. Resistance. (MR / 2 + LP / 2) This skill indicates that a character has been
(12 months) trained to resist interrogation and torture. In levels 1-3 of this skill, the character
is capable of predicting methods of interrogation or torture to be used against
Mountaineering. (CN / 2 + MR / 2) This skill is useless without the Climbing them, and mentally preparing themselves. For each level a subject has in this
skill. This skill indicates that the character has knowledge that enables them to skill, lower the Interrogator or Torturer’s level by 1 when calculating the results
scale mountains, such as using breathing apparatus, choosing a safe ascent on the Interrogation and Torture Tables (on Page 81 and Page 84). When a
path, choosing a safe camping spot on a mountain , etc. (12 months) character achieves level 4+, the character has had several false responses
implanted in their brain, and is able to form mental blocks, doubling the
Musical Composition. (MR) The character can read music and compose music. required time for interrogation or torture. (3 years)
(12 months)
Riding: Animal. (D / 2 + LP / 2) This skill allows a character to ride an animal. At
Musical Instrument. (D) The character can read music and play an instrument. level 3 and above, the character may attempt to ride an animal which has not
The character must take this once for each different instrument that they wish been trained for riding. When riding a different animal type, e.g. a camel
to be able to play. (1 month) instead of a horse, the character’s skill level is treated as one less, to a
minimum of level 1. (2 years)
Navigation. (MR) The character is capable of navigating by GPS, map-to-
ground, compass or by the stars. A different method is learned for each level Robotic Engineering. (MR) At levels 1 and 2, the character can repair physical
that the character achieves in this skill. (12 months) damage to Robots. At levels 3 and 4, the character can modify Robots physical
systems. At levels 5 and 6 the character can design new Robots from scratch.
Oration. (LP / 2 + MR / 2) The ability to speak in public to convey a message in (12 months)
a clear and concise manner. The character is also able to judge the degree of
receptiveness of the audience. (2 months) Robotic Operation. (MR) The character is familiar with protocols (and different
sets of the Laws of Robotics) for operating Robots of different types, and the
Painting / Drawing. (D / 2 + MR / 2) The character can paint or draw to limitations of each Robot type. In the event that a character is unable to order a
represent the concept or object that they wish to portray. (12 months) Robot to perform a particular task, the character may be able to order the
Robot to perform a different task, which will then enable the desired outcome to
Persuasion. (MR / 2 + LP / 2) This skill allows a character to more easily be completed by the Robot either afterwards or indirectly. (12 months)
persuade another to accept their viewpoint or cause. This can be used to talk
an outnumbered enemy into surrender or to get past a guard without an ID Robotic Programming. (MR) The character is able to bypass security protocols
card. (6 months) on Robots and reprogram Robot AIs. At level 4, the character is able to create
a new robotic program from scratch (e.g. for a new Robot type built by
Photography. (MR / 2 + D / 2) This skill allows a character to use different types somebody using the Robotic Engineer skill). (12 months)
of cameras, such as holo, video, digital and old-fashioned “wet” photography to
capture footage or imagery, with the correct focus and exposure. (12 months)
82
METAMORPHOSISALPHA4THEDITION

Running. (CN / 2 + D / 2) The character is adept at running for long distances, Xenobiology currently deals in a lot of theories, as it is an emerging science. (6
at a reasonable or higher speed. At level 6, the character is at their peak ability months)
(Olympic standard for those with high CN and D scores). (7 days)
Science: Xenobotany (MR) Like Xenobiology, Xenobotany is a science still in
Science: Anthropology. (MR) The character has an understanding of the origin its infancy. The character is familiar with the different plant types that have
of the Human race and factors in its development. (2 years) been encountered off Earth (such as those found under the Martian ice caps),
and their requirements for survival and procreation. The character can also
Science: Archaeology. (MR) The character has been trained in the scientific study and classify alien plant types. (6 months)
procedures of Archaeology, and the study of cultures by digging up and
studying their relics, ruins and artefacts. (2 years) Science: Zoology. (MR) The character is familiar with the different care
requirements (dietary requirements, habitats, etc.) for looking after many
Science: Astrophysics. (MR) The character has a working knowledge of space different types of animal species from Earth and the better-known alien species
phenomena, astronomy and space navigation. The character is able to work from around the solar system. The character will be able to administer simple
out navigational computations for Slower Than Light (STL) and Faster Than veterinary care to most animal types, but will mainly rely upon veterinary
Light (FTL) travel. (12 months) specialists for more serious problems. (2 years)

Science: Biochemistry. (MR) The character is adept at the analysis and uses of Scuba Diving. (CN / 2 + D / 2) To have the scuba diving skill, a character must
organic compounds, and their functions within the bodies of Humans, animals, already have the swimming skill. This skill allows a character to safely use the
plants and to a limited degree, aliens. The character can create anti-toxins. (2 breathing apparatus and correct technique to dive for extended periods. At
years) level 1 the character can dive to a depth of 100 feet, provided he or she has
sufficient air. For each additional level of skill, the character can dive an extra
Science: Biology. (MR) The character is familiar with different biologies, and 100 feet. (12 months)
their requirements for survival and procreation. The character can also study
and classify different creatures. (2 years) Sculpture. (D / 2 + MR / 2) The character can sculpt in various materials to
carve, cast or mould an object. (12 months)
Science: Botany. (MR) The character specializes in all aspects of plant life - the
classification, traits, uses and genetic patterns of plants. The character can Security. (MR) The character understands security procedures and protocols.
diagnose and treat different plant diseases. (2 years) The character is able to analyze security practices for weaknesses, change or
fit locks and bypass security procedures where possible. (12 months)
Science: Chemistry. (MR) The character is able to determine the chemical
properties of any sample that they are able to analyze. The character can also Seduction. (LP) This skill is used to attempt to seduce another character, either
improvise poisons, explosives and acids, etc. (12 months) in a physical context, an emotional context or both. It is not necessarily a
sexual act. In a sexual context, this skill will fail automatically if the characters’
Science: Genetics. (MR) The character is a specialist in genetic patterns, sexual preferences are mismatched. This skill can be used against somebody
cloning, mutation and evolution. (12 months) of an opposing viewpoint (i.e. an enemy, but in non-combat situations) with the
following penalties or bonuses:
Science: Linguistics. (MR) The character is able to break down unknown
languages (1-6 months depending on degree of difficulty, to reach level 1 in Situation Bonus/Penalty
that language skill). The character can also evolve or devolve known languages Characters are strangers 0
according to the rules of linguistics. (12 months) Characters are acquaintances +1
Characters are friends +2
Science: Nano-technology. (MR) The character is capable of employing, Characters are enemies -3
programming and creating nanobots to perform specific tasks. This skill relies Characters are of similar, but different -2 (-4 if obvious mutant)
upon access to the correct materials and facilities. (12 months) species (i.e. Mutated Human and Human)
Inappropriate circumstances -2 (or more, decided by the GM)
Science: Physics. (MR) The character has an understanding of the natural laws
of matter and energy, other than those relating to living matter and chemistry. In the interest of game harmony, it is recommended that the GM disallow
The character is able to work out simple and complex equations to find player characters to use this skill against each other. (18 months)
solutions to problems. (12 months)
Sensors. (MR / 2 + D / 2) The character is able to operate and understand
Science: Planetology. (MR) The character has an understanding of the ship’s sensor systems such as radar systems, imaging systems, etc. The
geological formation of planets and stars. The character can determine character is able to scan for other ships, planets or star systems. (12 months)
characteristics such as gravity from mass and orbit, etc. The character will be
able to determine where to find ores, cave formations or other natural Singing. (LP) The character is capable of singing (outside a sonic shower) for
resources. (2 years) the purposes of entertaining. (3 months)

Science: Political. (MR) The character has an understanding of the political Sky Diving. (D / 2 + MR / 2) The character has the ability to jump from an
processes employed in modern society, as well as those employed throughout aircraft and use a parachute to land safely and near a specified target. (6
recent history and some areas of ancient history. The character is able to target months)
the requirements and preferences of a specific demographic, and balance
those with a political agenda. (3 months) Stealth. (D) The character is adept at concealing themselves in shadows and
moving quietly, or avoiding notice. (3 months)
Science: Xenobiology. (MR) The character is familiar with the different biologies
that have been encountered off Earth, and their requirements for survival and Surveillance. (MR) The character is trained in observation of people, places or
procreation. The character can also study and classify alien creatures. events. The character knows how to set up a “hide” and is familiar with “tailing”

83
METAMORPHOSISALPHA4THEDITION

and remaining inconspicuous. This skill can be combined with the Disguise and Tracking. (MR / 2 + LP / 2) This skill is used to track animals, Robots or people
Photography skills for great effect. (6 months) over various types of terrain. With the aid of a tracking dog or the Heightened
Senses mutation (Vision or Smell), a character with this skill can track over any
Survival. (CN / 2 + MR / 2) The character is capable of finding food and shelter solid surface. (3 months)
in unfortunate circumstances. The character can select one environment type
to specialize in from the following list: Trade. (MR / 2 + LP / 2) The character is familiar with tariffs, payment methods,
paperwork and other trading requirements to conduct lawful trade. (12 months)
Environment
Arctic Training / Fitness. (CN / 2 + MR / 2) The character has a good understanding of
Desert how to train to gain or maintain fitness. If a character does not have this skill,
Jungle he or she must rely upon somebody who does to get an effective training
Mountains program in place. (12 months)
Sea
Woods Vehicle: Aircraft Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character can
operate a small aircraft. At levels 3 and 4, the character can operate a medium
When a character gains level 3 in any single environment skill listed sized aircraft. At levels 5 and 6, the character can operate a large aircraft. (4
above, the character gains level 1 in two other environments from their months)
expanded understanding of general survival techniques.
When hunting creatures for food, treat as the character’s level in the Vehicle: Dirigible Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character can
appropriate environment as the Hunting skill, -1 level. (2 years) operate a small dirigible. At levels 3 and 4, the character can operate a medium
sized dirigible. At levels 5 and 6, the character can operate a large dirigible. (4
Swimming. (CN) The character is adept at swimming long distances, at a months)
reasonable speed (for a Human) or higher speed over shorter distances. At
level 6, the character is at their peak ability (Olympic standard for those with Vehicle: Grav / Hover Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character
high CN scores). This skill allows a character to swim further, or under difficult can operate a small Grav / Hover vehicle, at levels 3 and 4, the character can
circumstances (such as when approaching exhaustion, rough waters, etc.). (1 operate a medium sized Grav / Hover vehicle and at levels 5 and 6, the
month) character can operate a large Grav / Hover vehicle. (4 months)

Tanning. (MR) This skill allows a character to cure leather. The character Vehicle: Spacecraft Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character
knows how to skin a creature without damaging the hide and different methods can operate a small spacecraft. At levels 3 and 4, the character can operate a
of preserving the meat and the leather. A character will need the Craft skill in medium sized spacecraft. At levels 5 and 6, the character can operate a large
order to do leatherwork. (2 years) spacecraft. The character must have level 3 Vehicle: Aircraft Sm, Md, Lg. to
take this skill. (4 months)
Theology. (MR) The character has an understanding of the tenets of a
particular religion and its teachings. In addition to this, the character is also Vehicle: Submersible Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character
aware of the history and politics of the religion and the demographics of the can operate a small submersible vessel. At levels 3 and 4, the character can
followers of that faith. Generally, the character will also be aware of the tenets operate a medium sized submersible vessel. At levels 5 and 6, the character
of other religions, beliefs, cults and faiths. The character may or may not hold a can operate a large submersible. The character must have level 3 Vehicle:
position (e.g. a priest or minister) within that religion. (2 years) Watercraft Sm, Md, Lg. to take this skill. (4 months)

Torture. (MR / 2 + LP / 2) This skill uses various forms of violence, cruelty, pain Vehicle: Surface Watercraft – Power or Sail Sm, Md, Lg. (MR / 2 + D / 2) When
and even drugs to achieve the same aim as interrogation and is considered taking this skill, the method of propulsion must be specified, and each method
amoral or evil by many people. The torturer decides which method of torture is treated as a separate skill. At levels 1-2, the character can operate a small
will be used on a subject, then rolls on the Doing Things Table on Page 123, watercraft. At levels 3 and 4, the character can operate a medium sized
subtracting penalties if the subject is resisting (see the Resistance Skill on watercraft. At levels 5 and 6, the character can operate a large watercraft. The
Page 82). If the torturer uses drugs and fails by more than 10 points, he has character must choose whether they will specialize in powered vessels or sail
killed the subject, or if violence is used and the torturer fails by more than 10 vessels. (4 months)
points, he has also killed the subject. The table below shows the Difficulty Level
of gaining accurate information from an unwilling subject. (2 years) Vehicle: Wheeled Sm, Md, Lg. (MR / 2 + D / 2) At levels 1-2, the character can
operate a small wheeled vehicle. At levels 3 and 4, the character can operate a
TortureDifficultyLevelTable medium sized wheeled vehicle. At levels 5 and 6, the character can operate a
HoursTaken large wheeled vehicle. (4 months)
Skilllevel 0.5 1.0 6.0 12.0 24.0 72.0
1 18 17 16 15 14 13 Weaponsmith. (MR / 2 + D / 2) This skill is used to produce primitive weapons
2 16 15 14 13 12 11 such as axes, knives, polearms and swords, or metallic armor. A character
3 15 14 12 11 10 9 must reach level 3 before they can make armor. (3 months)
4 13 12 11 10 9 8
5 11 10 9 8 7 6 Wrestling. (CN / 2 + D / 2) The character can grapple, throw and pin another
6 9 8 7 6 5 4 person (or Humanoid) by pitting their strength against their opponent, adding
the level of their wrestling skill to achieve their intent. (6 months)
Using the table above, a character with Torture skill at Level 3 must succeed in
a Difficulty Level 14 check to gain the required information in 1 hour, however Zero-G Maneuver. (D) The character is able to perform difficult tasks in zero
this may be made more difficult if the person being interrogated has the gravity conditions, or maneuver comfortably in space without becoming
Resistance skill. disoriented or “gravity sick”. When using an environmental suit, the character
can “spacewalk”. (6 months)

84
METAMORPHOSISALPHA4THEDITION

ANIMALWEAPONCLASSES
WC 21: Herbivore bites, small antlers, horns, tusks and claws. Hooves
and feet. Use common sense when determining damage – any
sort of armor is likely to prevent injury.
WC 20: Omnivore bites, medium antlers, horns, tusks and claws.
WC 19: Carnivore large bites, antlers, horns, tusks and claws.
WC 17: Tails
WC 16: Talented* herbivore bites, small antlers, horns, tusks and
claws.
WC 15: Talented* omnivore bites, medium antlers, horns, tusks and
claws.
WC 14: Talented* carnivore bites, large antlers, horns, tusks and
claws.
CREATINGYOURMUTANTANIMALPLAYER WC 2: Lucky Swipe – a player character can use all of his remaining
CHARACTER Luck for the session (must be at least two points) to declare a
When the aliens attacked the Starship Warden, many ship’s functions lucky swipe. He then gets to use WC2 when making the
were disrupted. Almost immediately the ship released nearly half of the attack.
cryogenically stored animal stocks into several areas.
Aliens and radiation took their toll, but many animals survived, some * Talented weapon use is found on Page 77.
unscathed, and others radically changed. Like the Human marines (in Phase
Three), the animals were revived using accelerated processes, resulting in 
mental disruption. Some of the stored animals were family pets, while others ROLLINGUPYOURMUTATEDANIMAL
were zoo exhibits, used for experiments or wild. Pets have a 1 in 6 chance of
remembering their names and owners; all other domestic animals are all now CHARACTER
considered wild.
PCs are considered to be adult members of their species, however, with Step One: First you decide what type of basic stock you spring from. This is
the GM’s concurrence, this may be changed. Weights and some abilities may done by reading through the Base Stock table on Pages 86 and 87, and after
need to be modified accordingly. consulting your GM, making a choice. If you don’t see the animal species you
want to play, talk to your GM and create the basic stats for the species. If it’s
MUTATEDANIMALADVANTAGES something that we haven’t already covered in the rules, send it in to us, and we
may include it in the next edition or in a supplement.
Players should be encouraged to learn about their animal species, and
 Mutated animal PCs begin the game with the Heightened Intelligence
expand upon the basic data that has been supplied in this book.
mutation.
 May begin the game with a number of natural abilities that are equal
Step Two: Determine what forms of physical attack your mutated animal is
to some effects listed in the Physical Mutations section.
capable of, and use the appropriate table to determine the damage that it can
 Generally, Mutated Animals are not considered as a security threat by
inflict. Also check to see what armor class your mutated animal will start with.
AIs and Robots.
 May be ignored in security restricted areas by AIs and Robots.
Step Three: List your character’s starting mutations (found in advantages,
 Veterinary Robots and ecology Robots will usually heal injured
above) and add those listed in the Base Stock Table. Go to the Mutated Animal
animals, or protect / remove them from danger.
Background & Skills section (Page 88) and speak with your GM about how
 Few Robots are programmed to attack animals.
many extra skills (if any) that your character starts with.
Keep in mind that there are not many pet rhinos kept onboard starships in
MUTATEDANIMALDISADVANTAGES the 23rd Century!

 Begin the game with few or no skills. Step Four: Roll for the number of additional mutations that your character will
 Requires mutation in order to speak with other intelligent beings. start with, and then select them. Once selected, add them to the list.
 Are not considered as Human by AIs, Androids and Robots.
 May be considered as “stray” by some AIs and Robots. Step Five: Determine how many hit points your character has, and check that
 May be required to wear leads or at least be escorted by a Human or mutations haven’t changed your character’s AC. Now is a good time to check
Android in some areas. your ability scores and list how much your character can lift and all of those
 May be considered as “freaks” by Humans, and even hated or feared. other little bits and pieces on the character sheet. Make sure that you calculate
 May have difficulty using equipment designed for Human hands. your Player Character Luck score and note that as well. You might (and
 Androids distrust mutated animals. probably will) need it soon.
 Robots such as security and combat variants are normally
programmed to ignore or deter animals. Step Six: Now begins the time-honored tradition of haggling with your GM for
 Mutated animals may be limited in their abilities, i.e., a mutated equipment. Good Luck!
dolphin will require New Body Parts (legs) to leave the water, and
Altered Metabolism to remain out of the water for any period of time. ABILITYSCORES
 Any mutated animal caught attacking a Human will be deemed
The Base Stock Table (below) lists the usual range of ability scores for a
“dangerous” and be hunted down by Humans, Robots and AI’s alike.
typical adult member of a number of different animal species. These scores
 Mutated Plants don’t particularly trust mutated animals either.
may be modified if variations in age are taken into account, and the GM agrees.
It should also be noted that the scores do not make any differentiation between
male and female. Again, this may be modified in consultation with your GM.

85
METAMORPHOSISALPHA4THEDITION

 
 
 

ADULTWEIGHT
CONSTITUTION
 

MOVEMENT
RESISTANCE

RESISTANCE
LEADERSHIP
 

POTENTIAL

RADIATION
DEXTERITY

PRIMARY
 DefaultPhysical

MENTAL
 Attributes

(YPS)
(lbs)
Animal (asperthecorresponding
AC
mutation)


Aardvark 12 1d6+1 1d6+2 1d6 1d6 2d6 154 5.4 Carapace (Partial), Heightened Taste
Alligator 17 3d6+3 3d6 1d6 1d6 2d6+3 334 4.5
Armadillo 12 1d6+2 2d6+3 1d6 1d6 2d6 27 0.5 Carapace (Total)
Bat 18 1d6 3d6 1d6 1d6 2d6 1.3 11 Infravision, Sonar
Bear (Black) 18 3d6+3 2d6 1d6 1d6+1 2d6+5 254 15 Infravision, Dormant State
Bear (Brown) 18 4d6 2d6 1d6 1d6+1 2d6+5 900 16 Infravision, Dormant State
Bear (Grizzly) 18 4d6+3 2d6 1d6 1d6+1 2d6+5 550 15 Infravision, Dormant State
Bear (Panda) 18 3d6+3 2d6 1d6 1d6+1 2d6+5 264 15 Infravision, Dormant State
Bear (Polar) 18 4d6+3 2d6 1d6 1d6+1 2d6+5 990 12 Infravision, Dormant State
Beaver 19 1d6+1 3d6 1d6 1d6+1 2d6 65 3.2 Infravision
Boar 18 3d6 2d6 1d6 1d6 2d6+3 294 5.4 Infravision
Buffalo 18 3d6+5 2d6-1 1d6 1d6 2d6+5 2,650 15 Infravision
Bull 18 3d6+4 2d6 1d6 1d6 2d6+5 709 10 Infravision
Cat 19 1d6+1 3d6+3 1d6 1d6 2d6 7.5 15 Infravision
Cheetah 19 2d6-1 3d6+2 1d6 1d6+1 2d6 98 34 Infravision
Chameleon 18 1d6 3d6+3 1d6 1d6 2d6 2 4.9 Chameleon Powers
Chimpanzee 18 2d6+2 3d6 1d6+1 1d6+1 2d6 133 8.8 Infravision
Cougar 19 3d6 3d6+3 1d6 1d6 2d6 185 15 Infravision
Coyote 19 2d6-1 2d6+5 1d6 1d6+1 2d6 30 21
Crab 15 1d6+2 1d6+3 1d6 1d6 2d6 4 2.3 Carapace (Total)
Dog 19 2d6 2d6+4 1d6 1d6+1 2d6 55 20 Infravision, Heightened Smell
Dolphin 17 3d6 3d6+3 3d6 1d6+3 2d6 425 14
Eagle 18 1d6+2 2d6+1 1d6 1d6 2d6 9.5 92 Wings, Heightened Vision (Daylight
Only)
Elephant (African) 17 6d6 1d6+3 1d6 1d6+1 2d6 13,000 12 Infravision
Elephant (Indian) 17 5d6 1d6+3 1d6 1d6+1 2d6 9,000 12 Infravision
Ferret 19 1d6 3d6 1d6 1d6 2d6-1 3.2 15 Infravision
Fox 19 1d6+2 2d6+4 1d6 1d6+1 2d6 8 21 Infravision
Frog 19 1d6 3d6+3 1d6 1d6 2d6 0.1 1.3 Infravision
Gazelle 18 2d6 3d6 1d6 1d6 2d6 111 27 Infravision
Giraffe 19 3d6+4 2d6 1d6 1d6 2d6 1,950 16
Goat 18 2d6 3d6 1d6 1d6 2d6 181 15 Infravision
Gorilla 18 5d6 3d6 1d6+1 1d6+1 2d6+4 420 8.8 Infravision
Hamster 19 1d6 2d6+2 1d6 1d6 2d6 0.3 2 Infravision
Hawk 18 1d6+1 2d6+2 1d6 1d6 2d6 2.7 81 Wings, Heightened Vision (Daylight
Only)
Hippopotamus 17 4d6+4 1d6 1d6 1d6 2d6+2 4,275 11
Horse 19 4d6+3 1d6+4 1d6 1d6 2d6+3 1,100 21 Infravision
Hyena / Jackal 19 3d6 2d6-1 1d6 1d6 2d6 143 18
Kangaroo 19 2d6 3d6 1d6 1d6 2d6 131 13 Infravision
Leopard 19 3d6+1 3d6+2 1d6 1d6 2d6 169 24 Infravision
Lion 19 3d6+1 3d6+2 1d6 1d6 2d6 443 23 Infravision
Monkey 19 2d6 3d6 1d6 1d6+1 2d6 18 17 Infavision
Opossum 19 1d6+1 2d6 1d6 1d6 2d6 12 2 Infravision, Dormant State, Repulsion
Odor, New Body Part: Prehensile Tail
Orangutan 19 5d6 3d6 1d6+1 1d6+2 2d6 143 7.3 Infravision
Ostrich 18 2d6+3 2d6 1d6 1d6 2d6 217 20
Otter 17 1d6+1 3d6 1d6 1d6+1 2d6 23 3.4
Praying Mantis 15 1d6 2d6 1d6 1d6 3d6 0.1 0.6
Porcupine 16 1d6+1 2d6+3 1d6 1d6 2d6 11 1 Infravision, Quills
Rabbit 19 1d6 3d6 1d6 1d6 2d6 6.3 18 Infravision
Raccoon 19 1d6+2 3d6 1d6 1d6+1 2d6 32 7.3 Infravision
Rat 19 1d6 2d6+3 1d6 1d6 2d6 0.8 7.3 Infravision
Rhinoceros 17 5d6 1d6+1 1d6 1d6 2d6+3 3,460 16
Scorpion 15 1d6 2d6+4 1d6 1d6 3d6 0.1 0.5 Poison Gland
86
METAMORPHOSISALPHA4THEDITION

Shark 17 2d6+2 2d6 1d6 1d6 2d6+1 1,200 11


 
 
 

ADULTWEIGHT
CONSTITUTION
 

MOVEMENT
RESISTANCE

RESISTANCE
LEADERSHIP
 

POTENTIAL

RADIATION
DEXTERITY

PRIMARY
 DefaultPhysical

MENTAL
 Attributes

(YPS)
(lbs)
Animal AC (asperthecorresponding
 mutation)
Skunk 19 1d6+1 2d6 1d6 1d6 2d6 8.5 7.3 Repulsion Odor Spray, Infravision
Snake (Anaconda) 18 1d6+2 2d6 1d6 1d6 2d6 400 1.5 Heightened Taste, Poison Gland
(Optional)
Snake (Cobra) 18 1d6+2 2d6 1d6 1d6 2d6 129 6.6 Heightened Taste, Poison Gland
(Optional)
Snake (Rattlesnake) 18 1d6+2 2d6 1d6 1d6 2d6 2 6.6 Heightened Taste, Poison Gland
(Optional)
Snake (Tree) 18 1d6+2 2d6 1d6 1d6 2d6 2 1.5 Heightened Taste, Poison Gland
(Optional)
Spider 17 1d6 2d6+6 1d6 1d6 2d6+3 0.1 0.6 Secretion (Web), Infravision, Heightened
Balance
Spider (tarantula) 17 1d6 2d6+6 1d6 1d6 3d6 0.3 0.6 Secretion (Web), Infravision, Heightened
Balance, Poison Gland
Tiger 18 3d6+1 3d6+2 1d6 1d6 2d6 421 18 Infravision
Tiger (Sabretooth) 18 4d6+2 3d6+2 1d6 1d6 2d6 445 19 Infravision
Turtle 13 2d6 1d6 1d6 1d6 2d6 1.7 0.3 Carapace (Partial)
Tyrannosaurus Rex 18 6d6 2d6 1d6+2 1d6 3d6 10,200 16 Infravision
Velociraptor 18 4d6 2d6+2 1d6+3 1d6+3 3d6 98 20 Infravision
Wolf 19 2d6+2 2d6+4 1d6 1d6+1 2d6+4 90 14 Infravision
Wolverine 18 2d6 3d6 1d6 1d6 2d6+3 81 10 Infravision
Zebra 19 4d6+3 2d6 1d6 1d6 2d6+2 581 20 Infravision

NATURALABILITIES Antlers/Horns/TusksAttacks
CN Sm Md Lg
When electing to play a mutated animal, consult the GM as to which Score Dam Dam Dam
abilities an animal may start the game with. A mutated crab, for example starts
2-4 2 3 1d6
with the total carapace mutation and with claws that it may use as weapons.
5-8 1d6 1d6+1 1d6+2
The crab can swim, has gills and also has 360° vision. Coupled with increased
9-12 1d6+3 2d6-1 2d6
size and intelligence, the mutated crab can be a formidable opponent.
13-18 2d6+1 2d6+2 2d6+3
19-21 2d6+4 2d6+5 3d6
NATURALWEAPONS 22-24 2d6+5 3d6 3d6+3
Many species of animals have natural forms of attacks, such as the ability 25-27 3d6+3 4d6 4d6+3
to bite or use claws. Natural weapons have different weapon classes: The 28-30 4d6 4d6+3 5d6
following tables are used to determine the amount of damage done by different 31-34 4d6+3 5d6 5d6+3
types of natural forms of attack: 35-36 5d6 5d6+3 6d6
BiteAttacks 37-39 5d6+3 6d6 6d6+3
CN Herbivore Omnivore Carnivore 40-42 6d6 6d6+3 7d6
Score
2-4 1 2 1d6-1 The table above covers attacks using antlers, horns and tusks. In the
5-8 2 1d6 1d6 case of creatures with a single horn, such as a rhinoceros, damage is  of the
9-12 3 1d6+3 2d6 amount indicated above, rounded up.
13-18 1d6 2d6 3d6
19-21 1d6+3 2d6+4 4d6 ClawAttacks
22-24 2d6 3d6 5d6 CN SmFore LgFore Rear
25-27 2d6+3 3d6+5 6d6 Score
28-30 3d6 4d6 7d6 2-4 1 3 1d6
31-34 3d6+3 5d6 8d6 5-8 3 1d6 1d6+1
35-36 4d6 6d6 9d6 9-12 1d6 2d6 1d6+2
37-39 4d6+3 7d6 10d6 13-18 1d6+1 3d6 1d6+3
19-21 1d6+3 4d6 2d6
40-42 5d6 8d6 11d6
22-24 1d6+5 5d6 2d6+3
25-27 2d6 7d6 3d6
Biting attacks may cause different amounts of damage, depending upon 28-30 2d6+3 8d6 3d6+3
the sort of teeth that the animal has and the strength of the animal. For 31-34 2d6+5 9d6 4d6
example, in the table above, a dog with a CN of 10 will do 2d6 points of 35-36 3d6+1 10d6 5d6
damage, while a goat would only do 3 points of damage when biting – not that 37-39 3d6+3 11d6 6d6
this is a goat’s preferred method of attack… 40-42 3d6+5 12d6 7d6

87
METAMORPHOSISALPHA4THEDITION

Many animals use claws as their primary defensive weapon, relying upon Feathers: Feathers provide protection from some extremes of weather, but
their bite to finish off prey. Not all animals have symmetrical claws, that is their provide little in the way of protection from physical injury. Feathers are AC 18.
front claws may not be the same size as their rear claws. Some animals may
rely upon their rear claws for raking, and their front claws for grappling or Fur: Provides protection from cold and injury. Thickness and coarseness may
scratching. For example, a cat will rake using its rear claws and grapple using provide different armor classes ranging from AC 18 to AC 20.
its front claws, however the size of the claws are roughly the same. On the
other hand, the Tyrannosaurus Rex has large raking claws on its rear legs and Hide / Skin: Some animals such as the Hippopotamus don’t have fur, instead
(comparatively small) claws on its forearms. they have thick hide. The thickness of this hide or skin provides an AC between
AC 17 and AC 20.
TailAttacks
CN Prehensile Slapping Scales: Provides protection from injury. Scales may provide different armor
Score classes ranging from AC 17 to AC 19, depending upon the size and thickness
19-21 3 1d6 of scales.
22-24 1d6 1d6+3
25-27 1d6+3 2d6 Running: The speeds listed on the Base Stock table are “comfortable” speeds
28-30 2d6 3d6 for those creatures. Maximum speeds and the duration for which those speeds
31-34 2d6+3 4d6 can be maintained will require a quick bit of research on the part of the GM and
35-36 3d6 5d6 player.
37-39 3d6+3 7d6
40-42 4d6 8d6 MUTATEDANIMALBACKGROUND&SKILLS
Mutated animals have had very little opportunity to learn Human skills.
Some animals may use their tails to attack others. The tail of a normally There is no formal education system for mutated animals, no parental guidance
small animal may become a possible weapon if it has mutated to be large and no precedent in Human history. Naturally, some will have a couple, while
enough to cause damage. A creature may knock another creature over if the for gaming purposes, others will have none at all. All PC mutated animals have
attacking creature has twice the CN of its opponent. This attack will do normal heightened intelligence, however, not all mutated animals have this mutation.
damage, and may result in the attacked creature dropping anything that it is The number of skills an animal might have will depend upon the animal having
carrying (D check at Difficulty Level 8). heightened intelligence and the animal’s background:

Crushing / Constriction: Some animals such as the Boa Constrictor can Pet / Domestic / Herd Animal: None
constrict around a victim and use their great strength to kill prey. Some species
of bear are also known to crush victims, while biting them. A crushing / Laboratory Animal: 1 in 6 chance of being able to read at Skill Level 1 with a -4
constriction attack takes three combat turns as a minimum. Damage inflicted is penalty to understand simple words.
the same as the number of dice used to roll the creature’s CN score. This
damage is applied in the second combat turn. Any creature using this form of Mascot: A natural 2 on 2d6 and the animal has the Combat: Small Arms skill at
attack can prolong the attack, inflicting damage every combat turn thereafter. Level 1 with a -1 penalty.
Disengaging from such an attack requires a single combat turn. Bite attacks
from the creature constricting receive a +2 bonus, as do all attacks from the Stray / Wild: Hunting*, Level 1, 2 or 3, Survival* (Pick appropriate environment),
victim. Level at level 1, 2 or 3.
It is possible for a victim to disengage such an attack using a strength
check, applying any skill bonuses that may be appropriate. Generally speaking, * All mutated animals learn hunting and survival skills at twice the rate of
common sense should be applied when allowing this type of attack, a boa- Human PCs.
constrictor can’t crush a Human in duralloy armor.
It may take years or even generations before sentient animals gain the
Hooves / Feet: May be used to kick or trample. Damage inflicted is the same as same level of access to education and other basic rights as ordinary people, if
the number of dice used to roll the creature’s CN score, divided by three and ever. Some Humans will try to ensure this so that humanity remains at the top
rounded up. of the Terran food-chain.

ANIMALARMORCLASSES 
Natural forms of protection provide different levels of protection to
different species, based upon the toughness of their skins, hides etc.


ANIMALARMORCLASSES
AC 21: Human flesh
AC 20: Thin animal hide, soft fur, feathers
AC 19: Medium animal hide, short fur, small scales
AC 18: Thick hide, thick fur, medium scales, feathers
AC 17: Extremely thick hide, thick scales
AC 16: Quills
AC 15: Chitin
AC 14: Bone plates
AC 13: Hardened shell

Chitin: A protective hard outer shell, or exoskeleton, that provides protection


from predators.

88
METAMORPHOSISALPHA4THEDITION

MUTATIONS CREATINGYOURMUTATEDPLANT
Roll 2d6 and consult the table below to determine how many physical and CHARACTER
mental mutations your mutated animal character has.
Mutated Plants may seem more alien than some of the aliens onboard the
MUTATIONCHART Asteroid to Humans. Mutated Plant Player Characters are exceptional Mutated
 Plants. They are mobile, intelligent and able to communicate (even if only by

Physical
 gesture), unlike most Mutated Plants.

Mental
 Plants, like the Humans, Androids and animals on the Warden, were
No.of
affected by the alien radiation and weapons. Suddenly, these sentient beings
Mutations
were actually conscious of their surroundings, and finding few amongst their



2 - 2 own species in the same predicament, began to wander, explore and learn.
3 1 2
4 2 2 MUTATEDPLANTADVANTAGES
5 2 3
6 3 3  All Mutated Plant PCs begin with the Heightened Intelligence, Mobility
7 3 4 and New Body Part / s (Eyes) mutations.
8 4 4  All Mutated Plant PCs begin with a mutation of their choice that will
9 4 5 allow them to grasp a weapon.
10 5 5  All Mutated Plant PCs will be at least five feet tall.
11 5 6  All Mutated Plants are immune to paralysis weapons and most forms
12 6 6 of gas-based weapons.
 Generally, Mutated Plants are not considered as a security threat by
Go to the mental and physical charts and pick the mutations you find most AIs and Robots.
interesting. Remember to change your ability scores if the mutation affects  May be ignored in security restricted areas by AIs and Robots.
those stats. Don’t forget that your mutated animal character already has the  Ecology and Agricultural Robots will usually heal injured plants, or
Heightened Intelligence mutation. protect / remove them from danger.
 Few Robots are programmed to attack plants.
Note: When a mutated animal is further damaged by radiation, it may mutate  Eventually Mutated Plants can regrow any appendage that has been
again. Use the above chart and advance them to their next level, 4 to 5 or 11 to cut off.
12 and allow them to pick one more mutation. If they were at the 12th level let
them pick either a physical or mental mutation as they wish. MUTATEDPLANTDISADVANTAGES
PLAYERCHARACTERLUCK  Mutated Plants begin the game with no skills.
On Page 35, a detailed description of player character luck can be found.  Requires mutation in order to communicate mentally or verbally with
All player characters have a luck factor. other intelligent beings.
 Are not considered as Human by AIs, Androids and Robots.
MUTATEDANIMALHEALING  May be considered as “weeds” by some AIs and Robots.
Mutated animals heal at the same rate as Humans (2 hp per 24 hrs when  May be considered as “freaks” by Humans, and even hated or feared.
resting), under the same circumstances. Mutated animals can use first aid kits  May be considered as food by Humans, and some animals.
and medical equipment designed for Humans, but gain only half the benefit.  May have difficulty using equipment designed for Human hands.
 Robots such as security and combat variants are normally
EQUIPPINGMUTATEDANIMALS programmed to ignore plants.
Mutated animals are a new race on the Starship Warden. Generally, many  Are affected by herbicide as animals and humans are affected by
Humans and Androids look down upon them, regarding them as lesser beings. poison.
Robots in general don’t seem to have an opinion, since they ignore orders from  Plants require bright light (except for fungi) for three hours time on a
them anyway. daily basis or they lose 10 hit points per day.
Humans are desperate to defeat the races of the Asteroid, and Master Sergeant
Dupper has enlisted the aid of a few trusted (or badly needed) mutated animals. ROLLINGUPYOURMUTATEDPLANT
Generally speaking, most Humans and AIs are not comfortable seeing CHARACTER
mutated animals carrying around heavy fire-power. Mutated animals may be
recruited as cannon-fodder for dangerous missions, or as spies or scouts. It will Step One: Select the type of plant you wish to play. Your selection of plant type
take time for them to be trusted members of a mixed species team. determines some of your character’s strengths and weaknesses. Select from
There is no standard equipment list for mutated animals; they get the table below, or roll one die to determine randomly.
whatever the GM deems appropriate. It is possible that the mutated animal
found a weapon or a piece of equipment on the body of a being killed by a Roll Plant Type
predator, after it became sentient. There are many ways in which a mutated 1 Cactus / Thorn Bush
animal could start play with equipment, but these should be discussed between 2 Flower / Gourd
the GM and player before the game starts. 3 Fungi
4 Shrub
5 Tree
6 Vine
Step Two: Use the Mutated Plant Ability Score Table to determine your
character’s ability scores and the number of additional mutations your character

89
METAMORPHOSISALPHA4THEDITION

90
METAMORPHOSISALPHA4THEDITION

has. Talk with your GM about what extras your character might start with, such Using the modifications listed above for the relevant plant type, you may
as the amount of damage somebody touching your cacti character might suffer. now roll up your character.

Step Three: Check the advantages list and add the mutations listed there to MUTATEDPLANTARMORCLASS
your character’s list of mutations. Now, go and select your mutations and put A plant will start off as AC 19, unless it has bark, in which case it is AC 15.
them in the list as well. Many plants find the use of Human designed armor difficult or impossible.
Some plants can use shields.
Step Four: Determine how many hit points your character has, and check that
mutations haven’t changed your character’s AC. Check your ability scores and CHALLENGESFORMUTATEDPLANT
list how much your character can lift and all of those other boxes to fill on the
character sheet. Make sure that you calculate your Player Character Luck score CHARACTERS
and note that as well. Plants are at a disadvantage when it comes to dealing with Robots. For
the most part, Robots will ignore them, nor will they accept orders from them,
Step Five: Now, have a chat with your GM about equipment. even if they have a color band, unless the Robot has been programmed
otherwise. Depending on a Robot’s programming, a plant may be ignored, or
DESCRIPTIONOFPLANTTYPE even in danger. Ecology Robots may try to kill them off as a weed, or replant
them where they are more ecologically viable! Household Robots may water
Cactus / Thorn Bush: This type of plant includes all succulent species, including
them and try to trim them. Bonsai should terrify even the heartiest of plant
cacti and desert plants. Plants of this type require water half as often as other
characters.
types of plants. These plants automatically get the Spikes / Thorns mutation.
Plants without the appropriate mutations are unable to communicate,
unless it is by sign language or by learning to write!
Flower / Gourd: This type of plant includes all smaller plants that bloom and are
not covered by another type, including orchids. Some flowers such as roses
automatically have the Thorns / Spikes mutation. Gourds, pumpkins, and other MUTATEDPLANTSKILLS
pod plants will have something highly useful to the plant growing in the gourds. None. Mutated Plants have no experience of anything outside of their
Use your imagination and talk with the Game Master about being able to patch or garden bed before gaining sentience. Mutated Plants have had no
generate exploding gourds, acid filled gourds, sticky web gourds and the like. opportunity to gain training in any subject, and have to figure out many things
that are taken for granted by Humans and animals, for themselves.
Fungi: To simplify matters, fungi have been included with the plants. Fungi
depend upon soil and moisture, rather than sunlight as plants do. MUTATEDPLANTHEALING
Plants heal at a rate of 4 hit points per day, 7 if resting in soil and sunlight
Shrub: Weeds, grasses, bushes, tubers, some fruit bearers and other common (darkness for fungi). First aid kits and other medical devices are of no use to
plants are covered in this type. plants, however fertilizers will double this rate of healing.
Tree: The player must decide what sort of tree the character will be. Fruit trees
automatically get the Fruit mutation. Evergreen trees suffer 1 hp extra damage
EQUIPPINGMUTATEDPLANTS
for each fire / heat based attack, while all other types of trees suffer the same Over time, these characters become a part of the combat teams that will
from freezing / cold attacks. Trees automatically get the Protective Skin / Bark destroy the alien invaders of the Asteroid. As part of the military group, they
mutation. should be well-equipped with weapons and armor appropriate to their physical
and mental natures. If their bodies can handle weapons, they should be given
Vine: This type includes a lot of tropical plants and some fruits (e.g. Passion them. As a player, go over the list of possible equipment the Warden provides
fruit). Fruit plants automatically get the Fruit mutation. its troops and select from those that can be used by the mutant.
The GM sould keep in mind that some AIs and Humans will resent or even
act to prevent weapons being given to mutants of any kind, and may see
MUTATEDPLANTABILITYSCORECHART mutated plants as even more of a threat than other kinds of mutants.
Use the table below to determine your character’s ability scores: The armor class of a player character plant should be considered by the
Game Master with regard to the type of original plant. Generally, start all
 Mutated Plants out with an AC of 19 and adjust downward for the type of bark /
 hard wood they might have.

FLOWER

Mutated Plants may have collected equipment prior to beginning play at


CACTUS


SHRUB
FUNGI

the discretion of the GM. An armed being may have been killed close to where
TREE

VINE

ABILITY
SCORES the Mutated Plant became sentient or the plant may have been potted in a
warehouse when it mutated. Whatever the decision is, it should be mutually


Constitution 2d6 +3 1d6 +3 1d6 +2 2d6+1 3d6+3 1d6 +3


agreed between the player and the GM.
Dexterity 2d6 2d6+2 2d6 2d6 + 2d6 + 3d6
Generally speaking, most Mutated Plants will avoid carrying herbicide of
2 2
any type, if possible. Not a rule, just “generally speaking”.
Leadership 1d6 2d6 2d6 1d6 1d6 1d6
Potential
Mental 2d6 +3 3d6 3d6 +2 2d6 +3 2d6 +3 2d6 +3
Resistance
Radiation 2d6 2d6 2d6 +2 2d6 2d6 2d6
Resistance
Mental 2 2 3 2 1 2
Mutations
Plant 2 2 2 2 2 1
Mutations

91
METAMORPHOSISALPHA4THEDITION

5. MUTATIONS Albino: A creature with this mutation becomes sensitive to light (-3 penalty
applied to Doing Things and chances to hit in daylight or equivalent), and tends
to lose pigmentation within the skin. Over a period of time, a mutant’s eyes will
PHYSICALMUTATIONS also change to a pink color, and any skin or hair will become extremely pale, or
Attacking Physically: The Weapon Class Table (on Page 129) is used for all white.
physical attacks made by mutants against targets.
Altered Metabolism / Biochemistry: This mutation changes the dietary habits of
Some mutations have side effects that may make them unviable for player the mutated animal. It might turn a Wolf into a herbivore or a kangaroo into a
characters. It is recommended that players consult their GM before selecting carnivore. It may remove a bear’s need to hibernate or cause a frog to no
those mutations, as it could have negative effects upon the game. The following longer require immersion in water. It also adds a +1 to Constitution, Radiation
is a complete list of Physical Mutations and their descriptions: Resistance and Dexterity.

No. Mutation Ambidexterity: This mutation allows a character or creature to use all of their
1. Albino limbs as though they are all their primary or “master” hand / s. This is
2. Ambidexterity particularly useful in combat (negates the non-master hand penalty), allowing a
3. Altered Metabolism / Biochemistry creature to use more than one weapon with a higher degree of accuracy.
4. Carapace (Partial)
5. Carapace (Total) Carapace (Partial): A thick, chitinous shell covering the back and head of the
6. Chameleon Powers mutant reduces all physical damage to the mutant by  with each attack. This
7. Density Control (Self) also improves the AC of the mutant by 1 Armor Class (AC19 becomes AC18
8. Dormant State etc). This carapace makes the mutant much bulkier. Armor, clothing and the like
9. Dual Brain all have to be specially made to fit the mutant with this carapace.
10. Electrical Generation
11. Energy Reflection Carapace (Total): This is a thick, chitinous shell covering all body appendages.
12. Flight This also improves the AC of the mutant by 2 Armor Classes (AC19 becomes
13. Fungicide Gland AC17 etc). It absorbs  of the physical damage inflicted by each successful
14. Gas Generation attack. When the mutant has lost 75% of their hit points in damage, the
15. Gills / Lungs carapace cracks and the shell provides no protection until the mutant is totally
16. Heightened Balance healed. The shell effectively doubles the original size of the mutant. Armor,
17. Heightened Dexterity clothing, and the like all must be specially made to fit the expansion of the
18. Heightened Hearing carapace on the mutant’s body.
19. Heightened Precision
20. Heightened Smell Chameleon Powers: This is the ability to change body color to fit into the
21. Heightened Strength surroundings. The color changing is automatic and the mutant doesn’t have to
22. Heightened Taste concentrate on this action. In working this mutation, the mutant cannot be
23. Heightened Touch wearing clothing as that spoils the effect. The blending improves the AC of the
24. Heightened Vision mutant, reducing it by 4 classes.
25. Immunity
26. Improved Metabolism Density Control (Self): This allows the mutant to change the molecular structure
27. Increased Size of their own body increasing their weight and decreasing their AC. For every
28. Infravision two AC’s the mutant goes down from their starting AC they shrink to half their
29. Light Generation original size and move half as fast. The change lasts for five hours per change
30. Lightning Rod attempt and the mutant can change up to 10 points of AC in a 48-hour period.
31. Multiple Body Parts Equipment attached to the mutant and weighing less than 200 pounds shrinks
32. New Body Parts with them.
33. Oversized Body Parts
34. Physical Reflection Dormant State: This mutation allows the mutant to enter a state similar to
35. Poison Glands suspended animation. The mutant simply stops doing whatever it is doing, and
36. Quills slows its metabolic rate until it is barely alive. Most medical scanners will not
37. Radiated Eyes register a dormant creature in this state. The dormant state is either conditional
38. Regeneration (until the temperature reaches a particular level, etc.) or time based (i.e. 6
39. Repulsion Odor months, 12 months etc). Once the condition is chosen, the condition may not be
40. Secretion changed. The mutation can be used once per month, but the mutant must feed
41. Shapechanging prior to entering its dormant state again. Being dormant prevents all forms of
42. Shorter healing, and temporarily halts the progress of disease and poison.
43. Sonar
44. Sonic Abilities Dual Brain: The creature has a second brain allowing it to function more
45. Speech efficiently. The mutation raises the Mental Resistance by 1d6 points to a
46. Swift Movement maximum of 21 and Leadership Potential by 1d6 points to a maximum of 21.
47. Taller The character gains 1 extra mental mutation of their choice. The mutant does
48. Temperature Resistance have to deal with a side-effect for the rest of their lives, roll 1d6 and refer to the
49. True Breed text below:
50. Ultravision
51. Vampirism
52. Wings

92
METAMORPHOSISALPHA4THEDITION

Roll Effect Heightened Hearing: This is the ability to sense and identify separate sounds in
1 The mutant is unable to “see” intelligent plants of any kind a 200-yard radius. Things within that radius can never surprise this mutant.
and will never admit to the fact that intelligent plants exist. Hearing is possible into a closed chamber and the mutant can identify the type
2 The mutant has a huge fear of being poisoned and cannot of creatures in the unseen chamber by their heartbeats if the mutant has been
attack a creature that it knows is able to poison it. exposed to the creatures in the past. Additionally, the mutant can hear sonar
3 The mutant’s vision is such that it cannot use ranged and can determine from which direction the sonar originates. Distance is
weapons effectively (treat all uses as if the target was AC another matter.
3).
4 The mutant doesn’t like enclosed spaces, can’t wear power Heightened Precision: This instinctive ability determines the weak points of
armor and can’t stand wearing a space suit for more than opponents and structural weakness in material objects. The mutant does an
60 minutes in a 24-hour period. extra 2d6 of damage over and above his normal physical damage with any
5 The mutant doesn’t like Robots and will not take orders or successful attack.
directions from them. Where possible, the mutant will
constantly put Robots at risk before the mutant enters a Heightened Smell: This ability senses and identifies separate odors from up to
battle. 100 yards. A mutant with this ability can identify owners of objects, who was at
6 The mutant is extremely territorial and after battles must a campsite and follow a trail several days old. The player character should keep
take the time to mark any captured territory as theirs. No a record of what beings they have come in contact with so that they can identify
one is allowed to give orders to the mutant in their territory. them later in game play, and never be surprised by such creatures from an
ambush.
Electrical Generation: This allows the mutant to inflict 4d6 hit points worth of
electrical damage to anyone or anything that it comes into physical contact with. Heightened Strength: This is an increase over and above a mutant’s normal
The discharge isn’t automatic, the mutant can decide whether it’s active or not. Constitution ability score. When using physical weapons they do an extra 3d6 in
If the mutant is trying to touch someone in combat, treat the attack as WC 21. damage with every successful attack. Amazing feats of strength are
commonplace for this mutant even though they might not look muscular. In
Energy Reflection: This causes a specific type of energy type to be totally trying something extraordinary roll 2d6 and rolls of 9 or higher mean the
reflected away from the mutant. Note that this effect happens a fraction of an amazing feat was accomplished.
inch from the flesh of the mutant and clothes or armor will take damage before
the reflection happens. Only two physical reflection mutations are allowed per Heightened Taste: This is the ability to detect substances and gain information
mutant. The mutant picks the type of energy from the following choices: by tasting things. To use this mutation, the mutant licks an item or being, to
Radiation – Laser Light – Mental Attacks – Heat – Cold – Paralyzation Energy – determine what it has been in contact with. If the mutant is familiar with a
Electrical Energy – Kinetic Energy (blunt blows would not strike). person already, it can determine if that person used an item, and how long ago.
The mutant can instantly tell if something is poisoned. The mutant can taste the
Flight: The mutant develops a set of membranes or an inflatable ballon-like air and sense the approximate location of objects within ten feet. The use of
sack and is able to glide at the same rate that it could run, or drift at half that this mutation may be considered a faux pas in some social circles.
rate if using an inflatable sack. Gliding requires height, and the mutant can glide
a distance equal to three times the height from which it launches. The Heightened Touch: The mutant can feel the logical use of devices. This allows
membranes can be folded so they’re not noticeable from the front, hidden the mutant a +3 when figuring out devices. The power also allows the mutant
beneath a cloak or fit inside a radiation suit or spacesuit. Most armor requires an additional 3d6 in damaging non-living objects that the mutant has had 60
some modification. The character can carry only a few pounds of extra weight seconds to study.
when gliding: clothes, a weapon, lightweight armor, some extra ammo or
scientific instruments, etc. Heightened Vision: This mutation allows the creature to see clearly over long
distances (1 mile) and allows the mutant to see at night almost as well as they
Fungicide Gland: This mutation allows the mutant to spray intensity level 9 would during the day. When using missile weapons, treat a target’s AC as 3
poison up to five times a day. This spray does poison damage to plants and levels higher (up to AC 21).
fungus of all types. The mutant is immune to their own spray.
Immunity: The mutant is totally immune to damage from one type of attack. If
Gas Generation: This mutant generates a cloud of gas in a five foot radius the mutation is taken several times there is no chance of doubling up on an
around itself. The gas serves as an intensity level 10 poison staying in the air immunity type:
for 1d6 minutes. The mutant is immune to this poison gas. The gas can be
generated 6 times in a 24-hour period. Roll TotalImmunityto:
1 Electrical Attacks
Gills / Lungs: The character develops a set of gills or lungs (whichever it does 2 Poison
not already have) that allows it to breath air or underwater. The creature is still 3 Life Leech / Death Field Aura
susceptible to radioactive and poisonous air and water. 4 Mental Attacks
5 Radiation
Heightened Balance: This is the ability to maintain balance in every situation. 6 Sonic Attacks
This mutant never unwillingly falls in a pit, trips over a wire, and can walk over a
taut wire and not worry about falling. When not encumbered, they can climb Improved Metabolism: The mutant heals at twice the usual rate (4 hp per 24 hrs
sheer walls. The mutation improves the mutant’s AC by 2 classes. when resting, 2 hp when not). Once a day they can boost their healing rate and
give back to themselves 10 hit points. Three times a day they can move and
Heightened Dexterity: The mutant’s Dexterity score increases to 21. He can attack at twice the normal allowable rate in a combat turn. Use of this mutation
also physically attack twice per combat turn (this is a mutant ability, not a result requires the mutant to eat a massive meal within minutes of such an exertion or
of having Dexterity 21). they will fall into a deep sleep for 3d6 minutes.

93
METAMORPHOSISALPHA4THEDITION

Increased Size: The mutant is now 1.5 times its previous (or normal) size for its improving his armor class by two points. This mutation also allows the
species, and the mutant’s Constitution score is multiplied by 1.5 and rounded mutant to dissipate body heat more effectively, allowing it to hide from
up, to a maximum of 42. Roll a new hit point score. Mutants can have this creatures that can see in the infrared spectrum. Note that this works only
mutation multiple times as the effects are cumulative. when the mutant is naked.

Infravision: The character can see in the infrared spectrum, allowing them to Flame Resistance: The skin becomes bright red and the mutant is
see heat patterns in darkness, etc. The more extreme the temperature ranges unaffected by temperatures up to 500 degrees.
(hot or cold) from the background temperature, the better the definition of the
object. With this mutation they can see any invisible object no matter how well Laser Weapon Resistance: The skin becomes mirror bright and
camouflaged. This type of sight allows the mutant a +3 bonus on all physical harmlessly reflects away laser beams and other light attacks.
attacks they make with melee weapons like swords, fists, axes, etc.
Paralysis Resistance: The skin becomes green and no paralysis effect
Light Generation: This is the ability to emit powerful beams of light with a works on the mutant.
blinding effect on those nearby (even in full daylight). The effect is the same as
for being dazzled (see Page 144). The mutant can also illuminate a twenty yard Poison Glands: The mutant generates poison under its fingernails, claws, teeth
radius around them with light as bright as day which will last for 30 minutes or or any other suitable location. The poison grows in Intensity Level depending on
less if the mutant desires. The mutant can do other actions while generating this how many days have passed since it was last used. On the first day, it is
light. Intensity Level 3. This increases by one per day until it reaches the maximum of
21. The poison is good for one use, after which it immediately drops back to 3
Lightning Rod: A mutant with this ability absorbs electricity and stores it for again. Striking at a victim but missing does not use up the poison. The mutant is
discharge later. The character can store 4d6 hit points worth of electricity immune to his own poison.
damage, for release as lightning bolts with a range of 20 yards. The mutant will
suffer normal electrical damage once their electrical storage limit has been Quills: These are placed along the arms and legs and serve to make physical
reached. Additionally, if their storage limit has been reached and the mutant contact with the mutant dangerous. They are also meant to be thrown as darts
suffers six or more points of electrical damage, the mutant will release all of and function with a weapon class of 19. A random 1d6 quills are thrown in each
their stored charges in one turn of uncontrolled energy. The mutant will suffer attempt, out to a maximum range of 10 yards. Each quill that strikes does 1d6
4d6 in damage, and all living beings within 10 yards will suffer 3d6 electrical damage. The mutant can hurl up to 30 quills a day.
damage. The mutant can “recharge” by draining batteries (at the same rate that
a battery would be recharged, for the same number of hit points that the battery Radiated Eyes: Three times per day, the mutant can blast a dangerous beam of
has), but can not drain shielded equipment (such as the power cells of an intensity level 10 radiation through its eyes. This power can be used only once
operational Robot etc). every four combat turns (until all three blasts have been used) and has a range
of 10 yards. The attack uses WC 17. Such mutants are immune to the harmful
Multiple Body Parts: These are additional appendages, duplicating the function effects of all radiation up to and including intensity level 10.
of limbs or organs that the mutant already possesses. These include any body
part and the Game Master and the player need to decide on the effects. Extra Regeneration: The mutant’s body heals itself at an accelerated pace. The
things could include (but is not limited to) any one of the following:Two hearts to character heals 1 point of damage per day for every 3 points of Constitution
heal at twice the normal rate; eight eyes to see in 360 degrees; four arms to (rounded up to the nearest multiple of 3) every 10 minutes. This mutation does
make two physical attacks in a combat turn instead of one or two; four legs to not heal damage from radiation or poison.
run twice as fast and five times as long; two livers to resist radiation and poison
better –, etc. Repulsion Odor: The mutant emits a very potent smell that can be detected
easily by any creature that has a sense of smell. The mutant is unable to
New Body Parts: A mutated Human may gain a monkey’s tail, or a mutated surprise any creature that can smell it. In the case of animals and mutated
animal may gain a body part or parts that it would not normally have, such as a animals, this smell causes these creatures to become hostile (treat as a check
mutated dog with eyes in the back of its head, or a mutated snake with a torso versus intensity level 12 poison to resist) to the mutant and any creatures in its
and arms, or an ostrich with a voice box. (Note: A voice box will give an animal vicinity.
the ability to speak, as a Human would). The new body parts are fully
functional. The GM should be consulted when deciding the function of the new Secretion: The mutant is able to release a secretion at will that does one of the
body parts. following:

Oversized Body Parts: This is an increase in certain areas of the body, with a DieRoll SecretionType&Effect
subsequent increase in power. The Game Master and the player should talk 1 Web - The mutant can shoot a web 20 yds (treat as WC 12).
over the increases and what they would do, for example: an increased brain To break the web, a Constitution of 13 or better is required.
could increase Mental Resistance and allow the mutant to figure out things The web can hold 300 lbs of weight, but is flammable and
better, Oversized arms might increase the Constitution score of a mutant, an susceptible to acid. The mutant can make webs up to 6 times
Oversized head might greatly enhance sight, hearing, sense of smell, and taste, per day.
etc. As a guide, in the case of claws, bites and horns etc, use the appropriate 2-3 Dissolve - The mutant can secrete a solvent that will eat
chart in the Creating Your Mutated Animal Player Character Section and treat away all metal (except duralloy) at the rate of 1 lb. in 5
the relevant body part as though it was two CN graduations higher when minutes. This secretion will not harm flesh. The mutant can
figuring damage. do this up to three times per day. The secretion does 1d6
damage to Robots per attack.
Physical Reflection: The mutant can change both the color and texture of his 4-5 Glue - The mutant is able to release a chemical bonding
skin. Four variations are possible (only one at a time). Changing takes a combat agent which can last indefinitely, requiring a Constitution of
turn and requires full concentration. The four variations are: 16 to break, and is capable of holding 300 lbs in place. This
glue will not adhere to one of the following substances (roll
Camouflage: The mutant can change his skin color to blend into the 1d6):
background, making himself nearly invisible to casual observers and
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METAMORPHOSISALPHA4THEDITION

1 Flesh (living or otherwise, including wool and themselves and do four times the damage with a successful physical attack
leather) (decided after a successful attack).
2 Metal
3 Plant Fibers (wood, cotton, etc.) Temperature Resistance: The mutant is highly resistant to damage caused by
4 Plastic and rubber temperature change. The creature is not affected by temperatures of up to 200°
5 Silicon (Glass, rocks, etc.) F. or as low as -90° F. (Treat this as half damage from all heat and cold based
6 Surfaces experiencing temperature changes, attacks).
under -20 degrees or over 100 degrees Farenheit.
6 Membrane – Once per day, the mutant can coat an object in True Breed: This mutation means that if this mutant breeds, its offspring will be
a thin, chemically inert membrane. The object can be no born with the same mutations. In effect this becomes a new species. On
larger than the mutant. The membrane is airtight and will reaching adulthood, such mutants breed once a year, for every year of their
harden after 20 minutes, but will remain flexible until then. lives (until past the usual breeding age for their species) and their offspring
This membrane will protect an item from gas, poison, acid or mature to adulthood three times as fast as normal.
even vacuum for 20 minutes, but living creatures will require
a source of air. The membrane is easily punctured and does Ultravision: The character can see all forms of radiated energy. This allows the
not give an armor bonus. character to judge the level of radiation within an area. The mutant can tell if a
device has power or isn’t powered up, and they are immune to illusions and to
Shapechanging: The mutant can assume the body shape of an animal, insect, the camouflage mutation. This vision type allows the mutant a bonus of +3 to hit
reptile, or Human. The change requires two combat turns to accomplish. The on all ranged attacks.
mutant must have seen the type of creature it changes into within the last five
hours. The mass and relative size of the mutant does not change—so, for Vampirism: This mutation is causing havoc amongst the Id. A creature with this
example, he could become a large dog, a small lion, or an impossibly huge mutation finds that it craves the blood of its own kind, and is no longer able to
grasshopper. sustain itself by normal food. In the case of an Id with this mutation, it will attack
another Id using its neural barb to drain blood. Any creature attacked in this
Shorter: The adult size of the mutant is 0.75 times the normal height or length of manner must check versus Level 12 Radiation, or gain this mutation. Failure to
its normal species. With this mutation a +1 bonus is applied to all but the drink blood will result in the mutant starving to death. This mutation can be
Leadership Potential ability. This benefit is not cumulative and can be gained transferred to other species. These creatures are not “Undead” and still have
only once from taking this mutation. The mutant’s hit points are multiplied by reflections, etc.
0.75 and rounded down each time this mutation is taken. The natural AC of the
mutant becomes AC 10. Poison and radiation effects are two intensities lower Wings: The growth of useable wings makes it possible for the mutant to fly as
when this mutant suffers them. This effect is not cumulative either. fast as they could normally run on the ground. Flight can only be accomplished
if the mutant is relatively free of extra weight (figure the mutant can carry no
Sonar: This mutant can “see” it’s surroundings by emitting sound energy which more than 50 pounds of materials). While flying the mutant is so dexterous that
provides the mutant with an accurate picture of objects within the area. In the they gain a bonus to their armor class of 5. Allow the mutant great latitudes in
air or under water, for game purposes sonar has a range of five miles. This can fixing suits and clothing to allow for their wings. Also damage to the mutant
be disrupted in the air by rain, thunder and loud noise, or near reefs and should rarely strike their wings and inhibit their ability to fly as that wouldn’t be a
turbulence underwater. There are many ways of “jamming” sonar, as well as lot of fun.
detecting it.
MENTALMUTATIONS
Sonic Abilities: This mutant can generate a damaging sonic blast in a 10 yard Attacking Mentally: The Mental Resistance Table (see Page 37) is used for all
radius from their person. The damage is 2d6 per blast and can be repeated no mental attacks made by mutants against their targets.
sooner than every 4th combat turn after the first blast. Everything in the blast Generally, when mental mutations are used, the mutant is not doing anything
area (except for the mutant making the attack) takes the damage automatically else and is concentrating on using their mental ability. Multiple versions of the
with no chance of resisting. The damage manifests itself as a burning heat same mental mutation cannot happen in a mutant unless the mutant has two or
attack in the combat turn it was issued. more heads. In this case treat each use of the mutation separately per head
The mutant also has the ability to mimic anything that it hears, not exactly, using the ability.
but pretty close (the GM should assign a Difficulty Level and treat this as though Some mutations have side effects that may make them unviable for player
the mutant’s appropriate score is 15). This mutation does not allow the mutant characters. It is recommended that players consult their GM before selecting
to reproduce other sonic attacks. Alternatively, the mutant can opt to jam sonar those mutations, as it could have negative effects upon the game. The following
in a 2 mile radius for 2d6 minutes, if they do nothing else. is a complete list of Mental Mutations and their descriptions:
Speech: The mutant has developed the ability to speak. The speech of the No. Mutation
mutant may or may not be mistaken for normal Human speech, but it is
1. Absorption
understandable.
2. Alpha Wave Generation
3. Backlash
Swift Movement: This allows the mutant to move at twice the normal movement
4. Charismatic Effect
rate. It also allows him to vibrate his body so that he appears as a vaguely
5. Confusion
Human-shaped blur, but only for 20 seconds (two combat turns) per 24 hours
and reducing his armor class by 4 classes. 6. Cryokinesis
7. Death Field Aura
Taller: The mutant is 1.2 times taller or longer than normal for its species. With 8. De-evolution
this mutation a +2 is given to the Leadership Potential and Constitution ability. If 9. Density Control (Others)
this mutation is selected multiple times, the Leadership Potential bonus can 10. Detection
only be applied once. However, the Constitution bonus is cumulative, to a 11. Domination
maximum score of 42. Once in a 24-hour period the mutant can exert 12. Dual Mentality

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METAMORPHOSISALPHA4THEDITION

13. Empathy Backlash: With this mutation, twice per day a mutant is able to inflict on another
14. Force Field Generation victim the exact same damage they suffered once in the last 24 hours. This
15. Force Ladder damage will be exactly the same and mirror all the effects from the past. For
16. Genius example if the mutant suffered from radiation and mutated, the victim would
17. Healing suffer this as well. Or if the mutant were blasted with a laser, the new victim
18. Heightened Brain Talent would take the laser damage. The victim must be in sight of the mutant. Only
19. Heightened Intelligence one successful backlash attack can occur every 24 hours to any given victim.
20. Heightened Mental Condition The attacker may pick the backlash attack effect it inflicts on others from all the
21. Illusion different types of damage it has suffered that 24 hours. The victim gets a mental
22. Intuition resistance chance to save against this damaging attack.
23. Invisibility
24. Levitation Charismatic Effect: Once every ten minutes, the mutant can project flashing,
25. Life Leech blinding light patterns at victims up to 90 feet away from the attacking mutant
(and treat as dazzling light as per Page 144). It’s a 5-foot sphere of light moving
26. Magnetic Control
with the victim for 30 seconds if the attack is successful. Victims suffer a minus
27. Mass Mind
5 penalty on all of their attacks and can’t make mental attacks until the effects
28. Mental Blast
wear off.
29. Mental Control
All non-sentient creatures seeing the patterns will make a Difficulty Level
30. Mental Control Over Physical States
12 check vs MR or will remain immobile, watching the light patterns. Sentient
31. Mental Defense Shield
creatures must make a Difficulty Level 8 check vs MR or will be mesmerized by
32. Mental Grenade the lights.
33. Mental Map
34. Mental Paralysis Confusion: Three times per day, this mutation can be used to cause
35. Mental Transfer disorientation and fear to any creature with a Mental Resistance score of 5 or
36. Mental Trigger higher within a 20-foot radius of the mutant, excluding Robots, AIs and
37. Mind Wipe Androids. When the mutant is trying to cause confusion, walls, force fields, and
38. Molecular Disruption any other physical barriers do not hinder this mental attack. This is classed as
39. Null Field Generation a normal mental attack against each being. Results are randomly determined
40. Pack Mentality by rolling 1d6 as follows:
41. Pain Transmission
42. Phasing Roll Reaction:
43. Photographic Memory 1 Panicked flight. In panicked flight the victim runs away, throwing
44. Planar Travel down anything in their hands. They will run for twenty minutes not
45. Precognition caring which direction they head as long as it’s away from the
46. Pyrokinesis attacking mutant.
47. Reflection Power 2 Panicked disorientation. Disorientation causes the victim to stop
48. Repulsion Field Generation fighting anyone for ten minutes. They are allowed to do defensive
49. Sympathetic Bond acts or to simply stay or run.
50. Telekinesis 3 Angered attack (friend). This causes the victim to use their most
51. Telekinetic Arm powerful weapon on the nearest ally in their group as if that ally were
52. Telepathic Void a deadly enemy. This only lasts for one attack, but the victim is trying
53. Telepathy to kill their recent ally.
54. Teleportation 4 Angered attack (foe). This causes the victim to use their most
55. Temporal Fugue powerful attack on the mutant who caused their confusion. This
56. Theta Trigger attack continues until the victim or the mutant is dead and cannot be
57. Time Field Manipulation altered by more mental confusion attacks.
58. Weather Manipulation 5 No reaction – loss of initiative. This causes the victim to always go
59. Will Force last in any combat for the next hour. They can still act as normal, but
they are not performing at their best.
Absorption: This allows the mutant to ignore damage from one energy type for a 6 Stunned for 1 turn. The victim is on the ground, unable to do anything
24-hour period. At the beginning of that period (or starting an adventure) the for one attack. Stunned victims can be automatically hit by any attack
player character mutant tells the Game Master what energy type they are directed at them until they recover.
absorbing that day. For that 24-hour period they can absorb up to their original
hit points in that type of energy damage. The mutant picks the energy type from Once an attack is successful the victim cannot be successfully attacked this
the following choices: Radiation – Laser Light – Mental Attacks – Heat – Cold – way for 24 hours.
Paralyzation Energy – Electrical Energy – Kinetic Energy (blunt blows would not
strike). Cryokinesis: This attack has a range of 10 feet and can be used up to six times
consecutively or separately throughout a 24 hour period. After a successful
Alpha Wave Generation: This creates a ten-yard sphere of mental force attack using this mutation, it causes 1d6 of damage from intense cold. If a
surrounding (and moving with) the mutant that makes them totally impervious to second successful attack is made using this mutation in the next round, the
the effects of all types of radiation. The waves last for 60 minutes (or less if the victim takes 2d6 of damage. If it succeeds again on the third round, the victim
mutant desires) and can be created twice in a 24-hour period. After the creation takes 3d6 of damage, and so on. The damage increases only so long as the
of the waves, the mutant can carry out normal actions and does not need to mental attacks succeed in a row. As soon as the victim blocks an attack, the
concentrate on maintaining the sphere. damage must start over again at 1d6.

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METAMORPHOSISALPHA4THEDITION

near it. Avian mutant allies are treated with disdain by this
Death Field Aura: An aura of deadliness can be created in a 20-foot radius mutant.
around the mutant. Every living creature, whether friend or foe, in that area is 4 Impulsiveness forces the mutant to make a LP check whenever
subject to a mental attack. Those who fail fall unconscious for 3d6 minutes (roll a choice is required to be made. If the mutant fails the check, it
separately for each victim, unless there are a lot of them and the GM decides will act on the the first suggested solution to any given problem,
that’s too many rolls). If the death field is applied successfully a second time to as long as it is obviously not suicidal.
an already unconscious victim, the victim dies. Every time this mutation causes 5 Human Worship forces the mutant to believe that Humans can
a death, the mutant also loses six hit points. (The slain creature must weigh at do no wrong. This mutant wants to take orders from any Human
least 10 pounds for the penalty to apply.) AIs, Robots and Androids are not they see. The mutant feels nothing but hero worship for all
affected by a death field aura, obviously. Humans they meet.
6 Weapon Obsession causes the mutant to want to collect and
De-evolution: Once per hour, the mutant can strip a mutation from another carry one of every portable weapon they see. They spend a
mutant by reversing any changes to their original DNA. If this mental attack is great deal of time learning about weapons and how to repair
successful the Game Master strips a mutation from the victim permanently. them. They have a +2 bonus above and beyond all other
Only one such attack on a victim per hour is possible, as the creature’s DNA bonuses for figuring out weapons.
resettles, rendering it temporarily immune to further effects.
Empathy: A creature with this ability can broadcast an emotion to all intelligent
Density Control (Others): This mutation allows the mutant to change the creatures within a 50-foot radius and can detect emotions as well. In combat,
molecular structure of a living victim’s body. With each successful attack, the when broadcasting a peaceful intent, this mutation improves the AC of the user
victim has a beneficial change of one on their armor class for 60 minutes. Each by 2. This ability requires concentration from the user, who can not perform
successful change also shrinks them to half their size, doubles their weight, and other actions during this time. Leadership Potential for a mutant with this
slows them down to half their normal movement ability. Anyone the mutant can mutation is raised by 3 points to a maximum of 21.
see and touch at the same time is eligible for an attack. Multiple attacks are
possible, but an unsuccessful attack causes the victim to return to their original Force Field Generation: This mutation creates an invisible field of energy
state. One attack can be made every five minutes on the same victim. Shrinking completely surrounding the mutant, just inches from his body. The force field
the victim ten times successfully in a row causes them to vanish forever. absorbs 40 points of damage, then collapses and can’t be used again for 24
hours. Only physical objects are affected: bullets, arrows, swords, spears. The
Detection: A mutant with this power is able to alert itself from any state (sleep, field encloses anything the mutant is wearing. While this mutation is in use, the
dormant, talking etc) when triggered. This mutation has a range of 50 feet. Roll mutant can’t do anything else but concentrate on the force field. The field can
on the chart below for type of detection: be maintained for 10 combat turns. After it is dropped, the mutant must rest for
an equal number of turns. All damage to the field persists for 24 hours, then
Roll Type&Effect disappears.
1 Movement – any object larger than a small animal will alert the
mutant with this power. Force Ladder: The mutant can create a five feet wide ladder visible to the eye
2 Telepathy – Any use of telepathy will alert the mutant. and capable of carrying any weight. The ladder is as many yards long as the
3 Life – any living creature approaching will alert the mutant. mental resistance of the mutant times 10 and the mutant can purposely make it
4 Machine Sentience – the presence of any machine sentience will shorter if they wish. It can be used as a physical force to stop advancing
alert the mutant. victims. The ladder takes as many hit points in damage as the mutant who
5 Creature Sentience – the presence of any sentient creature will made it. The ladder exists for as many minutes as the mental resistance score
alert the mutant. of its maker. The mutant can make one new ladder every hour.
6 Plant Sentience – the presence of any sentient plant will alert the
mutant Genius: Geniuses come in two types—military and technological. Roll a die to
determine which type applies.
Domination: If successful, this attack forces the victim to perform an action of
the attacker’s choice (providing it does not cause direct physical pain or death Military: This mutant gets a +2 bonus on the dice roll when attacking with
to the victim). Domination effects last for 60 seconds before a victim will be able any weapon and also does 2 extra points of damage whenever he gets a
to reassert itself. The mutant must be able to see the victim to make the attack. hit with an attack that normally causes damage. In addition, this character
is treated as if his Dexterity score is 20 when determining who goes first in
Dual Mentality: This mutation creates two mentally configured “brains” in the a combat turn, and this character always has a 1 in 6 chance (roll of 1 on
mutant (not real brains) allowing them to do two different things at once if they one dice) to surprise opponents, no matter what the situation is.
are physically capable of the acts. This mutant gains a +2 in figuring out
artifacts; they cannot be mentally controlled; and they gain two extra mental Technological: This mutant gets to decrease the item complexity of
mutations (players pick them). This mutation does have a difficult side effect, unknown devices by one when trying to figure them out. Items that start at
roll 1d6 and refer to the text below: item complexity level 1 can be understood automatically after a few
seconds’ examination.
Roll Effect
1 Contrariness forces the mutant to ignore or disregard directions Healing: This mutation gives the user the ability to accelerate their own healing
given by others. Every day of these creatures’ lives, they must processes or those of another. 4d6 hit points damage may be healed on any
do things their own way and are unwiling to listen to the advice single living being per attempt. The healer mutant is left unconscious for 2
of others. hours after each use. This ability can be used once per day per victim. Androids
2 Indecisiveness forces the mutant to be surprised by all but the and Robots are not affected by this mutation.
most obvious of attacks, and when under stress, the mutant’s
LP score drops by 6 points (to a minimum score of 3). Heightened Brain Talent: This mutant instantly figures out IC 1 and 2 artifacts,
3 Avian Hating forces the mutant to truly dislike birds and bird without using the chart. This mutant also gains a +4 bonus when figuring out IC
mutants. This mutant actively attempts to kill birds that get

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METAMORPHOSISALPHA4THEDITION

3 or higher artifacts. They are allowed two attempts to save against mental mutants to act together to mentally attack the same target multiple times or to
attacks. target multiple weapons at a single target. This also means that if one creature
in the mass mind group has a mental mutation, such as Mental Blast, it can be
Heightened Intelligence: This mutation allows plants and animals to react and channeled through any other member of the mass mind group. Range is one
understand at a Human level. It gives a mutant a +4 on their Leadership and mile.
Mental Resistance scores.
Mental Blast: This mutation can be used once per 24 hours for every point of
Heightened Mental Condition: The Mental Resistance score of this mutant is 21. Mental Resistance that the mutant has. With every successful attack, the victim
Gaining additional mutations never lowers it. takes 3d6 of damage. The range is up to 50 yards and one attack can be
attempted every 60 seconds, until the mutant has exhausted its capability.
Illusion: The mutant can create illusions in the minds of other creatures within
100 feet. This is a normal mental attack. The mutant selects which characters Mental Control: This mutation provides the mutant with the ability to take over
will see it and which will not, then makes a single dice roll to resolve the attack. another being’s body. When a mutant succeeds in attacking another creature,
The illusion does not really exist anywhere but in the victims’ minds. The illusion they are mentally inside the mind of that body and will suffer all the effects that
won’t be picked up by cameras or seen by Robots. To those affected, however, happen to that body until they relinquish control. If the controlled being gets
it is completely convincing; they can see it, hear it, and smell it. In fact, seeing knocked out or dies, then the controller suffers that fate as well. There is an
isn’t necessary. Some illusions can be only sound, such as the noise of a large initial range limitation of 50 feet for the first attack, but after control is
animal approaching through the brush, or only smell, such as the odor of established, there is no range limitation. The controller can use the body for up
smoke. The effect is broken as soon as the illusion is touched or the mutant to 24 hours, but may give up control at any time. The controller’s own body is
stops concentrating on it. helpless and appears in a coma while controlling the other being’s body.

Intuition: This allows the mutant to be aware of chance and provides limited Mental Control Over Physical States: This is the unconscious ability to
precognition. The mutant does an additional 3 hit points of damage every time disregard things like pain and override fatigue and decrease blood loss for up to
they successfully physically attack. When they strike, they hit as though using a 24 hours. This also allows the mutant to heal four times faster than normal. In
weapon of one lower weapon class and raise the armor class of the victim by situations of danger, the mutant is able to double their ability scores (to their
one. They are also able to concentrate for 60 seconds in order to determine if species’ maximums) for 30 minutes as well as move twice as fast as normal,
their next action is dangerous to their health. after which they are exhausted and helpless for 24 hours.

Invisibility: The mutant and up to 100 pounds of material he is carrying (or in Mental Defense Shield: This mutation adds +4 to the mutant’s Mental
constant contact with, such as armor or a weapon) becomes invisible. The Resistance score up to a maximum of 21. It allows the user two attempts at
mutant cannot attack while using this mutation. The mutant can maintain the saving versus a mental attack. Additionally, the mutant knows if any being
invisibility for 3d6 minutes (he doesn’t know exactly when it will wear off) and possessing a mental mutation (but not who or what they are, or what the
then the mutant must rest the same number of hours before doing it again. This mutation is) is within a 100-yard radius.
invisibility is real, it is not a mental attack, so the mutant will disappear from the
view of cameras and Robots as well as other Humans and Androids. Mental Grenade: The mutant sets up an energy field that attempts to do mental
damage to any victim entering the given area. The damage is equal in hit points
Levitation: A creature with this ability can raise or lower themselves into the air to the mental resistance of the attacker. The energy field is invisible and affects
at 10 feet per 60 seconds of concentration, or they can just remain hovering. 3 different victims before blinking out of existence. The attacking mutant can set
This ability requires concentration by the user, who can not perform combat up three of these at a time in any location they can see while standing. These
actions during this time, but can do non-aggressive actions. If concentration is locations cannot have living victims in them at the time of the mental attempt.
broken, the user will fall. The ability can be used for 10d6 minutes per day rolled This mutation can be used up to three times per day.
by the GM with each use and the mutant doesn’t know how much time they
have left after a use. The character does not move forward or backward unless Mental Map: This mutation allows the character to determine the nature of his
they use their hands to make that happen against physical objects. surroundings regardless of visibility in a 100-foot radius. This includes all beings
and objects. When used, this ability requires full concentration from the user for
Life Leech: Once per day, for up to an hour, this mutation allows a creature to one minute, who cannot perform aggressive actions during this time. When the
drain and absorb hit points from intelligent living organisms. It works in a 30-foot being stops concentrating, it has a clear mental map of exactly what is in the
radius around the mutant. This is treated as a normal mental attack. Each turn, local area.
one hit point is drained away from every creature in the area, regardless of
being friend or foe, and transferred to the life leech. Leeching only works on Mental Paralysis: This ability overrides the nerve centers of the victim, causing
sentient beings (MR of 8 or higher). Only one dice roll is made per turn and unconsciousness for 3d6 combat turns. The victim must be visible to the user in
used against all possible victims. Leeched hit points are the first ones lost when order to be vulnerable to this form of mental attack.
the mutant is injured. After 12 hours, leeched hit points dissipate. Life leech
cannot prevent death in the case of a “D” result from radiation or poison. Mental Transfer: This mutation can be used when the mutant has physical
contact with another creature. In most instances, the mutant has control over
Magnetic Control: This allows the mutant to repel, attract, or move anything of a using the power. This is not so with the Id. Any Id with this mutation finds that its
ferrous nature through manipulation of magnetic fields. This mutation only consciousness is transferred into the body of its intended victim, and vice-versa.
functions on metals that aren’t in the control of other intelligences. The mutant Both creatures will take 1d6 hours to gain control of their new bodies. A mental
treats their Mental Resistance score as Constitution for the purposes of lifting bond is established between both creatures, and the death of either creature
and can move any weight of ferrous metals up to what they could normally lift. will end the transference. The transfer lasts for 6d6 hours.
The range is anywhere within the mutant’s line of sight. A mutant can perform
this act twice in any given 60-minute period of time. Mental Trigger: This mutation causes any potential foe in a 300-yard area to
glow bright green for 60 minutes raising their armor class by 2 classes.
Mass Mind: This mutation allows the mutant to empathize with creatures of the Repeated uses of this mutation do not add to an existing effect and the victims
same (or a closely related) species, or with others possessing the Mass Mind cannot resist the effect.
mutation, mentally connecting them. It allows all of the mentally connected
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METAMORPHOSISALPHA4THEDITION

Mind Wipe: This mutation allows the user to remove one learned feature or bit can attack each other normally in the other dimension. A phased creature in
of knowledge from the brain of a victim. The attacker states the feature or outer space will not feel the deadly effects of cold or vacuum while phased.
knowledge, for example: use of a laser pistol or use of powered armor. This is
a mental attack and cannot be used successfully on the same creature more Photographic Memory: The creature never forgets anything it sees or
than once per day. If the attack works, that learned skill or piece of knowledge experiences. If it sees an item operated, it can duplicate that sequence of
is unavailable to the victim for 24 hours, but can be relearned using the Item operation without fault, within reason giving this mutant a +3 in trying to figure
Complexity Chart if appropriate. The victim must be in the sight of the mutant out items they have seen worked.
when the attack is made.
Planar Travel: This is the ability to open ways to alternate planes of existence.
Molecular Disruption: Successful use of this mutation disintegrates the intended This mutation manifests itself in a 10 by 10 yard opening lasting 30 minutes.
target. Successful use also reduces the user to 1 hit point for 24 hours and These planes of existence may or may not be populated (by GM inspired races
exhausts them causing the mutant to do everything at half normal speed. and cultures). Once another plane is entered by one of these openings, there
Success depends on several factors. The mutant must touch the intended may be no way to leave unless the mutant who made the gateway comes along
target. The weight of the target then determines the chance of success when to make a gate back to their original plane. Other options to return require high
rolling 3d6: levels of technology or “magic”, whatever that is. The mutant can create one
gateway per 24-hour period.
Weight RollRequired
Ounces to 10 pounds 9 or higher Precognition: By concentrating intensely on a specific course of action, this
11+ pounds to 100 pounds 10 or higher mutant can see what is likely to happen in the very near future (no more than
101+ pounds to 300 pounds 11 or higher three minutes ahead). Using this mutation requires a mental attack dice roll,
301+ pounds to 900 pounds 12 or higher with the defender’s Mental Resistance determined by the GM’s assessment of
901+ pounds to 1,300 pounds 13 or higher the situation’s complexity. A simple question, such as “what will happen if I
1,301+ pounds to 2,000 pounds 14 or higher open this door?” ranks an MR of 10 or 11. A more complex question, such as
2,001+ pounds to 3,000 pounds 15 or higher “what will happen if I step into this strange, pulsating tube whose purpose and
3,001+ pounds to 5,000 pounds 16 or higher function are complete mysteries to me?” should be treated as MR 18 or 20. This
5,001+ pounds to 10,000 pounds 17 or higher is a case where the GM should roll the dice and not reveal the outcome to the
10,001+ pounds to 50,000 pounds 18 player, because if the attempt fails, the GM can tell the player anything he likes!
Items more than 50,000 pounds cannot be affected by this disruption. (“That pulsating tube will not only heal all your injuries, it will also assuage your
guilt and doubt and leave you feeling physically refreshed and spiritually
Null Field Generation: This mutation causes the area in a 20 yard radius from renewed,” when in fact it’s a sewage pipe.) Players are free to act on such
the mutant to be free of mental influences – i.e. no mental mutations work in revelations according to their best judgement.
that area. (Mental geniuses lose their special abilities etc). Two Null Fields
cancel each other out. This field can be generated for 1 hour per day, at will and Pyrokinesis: This mutant can cause one die of heat damage to one living
ten different fields can be generated by a single mutant per 24 hours. The creature per combat turn. A mental attack is required. The range of this power
generating mutant can walk away from the area and its effect continues for the is 180 feet and the victim must be in the attacker’s line of sight. It’s possible to
entire 60 minutes. Use of this mutation does not use the Mental Resistance set things on fire with this mutation, when the damage accumulates high
Table and works every time. enough. Paper ignites with 10 points of damage and dry wood takes 25-50
points depending on size.
Pack Mentality: This mutation allows the creature to form a bond with one or
more creatures with the same mutation. Such creatures can maintain limited Reflection Power: This mutation reflects damage taken on the mutant’s body.
telepathic contact (direction, emotional state, health, and visions of what they On the first combat turn they reflect 2d6 of the dice that would do damage. In
are seeing) with each other. The bond can be automatically formed willingly or if other words two dice of a total amount of damaging dice aren’t rolled. If the
attempted unwillingly, as a result of a successful Mental Attack. The bond has a mutant concentrates for a second consecutive turn they prevent 3d6 of dice
range of 12 miles and is permanent. There is no limit to the number of members from hurting them that combat turn. Concentrating mutants can move around
of the pack. When pack members are within the field, their Mental Resistance and do non-aggressive actions. Concentration can last for 20 consecutive
and Leadership Potential scores increase by 1 for every five members of the combat turns and then the power can’t be used for 24 hours. The power can
pack that are together, for a maximum bonus of four points. only be used once in 24 hours even if they only concentrated for 2 combat turns
and then stopped.
Pain Transmission: A mutant with this mutation will quickly become unpopular
with others of its kind. All members of the creature’s species within 20 yards will Repulsion Field Generation: This attack creates a spherical force field with a
feel pain whenever this creature is injured. For every 6 points of damage this five yard radius. It is capable of withstanding 100 hit points of energy damage
creature sustains, each creature of the same species suffers 1 point of damage. before being destroyed. The sphere is immune to kinetic damage of all kinds,
and moves at the whim of the creating mutant, at a maximum speed of the
Phasing: The creature can phase itself into another dimension, making it mutant’s running speed. The sphere can hold up to four times the weight of the
impossible to be hit with weapons. It is still affected by mental attacks and creating mutant. The sphere can be used as a vehicle but the air in the sphere
visible in the plane of origin as a blurred milky outline (imagine a ghostly is used up in five minutes with just one human-sized passenger. No more than
Humanoid shape). All equipment that the creature is carrying is phased with it four intelligent beings can be transported or contained in such a sphere. One
(up to 100 lbs). The character can push through objects (creatures and sentient sphere can be made every 60 minutes. The range of the sphere is the sight of
objects treat this as a mental attack) at a slow pace, allowing it to go through the creating mutant.
locked doors and past walls. When coming back into phase, it is impossible to
emerge inside a victim in an attempt to cause damage. Phasing can be used for Sympathetic Bond: Any Id with this mutation has a 2 in 6 chance of finding itself
up to 10 minutes per day. Phasing takes 30 seconds to accomplish and each under the control of any creature it attaches itself to. This bond will remain in
attempt uses 60 seconds minimum. effect until the creature decides to release the Id, or when the creature goes to
While phased, the mutant cannot grasp objects from the normal world, sleep.
and all solid objects appear to them as glass-like outlines. Phased creatures

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METAMORPHOSISALPHA4THEDITION

Telekinesis: This mental power can only be used on non-living objects. The Weather Manipulation: This mutation allows the control of air pressure on a
weight limit is determined by treating the mutant’s Mental Resistance score as if massive scale. The mutant thinks about a weather condition (the GM applies
it were Constitution for the purposes of lifting, allowing it to move objects that it common sense and has final say if such weather is possible) and rolls the dice
could lift with effort. The range is up to 100 yards from the mutant and they and if they succeed the condition happens for 60 minutes. Success also means
must be able to see the target at all times. If the target is being used by an the mutant is exhausted for 24 hours and reduced to 5 hit points (or less if they
intelligent being, that being gets a Mental Resistance check to stop the action. had fewer to begin with). Success is determined by rolling 3d6.
The object can be controlled and moved for five minutes and the lifter cannot
use telekinesis for a period of time equal to that which they spent moving the Weather Roll
last object. Conditions
Strong Breezes 9 or higher
Telekinetic Arm: This mutation takes the form of a tangible, floating arm and Light Rain 10 or higher
hand with the power to lift things into the air up to 100 feet away from the Lightning Storm 11 or higher
mutant. Non-energy weapons or attacks cannot hit the arm. It can lift anything Dense Fog 12 or higher
the mutant could lift with one hand. The arm must stay in the mutant’s line of Light Snow Storm 13 or higher
sight. If the arm takes 10 or more points of energy damage, the mutant falls Below 0 Blizzard 14 or higher
unconscious for 3d6 hours. Heavy Hail Storm 15 or higher
Acid Rain* 16 or higher
Telepathic Void: When undergoing any form of stress (Game Master
determined), the mutant has a 2 in 6 chance of nullifying all telepathic effects *1d6 hit points damage to all organic material per 10 minutes until shelter is
within 30 yards. All neural links (including any Id within range of this mutation) found. Further damage continues at a rate of 1d6 damage per 20 minutes
with captured creatures are severed. afterwards until acid-soaked clothing is removed.

Telepathy: The creature has the ability to communicate using thought. The Will Force: This causes a doubling of any one mutational effect the user might
creature cannot read minds, but can communicate with a willing creature. This try in their next Combat Turn. That effect must still be successful, but whatever
mutation has a range of 20 miles. In combat, this power allows the mutant to it does is doubled in damage and duration. Using this reduces the mutant’s
reduce their weapon class by one when fighting intelligent opponents. mental resistance by 5 points for 24-hours.

Temporal Fugue: This is a mutant’s ability to make perfect replicas of himself by


shunting back and forth in time. The mutant can make 1d6 temporal duplicates PLANTMUTATIONS
of himself in a 24 hour time period. These replicas will last 9 hours. For each
The following is a complete list of Plant Mutations and their descriptions:
replica killed the original mutant takes 20 hit points of damage and is exhausted
for 50 minutes. These replicas are completely supportive of their maker, come
No. PlantMutations
into the world naked, and will act exactly like their originator. They will not do
1. Acid Secretion
something foolhardy or risk their life in a way their originator would not.
2. Aromatic Powers
3. Berries
Teleportation: The mutant must have spent more than an hour in the area
4. Dissolving Juices
where they want to teleport to. They can teleport once in any 24-hour period,
5. Divisional Body Segments
and the jump has a 12 mile range. They can teleport themselves and equipment
6. Electrical Generation
weighing up to twice their body weight. They cannot teleport when other living
7. Empathy
matter is touching their skin. The mutant can have up to six different spots
8. Fruit
sufficiently memorized to teleport to, but the player must have previously
9. Gas Pods
informed the GM of their selection of locations.
10. Heat Generation
11. Heat Resistance
Theta Trigger: Once per 60 minutes, the creature is capable of releasing theta
12. Immunity
waves, triggering sleep in some creatures (does not work against Robots, AIs,
13. Increased Senses
Androids etc). This mental attack has a radius of 40 yards from the mutant. This
14. Infravision
attack cannot happen during physical combat when either the attacker or the
15. Intelligence
defender is in the middle of fighting for their lives. Sleep will last as long as is
16. Larger Than Normal
typical for the victim’s species as if they were sleeping for a full night. Victims
17. Light Generation
can be woken normally.
18. Manipulation Vines
19. Mobility
Time Field Manipulation: This mutation requires the Heightened Intelligence
20. Multiple Limbs
mutation to succeed. It is the ability to send a group of characters back into the
21. New Body Parts
past. Sending PCs back in time can change the future, despite care being taken
22. New Senses
by the characters. The mutant using this power must be willing to risk the
23. Physical Reflection
prospect of their future being dramatically altered. The energy required is one
24. Poison Contact Sap
hit point from the mutant for every hour traveled into the past or future. The
25. Poison Thorns
mutant may only go back or forward as far as all but one hit point of their own
26. Poison Throwing Thorns
bodies can take them. The mutant can take up to six beings back with them, but
27. Poison Vines
they are limited to the equipment they can hold in their arms, they must be
28. Protective Skin / Bark
naked when being transported to the past. It is impossible to take resisting
29. Radiated Plant Fiber
intelligences back or forward inside the time stream. The mutant transports the
30. Radiation Sensitivity and Imitation
group to the same place that they are standing in, in the past or the future. The
31. Reflective Texture
mutant cannot be mentally controlled to do this action.
32. Regeneration
33. Serrated Foliage

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METAMORPHOSISALPHA4THEDITION

34. Shape Change


35. Size Change Roll FruitCharacteristics
36. Smaller Than Normal 1 The fruit is highly acidic. Treat as normal acid (IC 2, WC 20) when
37. Sonic Ability thrown doing 5d6 in acid damage.
38. Speech 2 The fruit is toxic. Roll 3d6 for contact poison Intensity Level with the
39. Spikes / Thorns breaking of each fruit.
40. Spore / Pollen Sack 3 The fruit will heal 3d6 +3 hit points damage, per fruit eaten.
41. Squeeze Vines 4 The fruit boosts Radiation Resistance reducing the Intensity Level of
42. Symbiotic Attachment radiation exposure effects to the eater by 5 intensity levels for 24
43. Tangle Vines hours.
44. Telepathy 5 The fruit boosts Mental Resistance by 3 points for 24-hours.
45. Texture Change 6 The fruit is a poison antidote and when taken after a being has been
46. Ultravision poisoned, cure is automatic and immediate.

Acidic Secretion: The leaves, trunk or another part of this plant secretes an Gas Pod: The plant now produces and stores gas. Roll on the table below to
acid, allowing the plant to dissolve organic matter at a touch (WC 20 - 1d6 determine the type of gas produced:
damage per attack). For every three points of damage inflicted upon living
organic matter in this manner, the plant heals one point of its own damage. Die GasType&Effect
1 Poison – Intensity Level 3d6 with 10 yd radius.
Aromatic Powers: The fragrance of this plant acts like Intensity Level 16 poison. 2 Paralysis – Treat as Intensity Level 3d6 +3 poison within 10 yd
Instead of causing damage, the dice determine how many combat turns the radius. Lasts 3d6 minutes.
victim is rendered unconscious. Treat a “D” result as 6d6. Characters with no 3 Sleep – Treat as intensity level 3d6 poison within 10 yd radius.
sense of smell are immune. Lasts 1d6 hours.
4 Explosive - 2d6 damage to all within 15 yd radius.
Berries: The Mutated Plant selects the type of berries to be grown every three 5 Laughing Gas - Treat as intensity level 14 poison and drop all
months. They can grow one berry for every three points of Constitution that the weapons etc for 1d6 rounds. 10 yd radius effect.
plant has. The Game Master and the player should agree on the properties of 6 Stench - no effect, but smells terrible.
the berries and anything can be created including: a 3d6 exploding berry, a 3d6
healing berry, a general poison antidote berry, a 3d6 radiation damage healing Heat Generation: Touching this plant causes 1d6 of heat damage to living
berry, a 3d6 acid bomb berry, etc. The berries remain effective for 7 days after creatures per turn.
being picked. It is possible for the Mutated Plant to grow three types of berries
at once. Heat Resistance: The plant is highly resistant to fire and heat damage. The
plant is not affected by temperatures of up to 500 degrees and only takes 1d6 in
Dissolving Juices: This is a 4d6 sticky acid that the plant can generate from its damage from normal fires and laser weapons per attack.
larger leaves. It’s a WC 19 attack when used in combat. The acid is very
powerful and will eventually destroy metals of all types, except duralloy. The Immunity: The plant is immune to a form of attack:
plant can generate a gallon of this acid in a 24-hour period. This mutant can
attack with acid covered appendages at least 20 times in every 10-minute Roll Immunityto:
period. 1 Electrical Attacks
2 All Herbicide
Divisional Body Segments: These are blind, snake-like appendages that can 3 Life Leech / Death Field Aura
move up to 50 yards from the plant and do the plant’s bidding. These 4 Mental Attacks
appendages can feel and transmit the sensations that the plant would normally 5 All Radiation
feel. The plant can control up to ten of these appendages at any time. Items can 6 Sonic Attacks
be grasped and dragged to the side of the plant when several of these
appendages act together. If the plant is in danger, the segments may be Increased Senses: This is a wide range of senses for the plant allowing it to
dispersed by the mutant to take root elsewhere. accurately sense the location of any intelligent being within 300 yards of it. This
sense also increases their targeting skills and allows the plant +5 bonus to hit
Electrical Generation: All contact with the skin of the Mutated Plant causes a when attacking.
2d6 jolt of electricity that the mutant cannot control. The plant will discharge one
such jolt per combat turn, while in contact with another creature. Infravision: The plant can “see” in the infrared spectrum, making use of heat
patterns. The more extreme the temperature ranges (hot or cold) from the
Empathy: A plant with this mutation can broadcast an emotion to all intelligent background temperature, the better the definition of the object. With this
creatures within a 30-foot radius and can detect emotions as well. The plant mutation the plant can see any invisible object no matter how well camouflaged.
cannot perform other actions during this time. Leadership Potential is raised by Physical attacks by this plant receive a + 5 bonus to hit.
3 points to a maximum of 21. The plant with this mutation receives a bonus 3 to
their WC when they are broadcasting a calming emotion. Intelligence: The plant is self-aware and intelligent, and it can communicate
telepathically. All intelligent Mutated Plants have at least a Mental Resistance of
Fruit: The plant now bears fruit (or its natural fruit has been mutated). The plant 9, but in some rare cases this can be as high as 21 (determined by the Game
will produce 2d6 fruit per month, taking a full month to ripen. Once ripe, the fruit Master or other mutations).
will then show its characteristics. The plant knows which fruit it has created, but
no one else will be able to tell one fruit from another. The plant will not be able Larger Than Normal: The Game Master and player should agree on how large
to control the type of fruit being picked and it knows the fruit type just after this plant is and allow for even more size through growth. The plant receives a
picking. Roll one die on the table below: +1 in all of its abilities. The plant’s natural armor class is improved by 2 classes.

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METAMORPHOSISALPHA4THEDITION

Light Generation: This is the ability to emit powerful beams of light with a Poison Thorns: These thorns inject intensity level 12 poison into anyone who
blinding effect on those nearby (even in full daylight). The effect is the same as touches the plant. The plant is immune to its own poison.
for being dazzled (see Page 144). The plant can also illuminate a twenty yard
area around them with light as bright as day which lasts for 1 hour or less if the Poison Throwing Thorns: The plant is able to throw 1-3 poison thorns per
plant desires. The plant can do other actions while generating this light. combat turn. Each thorn contains intensity level 2d6 poison. The thorn is hurled
up to 20 yards from the plant, with a weapon class of 18 and doing 1d6 damage
Manipulation Vines: These are appendages that the plant can use as hands. on a successful hit, as well as the poison effect. Thorns which miss their target
Most plants have a Constitution of 15, for purposes of determining how tightly can be collected for use as weapons. The plant will have twice the number of its
they can grip things and how much weight they can lift. These vines are Constitution score in thorns, ready to use. The plant can regrow the thorns in a
typically 3d6 feet long. week. The plant is immune to its own poison.

Mobility: The plant can move around under its own power. This by itself doesn’t Poison Vines: The plant grows limbs with a random (2d6) Intensity Level poison
require intelligence; the plant may simply move to get water or sunlight. The GM sap on the limb. A successful strike of the limb injects the poison into the flesh
decides how the plant moves (creeping, dragging, leaping, burrowing) and how of the victim. The plant is immune to its own poison.
quickly.
Protective Skin / Bark: The outer surface of the plant is covered with a hard or
Multiple Limbs: A plant with this mutation has 6 extra limbs that may be used for protective skin such as bark. This gives the plant AC 15 against all forms of
moving or manipulation (player’s choice). These limbs are roots, branches or physical attack.
vines, which can add to either the plants’ Constitution score (1 point per limb for
a max of 6 points) when figuring out encumbrance for movement purposes, or Radiated Plant Fiber: This plant continually emits intensity level 10 radiation in a
the plant’s Dexterity score (1 point per limb for a max of 6 points). When the 10-foot radius, or intensity level 15 radiation if it is touched. The plant is immune
limbs are selected for manipulation, the plant gains 1 extra attack for every two to radiation up to and including intensity level 15.
extra limbs.
Radiation Sensitivity and Imitation: This allows the plant to sense any radiation
New Body Parts: The Mutated Plant gains a body part or parts that it would not in an area and change its structure to be totally immune to the radiation’s
normally have, such as hands or a voice box. (Note: A voice box will give the harmful effects. Plants cannot do this with the attacks of radiation-based
plant the ability to speak, as a Human would). The new body parts are fully weapon’s systems, as they are too sudden. It also allows the mutant to react to
functional. The GM should be consulted when deciding the function of the new many types of security color bands and finger print, palm, and retina tests to
body parts. duplicate that color or print so perfectly that it fools security devices into
opening formerly locked areas.
New Senses: This should not duplicate another mutation elsewhere on the
chart. The Game Master and the player can be creative with this mutation, to Reflective Texture: The silvery sheen of this Mutated Plant perfectly reflects all
allow some very unusual abilities. Some examples are: types of energy directed at its surface, with the exception of sunlight.

Radar with a range of five miles. Regeneration: This mutation allows the plant to heal itself of 2d6 damage every
Sonar with a range of two miles. 12 hours.
Sense all electrical devices and thus have a +3 to learn to operate them.
Sense all Humans and have a +3 in the mutant’s Leadership Potential when Serrated Foliage: The plant produces serrated leaves of some form. These
dealing with them. leaves are often large and quite hard, allowing the leaves to be used as a
Sense all radiation and treat radiation as 5 intensities less for this mutant. weapon (WC 20, 2d6 damage). The leaves can be removed from the plant after
it dies and will remain useful as a weapon for 7 days. These leaves allow the
Physical Reflection: The plant is immune to a specific type of energy and plant to attack three times in any given combat turn with three different large
reflects that form of energy back in a random direction. leaves.

Roll ReflectionDirection Shape Change: The plant has the ability to mimic the shape of any creature that
1-2 Back to origin the plant has come into physical contact with in the last 12 hours. The plant is
3 Immediate left able to assume this shape for their Mental Resistance x 1d6 minutes. The plant
4 Immediate right can use this ability to impersonate another creature, but equipment that the
5 Upwards duplicated creature was carrying does not work, except for simple weapons or
6 Downwards tools (knives, spanners, clubs, etc.). This can be done once in any given 24-
hour time period.
Roll Immunityto:
1 Electrical Attacks Size Change: Plants with this mutation are either triple their normal size, or one-
2 Mental Attacks tenth their normal size (determine which randomly). It’s possible for this
3 Sonic Attacks mutation to occur more than once, producing plants of truly stupendous size.
4 Light Attacks
5 Heat / Cold based Attacks Smaller Than Normal: The adult size of the plant is 0.75 times the normal height
6 Radiation Attacks of its species. With this mutation a once-off +1 bonus is given to all ability
scores. This bonus is not cumulative with additional taking of this mutation. The
natural AC of the plant is improved by 2 classes. Poison and radiation effects
Poison Contact Sap: When another plant or the flesh of a living being touches a
are treated as four intensities lower when the plant suffers them.
part of this plant which is covered in poisonous sap, 3d6 is rolled to determine
the Intensity Level of the poison in that location. The plant’s sap remains potent
Sonic Ability: The plant has the ability to make sound. Much of the time this will
for up to 20 minutes after leaving the surface of the plant. The location of the
be no more than a pleasant and melodious humming, but if the plant is injured
poisonous sap is determined when a plant character is rolled up. The plant is
or threatened, it can emit an ear-piercing blast that causes one, two, or three
immune to its own poison.
dice of damage (GM selects randomly) to everything within 30 feet. If growing
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METAMORPHOSISALPHA4THEDITION

with other plants of the same species, when one plant starts shrieking, the areas. The plant can tell if a device has power or isn’t powered up. This
whole patch may join in. The plant species is immune to its own sonic attack. mutation also allows the mutant a bonus of 4 to all ranged attacks, and it can
see normally camouflaged objects.
Speech: The plant has developed the ability to speak. The speech of the plant
will not be mistaken for Human speech, but it is understandable. VILLAINS
Possibly the most enjoyment a role-playing game can deliver is the
Spikes / Thorns: The plant is covered with sharp spikes or thorns. The plant will ultimate destruction of a powerful enemy. The very best campaigns have
have 4d6 of these available to remove (without damage) and throw (20 yards multiple levels of evil villains who must be defeated. Such villains seldom kill
range, WC 20 for 1d6 of damage) in any given 24-hour period. Spikes take a their enemies outright. Instead, in the best traditions of melodrama, they
week to grow back. When foes physically strike this mutant, they take 2d6 in capture them, strip them of their weapons and equipment, and send them
spike damage on their own flesh. Ids cannot attach to this style of mutant. packing, laughing at them as they leave and confidant that they will never return
to cause trouble again.
Spore / Pollen Sack: The plant possesses 1d6 + 4 sacks which contain pollen Below are four villains and one individual with suspicious motives suitable
(plants) or spores (fungi). The spores burst in a 10-yard radius area and float in for using on Level Fourteen, Epsilon City of the Warden.
the air for three combat turns. Each sack releases a cloud that obscures normal
vision and makes breathing difficult for 1d6 combat turns unless the victim BlackBreck
makes a Difficulty Level 12 check against their Constitution score. Anyone
Black Breck is a Crazed Robot that has decided machines should rule the
failing this check will be unable to act for 1d6 combat turns. The plant can burst
ship and Androids and Humans are suitable only as slaves. It appears to be an
the sacks at will. A new replacement sack takes 24-hours to grow. The plant is
engineering Robot. It has learned to reprogram Robots and AIs to its way of
immune to its own sack attack.
thinking, but this process takes time. Black Breck’s preferred tactic is to join a
group of Androids or Humans and slowly alter the programming of their Robots
Squeeze Vines: This is a powerful single vine capable of rapid movement. It
until it controls enough of them to overpower the group. Its long-term goal is to
can extend up to 40 yards from the plant and has a weapon class of 11. When
seize control of a factory level and begin manufacturing thousands of Robots to
the vine successfully strikes a victim, it crushes them for 3d6 points in the first
its specification. Black Breck is unerringly polite, even obsequious, in its speech
combat turn and may continue in consecutive turns to do 4d6 on the same
and behavior. It never takes part in combat, only acting behind the scenes.
victim or thing. After combat, the plant will have taken 1d6 in physical damage
Unknown to anyone else is the fact that Black Breck’s core program is recorded
from exerting itself with this form of attack.
in a computer in a hidden engineering bay. If the Robot is destroyed, its
programming is just loaded into another of the many engineering Robots in
Symbiotic Attachment: This mutation plants a seed or fungi under the skin of
storage and Black Breck lives again.
another creature (alien, animal or Human). One week after the seedling or
spore is planted, the creature’s CN is raised by 2 points (to a max of 42), after a
month, the creature turns green. The creature with the symbiotic attachment is RedTheon
able to communicate (as if possessing a form of empathy) with intelligent plants Red Theon is a Killer Android Ben (a male companion Android) with
of the same type that planted the symbiote, and finds that it is unable to attack, unusual leadership ability. The damaged process that manufactured the
and will act to prevent others from attacking that type of plant. Once the Humandroids tends to create energetic and wild Androids, but Red Theon can
creature dies, the seedling or spore will sprout from the body and grow calm them down and organize them into an efficient force. He has abandoned
normally. The seedling or spore can be removed by surgery, but the host loses the Killer Androids and adopted the Humandroids because they are much better
the 2 points of CN that it gained and the green will fade from the host’s body organizers. While Red Theon holds no official title or position among the
over a six month period. One symbiote of any type per host. Humandroids, all of them look to him as their father figure and the heart of their
movement. Unfortunately for Red Theon, Level Fourteen had only minimal
Tangle Vines: These are weak vines that can wrap around someone’s legs and Android manufacturing capability, which by Phase 3 is all used up. His new
trip him (use the Doing Things Table; the plant’s ability score is 12 and the crusade is to locate another Android vat to increase the stock of Humandroids.
Difficulty Level equals the character’s Dexterity score). The vines have no real Red Theon has nothing but contempt for Robots and Humans.
strength and are easily torn loose. Tangle vines are no more than a nuisance—
except when they delay characters who are trying to dash through an irradiated WhiteFang
area, or when they occur in combination with other, more dangerous mutations. White Fang is a Wolfoid genius and through the strategic use of violence
and guile, is emerging as a leader among the Wolfoid packs of Level Fourteen.
Telepathy: The plant has the ability to communicate using thought. The plant This albino mutant stands 12 feet tall and quickly learned how to use the most
cannot read minds, but can communicate with a willing creature. This mutation deadly weapons it could lay his paws on. He has united several Wolfoid packs
has a range of 2 miles. Creatures, other than Mutated Plants will find this and now leads them in an effort to seize control of Level Fourteen. He and
communication slightly uncomfortable at first, due to the “alien” nature of the some of the most powerful members of his pack have begun a systematic
plant’s intelligence. The plant must be able to see the creature, or be in physical exploration of the ship, using the pathways in the hull to get around. White Fang
contact with it to telepathically communicate. will be hard to kill and even harder to capture, as he and his bodyguards are
always ready to retreat back to their city stronghold.
Texture Change: This is a far more powerful version of the Protective Skin /
Bark mutation. This could give the plant thick mineral scales, a protective shell ‘LilBoyBlue
or metallic scales. The plant’s AC is determined below: Several reports from patrols have reported seeing a small blue humanoid,
that appears to be a young boy with the aged face of an old man. This oddity
Roll TextureChange has been sighted near the scene of a number if severe Id infestations and is
1-2 Metallic Scales (AC 10) considered to be a harbinger of trouble by some of the more superstitious
3-4 Mineral Scales (AC 11) marines. ‘Lil Boy Blue is extremely quick, and has been reported to provide
5-6 Shell (AC 12) warnings of trouble ahead; it is believed that ‘Lil Boy Blue can’t talk, as he has
communicated previously by gestures only. While there is no indication that ‘Lil
Ultravision: The plant can “see” or accurately sense all forms of radiated Boy Blue is aggressive, he is still believed to be dangerous, as patrols that have
energy. This allows it to judge the Intensity Level of radiation in contaminated attempted to follow him to his lair have not returned. Additionally, when

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METAMORPHOSISALPHA4THEDITION

pursued, ‘Lil Boy Blue appears to delight in throwing all manner of disgusting The DNA structure is designed to melt at the touch of Android or Human
objects at unsuspecting marines in an attempt to discourage pursuit. flesh, but otherwise it becomes an effective barrier (although a weak one) which
 will stop creatures from attacking or at least slow them down. Lasers and bullets
JackO’Lantern punch right through the flesh, and creatures trying to get through make easy
targets for all weapons. This device is powered by a single Type IV. Small
“Jack” is suspected to be a Mutated Plant of some sort. Obviously
Hydrogen Cell. The flesh wall collapses and turns into an inch thick layer of red
intelligent, and mean as they come. Jack is reported to use traps of all kinds to
powder after 72 hours or taking 150 hit points of damage. The powder is
catch single members of different species, and then use them as bait to lure
useless for recycling. Weighs 10 lbs.
others of their kind into his traps. There are no eye-witness accounts of Jack in
action, but humanoid victims have always been found with a single pumpkin
Android Sticky Flesh (IC 3, WC 19): This device detects movement of alien life
Jack O’ Lantern with a maniacal grin sitting where their head would normally be
forms, that is anything not Human, Robotic or an Android. This device ignores
located. For some reason, this seems to disturb Androids even more than most
Terrestrial and Martian plant life, including mutated versions of both. Animals
of the Humans that have found the victims.
and mutated animals will trigger this device. This device is powered for 72
hours (or until it sustains 10 Hit Points of damage) by one Android energy cell.
From the start of Phase Three, the Warden has stocks of these devices, often
POWERFULVILLAINS found in three-foot-tall tubes in a 48-tube set.
The tubes are sensitive to motion within 30 yards of the unit. Each tube
More than anything else, powerful and worthwhile villains are what
set reacts to alien shape or DNA signatures, and a tube is launched. The tube
make a campaign interesting and memorable. It’s almost guaranteed that
adheres only to alien life forms and immediately absorbs all moisture in the
during a game, one of the players is going to mistreat one of the group’s
area, growing rapidly from five pounds to a 200-pound, water-filled weight. This
NPCs. When this happens, have that character walk off angry and leave
device is designed to slow down and prevent an alien life form from doing other
the group. Several months later the player characters will be exploring a
actions. When the unit takes 10 hit points of damage, it turns into red gel. Each
new part of the ship and discover this long-lost NPC now has a powerful
tube weighs 5 lbs.
band of followers and a grudge against the player characters. At first have
the new villain try and humiliate the PCs by stripping them of resources or
Atomic Power Cell Recharger (IC 9): This device recharges atomic power cells
wounding and abandoning them. Then have that villain begin a campaign
of all types. It operates off either broadcast power or direct power from the ship
of obstructing the PCs in their efforts, organizing problems for them, and
or a generator. It also requires replacement fissionable material, to replace the
antagonizing them at every turn. When the characters try to eliminate this
material in the cell. The device recharges as per the recharge times listed for
foe, make his death suitably mysterious, with no identifiable body, so that
each battery type. Weighs 300 lbs.
the characters think they have killed the villain only to run into him again
later.
Atomic Torch (IC 3, WC 20): The atomic torch is designed to cut through any
material. The device has an adjustable 1 to 15 inch cutting point. The cutting
process is immediate and leaves no residual radiation. This device uses a
single Type IV. Small Hydrogen Cell, which will be good for five uses or 30
6. EQUIPMENT minutes of continual operation. Weighs 2 lbs.
The Warden is filled with vast storage sheds and warehouses of
equipment. Besides these, there are also automated factories able to instantly Batteries / Energy Cells : The more common types of batteries and power cells
build devices of all kinds. What follows is a small list of the most commonly used on the Starship Warden are described below:
found items in the warehouses of the ship. In the descriptions below, “IC”
stands for Item Complexity (important when trying to figure out how items work) Type: I. Small Chemical Battery
and “WC” stands for Weapon Class. Listed equipment weights do not include IC: 1 Weight: 12 oz.
the weight of power cells or batteries. Recharge Time: 15 minutes hp: 1
Description: Although considered old-fashioned, the chemical battery is still in
Acid (IC 2, WC 20): Acids are used in many operations on the ship. Acid common use as it is cheap to manufacture, easily rechargeable and very safe
canisters are bright red with a yellow death’s head printed on the side. The acid to handle*. It looks like a silver coin (about the size of a US quarter) with a “+”
can be sprayed up to 5 feet and directed onto a target a mere quarter of an inch and “-“ marked on its sides. It is normally used in small personal devices.
across, or fanned across 10 feet. The acid does 6d total points of damage to
whatever it hits, divided evenly among all the targets. Each 18-inch-tall canister Type: II. Medium Chemical Battery
contains enough acid for 25 sprays. Weighs 8 lbs. IC: 1 Weight: 32 oz.
Recharge Time: 45 minutes hp: 1
Android DNA Sampler (IC 5): This device is a cube, measuring two inches Description: This battery resembles the batteries used in the late 20th Century
across, powered by a hydrogen energy cell. The energy cell powers the device and early 21st Century. It is one inch long and half an inch wide, with a “+” and
for up to 48 hours (or until it suffers 5 hit points of damage). This device is “-“ marked at each end. It is normally used to power small to medium sized
available from the beginning of Phase Three. personal devices, such as portable computers or entertainment devices.
The sampler is set to react to alien DNA of all types. When the unit senses
alien DNA, it emits a sonic repeating blast that can be heard up to 400 yards Type: III. Large Chemical Battery
away. The unit continues to emit the alarm for 60 seconds and then resets IC: 1 Weight: 10 lbs.
itself, waiting for more DNA samples. The unit can be thrown onto any surface, Recharge Time: 1.5 hours hp: 3
and suction facets adhere to the surface and place the unit. Uses two Type II. Description: This battery is an inch-thick, 2-inch wide and 6-inch long
Medium Chemical Batteries to operate for 24 hours. Weighs 2 lbs. rectangular box. Despite appearances, the battery is relatively heavy for its
size. The Type III. Large Chemical Battery is normally used to power computers
Android Flesh Bomb (IC 3): When found in its inactivated state, this device is a or irregularly used devices that do not warrant a more expensive power source.
white ten-inch diameter sphere. The device is voice activated and when
commanded, will expand to fill an area with a radius of 40 feet with a quantity of Type: IV. Small Hydrogen Cell
white spongy flesh. IC: 3 Weight: 16 oz.
Recharge Time: 10 minutes hp: 1
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METAMORPHOSISALPHA4THEDITION

Description: The hydrogen cell is an all-purpose power source that is less has a range of 10 yards for a Type VII., 20 yards for a Type VIII. and 50 yards
powerful than an atomic cell, but far safer**. With proper care, it can last for a Type IX. It pays to be careful with these!
through hundreds of rechargings and thousands of hours of use. The Type IV.
Hydrogen Cell is a wafer-thin, black rectangle (the size of a credit card) with a C99 Multi-Purpose Explosive (IC 6, WC 17): C99 is packaged in small  pound
hydrogen atom depicted on its surface. This type of cell is often used in pistols blocks of grey colored “clay”. Each block is wrapped in a water-proof, shock-
and power tools. proof wrapper. C99 is detonated using electricity. Typically, C99 comes with a
one-use only detonator, which may be remotely controlled from up to 100 yards
Type: V. Medium Hydrogen Cell away, or timed to detonate from 2 seconds up to one hour. C99 will deliver
IC: 3 Weight: 48 oz. 15d6 damage to everything within 20 yards. C99 does not require oxygen and
Recharge Time: 30 minutes hp: 2 can be used underwater or in vacuum. C99 can be cut and reshaped as
Description: TheType V. Medium Hydrogen Cell is a thicker version of the required.
Type IV. The Type V. Hydrogen Cell is a half-inch thick, red rectangle (the size
of a credit card) with a hydrogen atom depicted on its surface. This type of cell Chemical Battery Recharger (IC 6): This device recharges chemical batteries of
is often used in energy rifles and some personal propulsion systems (such as all types. It operates off either broadcast power or direct power from the ship or
Jet Boards). a generator. The device recharges as per the recharge times listed for each
battery type. Weighs 5 lbs.
Type: VI. Large Hydrogen Cell
IC: 3 Weight: 6 lbs Chemical Defoliant (IC 2, WC 20): These chemical sprays act as Intensity Level
Recharge Time: 2 hours hp: 6 18 poison to plants only. The spray covers a 3-foot-diameter circle and has a
Description: The Type VI. Hydrogen Cell is used mainly in vehicles. It is a 6- range of 3 feet. Each canister contains enough defoliant for 25 sprays. The
inch high, 6-inch wide, and 10-inch long rectangle with three terminals. It does cylinders are 18 inches tall, green and weigh 8 lbs. Each canister has a yellow
not matter which terminals are connected as the cell directs power to the death’s head printed on the side.
correct terminals.
Color Bands (IC 1): These bracelets come in six different colors, each radiating
Type: VII. Small Atomic Power Cell at a different frequency. These act like keys or security cards to permit entrance
IC: 5 Weight: 2 lbs into restricted areas of the ship and to activate many of the ship’s more complex
Recharge Time: 2.5 hours hp: 3 devices. The bands’ radiation is both harmless and nearly impossible to
Description: Atomic power cells are extremely small, self-contained cold-fusion duplicate (some mutations can do this!).
nuclear reactors. Atomic power cells are constructed so that the radiation Normal command bracelets are blue; horticultural bands are green;
becomes harmless as the cells are drained***. These cells are the current security bands are red; general-purpose bands issued to families are brown;
pinnacle of Human energy storage technology. The Type VII. Small Atomic engineering bands are steel gray; medical bands are white. Any door that
Power Cell contains intensity level 7 radioactive, fissionable material. This type requires a color band to open has the appropriate color posted on it in a 3 x 8
of atomic power cell is a fist-sized, bright blue cylinder with radiation symbols all inch rectangle. Touching the band to the colored rectangle activates doors and
over its surface. These cells are often used to power small or light vehicles. devices. Bands also have short-range communicators built in, allowing radio
communication with other bands of the same color within two miles.
Type: VIII. Medium Atomic Power Cell Each band also has its own unique coding to identify it from all other
IC: 6 Weight: 8 lbs. bands of the same color. Some computers on the ship can track individual
Recharge Time: 8 hours hp: 8 bands within a radius, on a particular deck, or anywhere on the ship. Weighs 16
Description: The Type VIII. Medium Atomic Power Cell contains intensity level oz.
14 radioactive, fissionable material. This type of atomic power cell is a football-
sized, bright blue cylinder with radiation symbols all over its surface. These cells Command Rings (IC 1): Each of the Warden’s four captains had a special,
are often used to power medium-sized vehicles. radiated ring that served a similar purpose to the Color Bands (listed above).
There are only four of these rings, which (unlike a color band) allow access to
Type: IX. Large Atomic Power Cell anywhere on the ship. These rings are blue and red in color and when within 50
IC: 7 Weight: 50 lbs yards of another command ring, the rings will glow in alternating blue and red
Recharge Time: 24 hours hp: 12 colors. Weighs 16 oz.
Description: The Type IX. Large Atomic Power Cell contains intensity level 21
radioactive, fissionable material. This type of atomic power cell is a beer barrel- Cryo Chamber (IC 7): Each cryo chamber normally holds one person in
sized, bright blue cylinder with radiation symbols all over its surface. These cells suspended animation. Each cryo chamber has a series of controls at the foot of
are typically used to power industrial machinery and some heavy or military the chamber. It takes 20 points of damage to open a cryo chamber without
vehicles. going through either the Emergency Revival Procedure or the Normal Revival
Procedure. Opening a cryo chamber without going through one of these
* Chemical batteries are stable and will not explode, even if directly struck by an procedures will kill the occupant of the chamber. PCs generally receive the
energy weapon discharge. Emergency Revival Procedure. Either procedure can be worked out on the Item
Complexity table (see Page 125). Medical Robots will try to prevent characters
** Hydrogen cells have a 1 in 6 chance of exploding if directly struck by a laser from doing this unless they have a medical, security or command color band.
blast, and a 2 in 6 chance of exploding if directly struck by an electrical attack, Weighs 1500 lbs.
even if depleted. If deliberately targeted (and not inside a device), treat as if AC
15. If a hydrogen cell explodes, it will do 2d6 damage for every hit point the cell Duralloy (IC 1): This is the metal starships are made from. It can be found in
normally has to all targets within a 10 yard radius. any engineering area in triangular pieces, each side being 4 feet long. Duralloy
is paper-thin and so light that a triangle weighs only five ounces. Holes are
***Atomic power cells rely on their inbuilt shielding to contain and protect drilled in each corner and suction clamps can be attached in the middle to aid in
minute, carefully-controlled cold fusion reactions. If the cell loses all of its hit working with the piece, as normal tools cannot mar its surface.
points before it is depleted, radiation is released into the surrounding area. If
deliberately targeted (and not inside a device), treat as if AC 12. This radiation Energy Absorption Suit (IC 1): There are many types of energy fields and
projectors on the ship and in the experimental labs. The distinctive, black
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METAMORPHOSISALPHA4THEDITION

energy absorption suits do not protect against radiation, but all other forms of have strapped 20d6 damage bombs to them and directed them near enemy
energy, from paralysis fields and heat, to radar, electricity, and mutational defensive positions to clear the area.
beams, are completely negated by this suit. This device uses three Type IV.
Small Hydrogen Cells to provide power for 10 hours of continuous operation. Fungoid Carpet / Shag Drag (IC 9): A carpet of this fungus grows on every
Weighs 14 lbs. level of the Asteroid. Its design allows fibrous tendrils from the carpet to grow
up into vehicles moving over the surface of the carpet. These tendrils will get
Engineering Kit (IC 7): The automated systems of this hand-held kit can identify into the mechanical workings of the vehicles and cause them to break down.
problems with most machinery and recommend possible solutions for repairing The Fungoid carpet can recognize vehicles from the Asteroid and won’t attack
those systems. Uses two Type II. Medium Chemical Batteries to operate for 72 them with tendrils. Weight varies, depending upon area covered.
hours. Weighs 3 lbs.
Fungotoid / Battery Killer (IC 8): The fungotoid is a basketball shaped organic
Energy Flooring (IC 3): Prior to activation, this item appears as a three-foot- device that rolls around the Asteroid and (when given the chance) the Starship
wide grey sphere. The sphere unfolds to cover a radius of 30 feet, or equivalent Warden searching out energy devices. When it comes within ten feet of a
area in a corridor etc. Although the device has such a large surface area, it only Warden battery or other energy device, the fungotoid explodes, releasing a
requires 10 Hit Points of damage before the floor ceases functioning. The billion spores. The spores touch the device containing the energy cell and
energy floor is powered by 100 Type IV. Small Hydrogen Cells (2 cells used per totally drain the cell of power in three rounds. These fungotoids are set up in the
discharge). thousands on the Asteroid in the ceilings of the tunnels and they fall on the
It is often difficult for robotic systems to determine what is an adversary heads of the Warden invaders and drain the devices the crewmembers have.
and what should not be destroyed. This unit emits a paralysis energy blast at a Weighs 6 lbs.
touch and can emit 50 such blasts before needing new cells. The system is
voice or digitally activated and can be programmed to distinguish between Ghillie Suit (IC 5): The ghillie suit is a special creation of the Marines that allows
Humans and other earth life forms and not emit shocks in programmed cases. them to move undetected in the environment the suit was created for.
50,000 of these systems are being made and spread across the levels of the Historically, these were created for jungle, forest or desert environments, but
ship. the Marines put them to use on the moon and even on Mars. The ship’s
computer modified the Martian environment ghillie suit to operate in the
Engineering System Hand Unit (IC 4, WC 21): This tool has four functions. As a Asteroid environment. These suits are made to pass through the fungi
high-energy neutralizer, it works on non-radiation systems such as batteries to environments of the Asteroid levels. Ranged attacks made at a Marine in these
drain them of power and shut them down. This effect has a 10-yard line-of-sight ghillie suits is at AC 6. The suit also allows the Marine to move in the deadly
range. The second function of this system is an energy sensor, able to locate atmosphere of the Asteroid for 24 hours before needing to recharge its three
and identify any type of energy output within 300 feet of the unit and in direct Type IV. Small Hydrogen Cells. All checks to spot someone wearing a ghillie
line of sight. This feature can detect all intensities of radiation. The third feature suit are made with a -6 penalty on the Doing Things table (Page 123). The suit
is an x-ray system allowing views up to 10 feet into any mechanical or has special seals that will close over punctures made in the suit’s surface.
electronic system, including through lead and steel. The fourth system is a high Weighs 5 lbs.
temperature laser used in welding projects; the beam has an extremely short
range, from  inch to 24 inches and it affects an area only  inch square. Glahr / Numb Skull (IC 4): This bio-device is used to pacify creatures that have
Because of its extremely narrow focus and unwieldiness, it’s not an accurate fallen under the influence of an Id. When an Id wishes to detach itself from its
weapon, being nearly useless unless the victim is unconscious or tied down. All host, it quickly applies a Glahr to the incision. This disrupts neural functions,
metals except duralloy can be melted with this laser (3d6 damage per round). leaving the victim in a trance-like, highly suggestible state. The victims can be
This device uses two Type IV. Small Hydrogen Cells to power the device for 15 easily herded or controlled. This bio-device is a second cousin of the Id. It’s a
hours of continuous operation. Weighs 15 lbs. white, fist-sized creature with no intelligence of its own. However, it possesses
the ability to disrupt a host’s mental functions and suppress impulses to remove
Fatigues (IC 1): This military style clothing is packed with computer sensors and the Glahr.
powered by the wearer’s body heat. The suit has several functions. The The Glahr can be removed without damage by a medical Robot, or by
computer can tag other sets of fatigues, and then track their positions at ranges applying the oil from a Pilic. If the Glahr is removed in any other fashion, small
up to 20 miles. The suit has communication gear that allows the wearer to talk filaments remain in place, paralyzing the afflicted creature until those filaments
to other suit wearers within 10 miles. The material changes color to match its are surgically removed. Weighs 16 oz.
surroundings and provides the wearer with an AC of 18. Unfortunately, only 5
points of damage are enough to shut the system down. Weighs 3 lbs. Gonalinic Alien Device / Glowin’ Thingamajig (IC 8): This looks like a black
football with two tentacles coming out of the top. It is a bio-device able to sense
Fire Extinguisher (IC 2): This device is used to extinguish or suppress fires. The the presence of anything with a beating heart in a 111-foot radius. It then makes
non-reactive, non-conductive foam is stored under pressure. The extinguisher that being or beings glow bright yellow for 24 hours. Weighs 4 lbs.
can take 5 points of damage before exploding (no damage) and coating all
items in a 10 yard radius with the white foam. This foam will extinguish all fires Holobracelets (IC 5): The holobracelet is standard issue for any member of the
within that area. Anything covered in the foam will not conduct electricity. The Warden’s crew. The bracelet generates a perfect replica of the trooper up to
foam dries in 10 minutes and breaks down in 20 minutes. Once the foam dries it twenty feet away from the trooper’s position. This image can cause a great deal
loses its electrical insulation properties. Weighs 8 lbs. of confusion among the enemy and even fungi attackers try and strike the
holographic images. Each bracelet responds to its wearer’s verbal commands
Force Tanks (IC 2): Force tanks are small one foot tall tracked units with and has a built-in communication system, allowing the troops to remain in
attached camera and force field systems. The Force Tank is a disposable constant contact with each other. The bracelet is also a locator beacon and can
device designed to trip traps and send scouting information back to waiting lead rescuers to trapped or downed troops within a 20 mile radius. The bracelet
troops. Each unit takes 50 hit points before being destroyed and its force field uses a Type I. Small Chemical Battery to operate for 12 hours and weighs 0.25
system takes 100 points of damage. The unit has an AC of 9 and weighs 100 lbs.
lbs. It is powered by a Type V. Medium Hydrogen Cell for 12 hours of
continuous operation. The unit responds to verbal programming from any Holographic Computer Necklace (IC 4): This metal torc wraps around a
member of the Warden crew. It can reach a speed of 30 miles per hour on flat person’s neck. Responding to sub-vocal commands, it creates a holographic
ground and its treads give it mobility on all surfaces. Some enterprising Marines computer screen facing the user. The unit is connected to the ship’s computer
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METAMORPHOSISALPHA4THEDITION

and can serve as an information network about the ship and its systems. It runs Medical Kit (IC 6): There are enough automated systems in this hand-held kit to
on broadcast power and works anywhere inside the ship, but only inside the heal 30 points of minor wound and burn damage on a Human. There are also
ship. A slight bug causes the device to take on the personality of its user. Its five doses of poison antidote in each kit. Uses two Type I. Small Chemical
replies quickly take on the tone and nuance of the owner. This glitch made the Batteries to operate for 24 hours or until all of its dosages are used up. Weighs
device unpopular with the ship’s crew. Weighs 1 lb. 6 lbs.

Hot Joe Now™ (IC 3): Hot Joe Now™ is a can of self-heating coffee. Buttons Metasystem Goggles (IC 1): These multipurpose optical units are able to switch
on the side of the can release cream and sugar to taste. A third button varies between detecting infrared light, radiation, telescopic magnification (x50) and
the temperature from 110°F (43°C) to 140°F (60° C). The can uses a Type I. microscopic magnification (x1,000) settings. A single Type IV. Small Hydrogen
Small Chemical Battery and will stay at the preset temperature for 1 hour after Cell powers the device for 10 hours of continuous operation. Weighs 1.5 lbs.
opening. It is insulated to prevent the person opening it from getting burnt by
the contents. Weighs 1 lb. Nano-Fix ™ Gel (IC 1): These microscopic repair Robots come in a green gel.
The gel is spread over a broken device and the nanobots in the gel analyze the
Hydrogen Cell Recharger (IC 6): This device recharges hydrogen cells of all problem and use themselves to fix the unit. A tube holds a quart of the gel and
types. It operates off either broadcast power or direct power from the ship or a the nanobots in the gel can repair most (5 out of 6) simple breaks in equipment
generator. It also requires water from which to extract hydrogen. 5 gallons is or small broken components from the Warden. This is the future’s equivalent of
used, regardless of the size of the cell. The device recharges as per the Duct Tape. Weighs 32 oz.
recharge times listed for each battery type. Weighs 20 lbs.
Nano-Guard™ (IC 6): A large pole device is placed next to any wall and
Identifier Rod (IC 1): This device calls to the intelligent systems of the ship and activated. From that moment on a stream of feather light nanobots steams from
tells them a Human is in need. Identifier rods are 1 foot long and made of the pole striking the walls in the area and bouncing back to the pole to be sent
duralloy. Twisting various sections of the rod will call Robots, computer out again. The nanobots touch the pole and report on the area and what passed
intelligences, or Androids. A Type IV. Small Hydrogen Cell provides power for by. The nanobots are as invisible as spores and as long as the pole survives it
30 hours of continuous operation. Weighs 1 lb. is able to send back information to the monitoring unit.
These poles have been placed all over the Warden to report fresh
Laser Torch (IC 3): The laser torch is specially designed to bind materials invasions of Asteroid aliens. In Phase two they are placed aboard the Asteroid
together, like a welder. The frequency of the laser light automatically adjusts to report on enemy movements. One pole will monitor an opening of up to 50
itself for any material, from flesh to metal. Only similar materials can be joined: feet. Two poles can be put together to monitor openings of 100 feet. Three or
metal to metal, plastic to plastic, etc. The torch doesn’t use heat and causes no more poles can be set to monitor an enclosed triangular area (up to 50 feet per
injury. A single Type IV. Small Hydrogen Cell powers the device for 10 hours of side) or a span 150 feet long. Every extra pole adds 50 feet of monitoring
continuous operation. Weighs 2 lbs. capability. Poles can transmit their monitoring reports up to 30 miles. Each pole
requires a Type IV. Small Hydrogen Cell and weighs 3 lbs. The monitor requires
Life Analyzer, Hand-held (IC 4): The tool has four functions. The sonic sterilizer a single Type I. Small Chemical Battery to operate for 24 hours and the unit
destroys microbes and germs on the surface of the skin or a wound. The x-ray weighs 2 lbs.
screen displays any level below the skin’s surface and allows views up to 10
inches through any organic barrier. The sub dermal sterilizer reacts with the Nempt (IC 2): A Nempt is a small, 1 foot, cubic Robot. It can fly (20 mph) and
body’s systems to kill harmful viral bodies. The bio-signature detector detects survive in any environment. In fact, their duralloy construction makes them very
biomass readings within a 1-mile radius. The system can be confused by many difficult to damage or destroy. They have tremendous computer storage
small life signs, but body mass values can be assigned to lessen their impact. capacity. These were not built on the Warden, (hence, they do not conform to
Uses two Type I. Small Chemical Batteries to operate for 12 hours. Weighs 2 the usual Robot construction guidelines) but were in storage until the disaster.
lbs. Nempts are designed to serve as personal servants and knowledge banks.
They can even run errands, using their lightweight tractor beams (lifts 10
Medical Analyzer and Healing Kit, Hand-held (IC 5, WC 20): This handy unit pounds) to manipulate objects. A Nempt can be very handy and they know a
enables even a novice to give first-aid treatment to himself and others. This unit great deal about the ship, but they are a nuisance, too. When answering
performs the following functions: questions, they have an unfortunate tendency to leave out important information
if they suspect it might upset a Human. A single Type VII. Small Atomic Power
A sonic sterilizer that kills germs and viruses. Cell powers a Nempt for 365 days of continuous operation. Nempts can (at the
GM’s discretion) provide a +1 bonus on the total die rolls when figuring out an
A sonic anesthetizer that deadens feeling in a specific body part for one item of Earth / Human origin. Nempts weigh 25 lbs.
hour per application. It stores 30 injections that provide five points of
healing each. Olobec / Alien Cryo Berth (IC 4): The Id and their allies use a different form of
technology for suspended animation. This device is simply a hole in the floor,
A sonic x-ray unit allows viewing inside the body. into which a creature jumps, flies or crawls. The hole automatically starts to fill
with a transparent green gel. Any creature touching the gel finds that it can no
A powered vibro-scalpel easily cuts through soft tissue (2d6 damage per longer breathe, as its lungs cease functioning. The gel permeates organic skin
round). and allows oxygen into the blood stream, but slows metabolic rate to a bare
percentage of normal. The creature remains barely conscious during this time,
The built-in computer analyzes wounds and infections and gives advice on and is able to rouse itself and leave the Olobec at any stage. There is no
the best treatments (Humans only). Includes five doses of double-strength danger of memory loss etc. from this process to a creature controlled by the Id,
poison antidote (heals all poison damage instead of half) and five doses of or one of their allies, for which this has been adapted. The Id have been using
anti-radiation spray (heals 10 points of radiation damage each). this method for generations, without serious repercussions.
Any creature in the gel ceases aging and heals at triple the normal rate.
Uses two Type I. Small Chemical Batteries to operate for 24 hours or until The gel also regenerates lost body parts, at the same rate as hit points.
all of its dosages are used up. Weighs 6 lbs. Cyborgs would discover upon leaving the gel that their mechanical parts had
been rejected and detached as their natural organs and limbs grew back.

107
METAMORPHOSISALPHA4THEDITION

If an uncontrolled Human were to enter one of these devices, that person original Pilic. This process leaves the host unharmed. The aliens have used this
would be terrified, and the process of remaining in the hole for any extended method, along with the use of the Glahr (described above) and the Quarent
period of time would strip that character of 1-6 points of MR. Humans, (described below) for generations. Weighs 32 oz.
controlled by the Id have no such problem.
Portable Energy Lamp (IC 1): These are variable intensity lamps about the size
Optic Bot (IC 2): Although technically a Robot, this device is listed in the of a briefcase. They can project a pinpoint beam of light or illuminate an entire
equipment section as it has no capability for independent thought or action. This 500 seat auditorium as bright as day. Uses two Type II. Medium Chemical
device is a one foot wide cube, mounted on a small pair of tracks. This unit Batteries to power the system for 24 hours of continuous operation. Weighs 7
functions as a scout or spy, moving around corners and transmiting details to lbs.
rear receiving systems. The optics can focus on details up to one mile away in
full color. The sucker system allows the bot to move on the walls and climb Quarent Alien Device / Tar Baby (IC 2): The Quarent looks like a foot wide,
objects for different vantage points. Moving at the verbal commands of rear spiky, crystal bramble standing on a small stalk. When the Quarent touches
operators or the digital commands of Robots, the unit goes where it is told. anything, it sticks with unbelievable strength. Tearing away an attached
The device is capable of moving at 10 MPH using tracks and suckers and Quarent causes five points of damage. If a Quarent is stuck between two other
is powered by two Type IV. Small Hydrogen Cells allowing 48 hours of items, those items (or people) are stuck together. A small dial on the stalk can
continuous operation. 1,000 of these systems are being made and spread be adjusted to make the Quarent float 3 to 5 feet above the ground and drift
across all levels of the Warden. The device weighs 35 lbs. with the wind. The aliens coat their bodies with a Pilic oil that prevents Quarents
from sticking. If a character tries to throw a Quarent before figuring it out, there
Onalogic Force Field System (IC 3): This fist-sized unit responds to verbal is a 66% chance it will get stuck to him. After figuring it out, that chance is cut in
instructions to generate a force field in any shape the user wishes, up to 10 feet half to 33%. One Quarent seems to be able to generate another Quarent every
long and tall. Onalogic furniture was all the rage in the days when the ship was 24 hours out of thin air. Some corridors and rooms of Starship Warden are filled
built. The force field has 100 hit points; when those are gone, the unit burns out. from end to end with Quarents. Weighs 6 lbs.
The field stops any energy or physical object from passing through. Great care
must be taken to prevent force fields from touching, as this destroys the Radiation Decontamination Gel (IC 2): These 18-inch-tall canisters contain 25
Onalogic circuits. A single Type V. Medium Hydrogen Cell powers the unit for applications of a green gel that completely neutralizes a 10-foot x 10-foot
48 hours of continuous operation. Weighs 1 lb. square area of radiation (100 square feet). Thirty seconds after the gel is
applied it reduces the Intensity Level of radiation to zero and then crumbles into
Orbspotter (IC 3): The Orbspotter is a basketball-sized Robot, able to float into a harmless red dust. Weighs 8 lbs.
a new area and broadcast video observations of the area for waiting troopers in
the distance. The Orbspotter has 10 hit points and has an AC of 11. The Radiation Suit (IC 3): This suit allows a Human or Android to survive any
Orbspotter has a range of 1 mile from its receiver. Once out of range, the Intensity Level of radiation in complete safety. The suit has scanners that alert
Orbspotter will shut down (landing safely) and wait until its receiver is back in the wearer to the presence and Intensity Level of radiation within 100 yards.
range. Its drives allow it to move in the water as well as outer space. A hand Five points of damage will puncture the suit, but that doesn’t mean instant
held unit receives the device’s transmissions. The Orbspotter weighs 20 lbs and exposure to radiation. The suit maintains itself in a state of overpressure,
is powered by three Type IV. Small Hydrogen Cells for 24 hours of continual meaning that when it’s punctured, air rushes out of the suit, not in. The first turn
use. The receiver handset weighs 2 lbs. after the suit is punctured, the wearer is exposed to one-half (rounded down) of
the outside radiation’s Intensity Level. This increases by one every combat turn
Pakatroon Alien Device / All-Knowin’ 8-Ball (IC 9): The Pakatroon is a soft, until it reaches the radiation’s full Intensity Level. Two or three self-adhesive
semi-transparent container which contains something that looks like four large patches are usually stored in a pocket on the suit for emergencies. Patching a
eyeballs floating in a thick green liquid. Its function is to serve as a probability- hole prevents the radiation inside the suit from getting any worse, but doesn’t
figuring device. Anyone can ask the Pakatroon a question about the near future remove the radiation from the suit. The suit’s scrubbers must do that, reducing
(up to 111 seconds into the future), and the device will immediately predict the the Intensity Level by one per combat turn. Care must be taken when getting
outcome with 2 / 3 results being correct. The players will not know if the device out of the suit because irradiated dust and dirt can cling to the surface. The suit
was successful or not, until the predicted event or outcome occurs or fails to. has an AC of 11 and is powered by three Type IV. Small Hydrogen Cells for 10
Weighs 6 lbs. hours of continuous operation.
Contaminated radiation suits can be a radiation hazard by themselves,
PDA (IC 4): This Personal Digital Assistant is a hand-held computer, capable of and may need to be decontaminated prior to use. Contaminated suits are often
recording sounds, taking pictures, keeping notes and performing simple found turned inside-out, when they were taken off by their last wearer, trapping
calculations. The memory core of each PDA has been wiped from the EMP and the radiation. Better armored and tougher-skinned suits are sometimes
radiation during the alien’s initial attack. When the PDA is first activated, an available, usually in high-security engineering areas.
error message will come up, “Systems Diagnostics reports an EMP Error. If removed improperly, or not cleaned using Radiation Decontamination
Memory has been dumped. System functions unimpaired.” The PDA will then Gel (see above) prior to removal, the wearer will be exposed to radiation at the
give the characters the options of recorder, camera, calculator or notebook. The same level -3 as the highest level radiation that the suit was exposed to while
PDA is waterproof to 20 feet, and can withstand 5 points of damage before worn. The wearer must either decontaminate the suit or remove it, rolling it into
being destroyed. Uses two Type I. Small Chemical Batteries to operate for a a ball, trapping the radiation within it. Decontaminating a suit is a Difficulty Level
week. Weighs 0.5 lbs. 2 task, and removing a contaminated suit without being exposed is a Difficulty
Level 6 task. Weighs 5 lbs.
Pilic / Tar Baby Gone (IC 2): Pilics are a type of parasite that looks like a blister,
approximately three inches in diameter, containing a green fluid. The aliens Rakaa Nap / Alien Space Suit (IC 3): The Rakaa Nap is an alien space suit. The
have attached Pilics in a number of places on the walls of the Asteroid, and in main part (Rakaa) is a transparent membrane, which coats the wearer’s body
areas of the ship they control. The fluid contained in the Pilic is a type of oil that with a thick protective layer. In its unused state, the Rakaa is found as a semi-
is used to prevent the Quarent from sticking to living creatures. The membrane transparent, flexible globe, about the size of a basketball. When held for 20
of the Pilic can be punctured (1 hp) to release the oil (two would be required to seconds, the Rakaa automatically engulfs any creature that is holding it. The
coat a Human-sized being), or the secretions of Id skin easily dissolve it. Rakaa has a low level artificial intelligence imbedded, allowing it to determine if
The aliens grow Pilics on slave creatures. From one Pilic, attached to a the creature is breathing, and where that mouth / nose aperture is located and
single creature, four more will sprout in a week, and then fall off, killing the
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METAMORPHOSISALPHA4THEDITION

leave a small space. If the creature is not breathing, or it is already wearing powered by two Type V. Medium Hydrogen Cells, allowing 48 hours of
breathing apparatus, the Rakaa will not leave an opening. continuous operation.
The Rakaa will keep its wearer quite comfortable in space, and insulate The shield is a four-foot-wide by six-foot-tall duralloy plate, which weighs
them from the cold. It is fluidic, and therefore does not suffer from punctures, 10 ounces and clips onto the front of the unit. The duralloy shield has 500 Hit
but it does not function as armor either. The wearer may wear armor Points. By the start of Phase Three, thousands of these systems are being
underneath the Rakaa, and even carry and fire a weapon without detriment. made and spread across the levels of the ship.
When an Id and its host creature use a Rakaa, the Id uses air taken from the
host creature’s bloodstream to prevent itself from suffocating. This is another Shield Bot Mk II (IC 9): The floating bot shield is a recent development from the
reason why Androids are not a popular choice of host by the Id. mind of Sergeant Dupper. It is a flying unit with four mechanical force field
The second part of the suit is the breathing apparatus (Nap, a.k.a “the generators. The unit answers to the direct commands of a single trooper and its
Face Grabber”). This device looks like a foot-long, fat scorpion. It is also quite systems are tied to the trooper’s weapons so that as one is fired, the shot
distressing to the uninitiated when first being used. Placing the “tail” in the passes through the force field with no ill effects. The bot floats five feet ahead
wearer’s mouth activates the Nap. The “legs” of the device immediately grapple and above the trooper and generates a 75-point force field at the front of the
with the wearer, through the Rakaa, while the tail forces itself down the wearer’s trooper; as one field is destroyed, one of the remaining generators takes over,
throat, and assumes the role of the creature’s lungs. This is automatically to the maximum of four 75-point fields. See Page 45 for a description of the
successful, and trying to bite the tail is pointless, as it is flexible and like trying force field generator. The bot can move up to 30 MPH and a single Type VII.
to chew through steel wool. The Nap stores enough oxygen / nitrogen mixture Small Atomic Power Cell powers the unit and its force fields for 200 hours of
for 12 hours, and can be re-used 60 times. The Nap replenishes itself from constant operation. The bot weighs 60 lbs and can take 20 hit points of damage
available oxygen over a 15 minute period. before being destroyed. It has an AC of 10. The bot always positions the force
Both the Rakaa and the Nap can be removed by the “occupant” actively field toward the front of the trooper unless instructed otherwise. This device
“willing” it to be removed (requires a successful MR check). Once removed, the becomes available from mid to late Phase Four.
Rakaa rolls itself into a ball, as it was originally found. The Rakaa weighs 20 lbs
and the Nap weighs 6 lbs. Skrill / Bar Snacks (IC 4): Skrill is another type of fungi that the aliens have
modified for their own uses. Skrill is a small puff-ball type fungi, which when
Rock Alien Acid Device (IC 6): This appears to be a fist-sized rock with a sticky broken, releases spores into the air. These spores contain pheromones that
surface. The aliens attach several of them to their bodies. When attacked, this affect the brains of many creatures, and functions to attract creatures with low
device squirts acid that automatically strikes the foe that hit the alien, provided Mental Resistance (or those under the influence of a Glahr).
he is within 15 feet. The acid is an Intensity Level 18 contact poison that causes This is typically grown in areas where creatures are penned by the Id in
three dice of damage. Weighs 1 lb. order to maintain control and prevent any chance of escape. If creatures are
herded away from the Skrill, they will eventually wander back towards it in order
Salac Tube Fans / Energy Fan (IC 6): The Salac Tube Fan is an amazing to trigger the pheromones again, if left unsupervised. Weight varies with size of
growth that is being successfully duplicated on the Warden in Phase Four. It is area covered.
a long tube of fungus that grows in radiated areas. The tube can grow
anywhere from five to 90 feet tall. When an energy weapon strikes the tube, it Sonic Torch (IC 2, WC 15): A sonic torch is designed to work on soft tissue and
unfolds into a huge fan wall which can absorb all energy damage striking its fan vegetable matter in much the same way as a scalpel, using two focused beams
sections. Marines love it because they can use it as an effective shield against of ultrasonics. When the beams combine at the designated focal point, they are
any energy weapons. The tubes never weigh more than ten pounds and have able to cut. The torch can be adjusted to make a cut from  inch to 3 feet deep,
become standard issue to troopers exploring the Asteroid. Each tube can and the length of the cut can be varied. For example, the cut could be set to a
withstand ten points of physical damage (non-energy weapon damage) before it length of 6 inches and focused so that it occurs from 2 feet to 2 feet in front of
is destroyed. In Phases Five and Six, all Stone Aliens will also be equipped with the unit; without cutting anything in between. That is, anything directly in front of
Salac Tubes. Each Salac Tube weighs 20 lbs. the torch out to 2 feet would not be cut, but tissue from 2 feet to 2  feet would.
The damage is a constant 10 points per combat turn when used as a weapon.
Security Hand Unit (IC 6, WC 7 or 10): This tool has five functions. The Robot A single Type IV. Small Hydrogen Cell powers the unit for 15 hours of
frequency scrambler will deactivate any Robotic brain within 10 feet. An attack continuous operation. Weighs 2 lbs.
must be made against the Robot’s Constitution with a WC of 10. The energy
detector can identify any type of energy use within 50 yards of the device. The Space Suit (IC 2): A space suit (pressure suit) allows a Human or Android to
Android sensor detects Androids within 100 yards of the unit, determining their survive in outer space, under water, in a vacuum, or in a poisonous (but not
direction, distance, and number. The captive energy sphere instantly creates a corrosive or radioactive) environment for 24 hours. The suit has an AC of 10
100-hit-point sphere of energy with an armor class of 12. Once a sphere is and is powered by three Type IV. Small Hydrogen Cells. Built-in compressed air
erected, neither the sphere nor the unit can move. This can be used defensively thrusters allow the unit to maneuver in zero-gravity. The thrusters are for
or offensively to capture someone or something. Trapping someone inside the maneuvering only; they aren’t intended to serve as rocket engines or as a jet
sphere requires an attack with a WC of 7. Finally, the protective energy field pack. More than five points of damage to the suit causes it to “lose integrity,”
can generate an energy wall 5 feet wide and 5 feet high, within 10 feet of the meaning it’s no longer airtight. That doesn’t necessarily mean instant death, but
unit. This field has 30 hit points. Once the hit points are destroyed (on either the it does place the suit’s occupant in considerable danger. The wearer must seal
captive energy sphere or the protective energy field feature), that feature of the the suit in three combat rounds, or they will lose all of their oxygen. Twelve self-
unit won’t work again until repaired. Three Type IV. Small Hydrogen Cells adhesive patches are usually stored in a pocket on the suit for emergencies.
power the device for 10 hours of continuous operation. Weighs 5 lbs. Some advanced models meant for dangerous missions are self-sealing, able to
automatically repair five points of damage per combat turn, to a (typical)
Shield Bot Mk I (IC 2): Technically, this device is a Robot, but its level of self- maximum of 25 points. Others are lightly armored, providing better AC or
autonomy is nearly non-existent. The Robot is operated by verbal command of maintaining integrity until they suffer 8, 10, 12, or even 15 points of damage
the operator (from behind), or by digital command of other Robots. from a single attack. Weighs 12 lbs.
Without the shield connected, the bot is three feet wide by two feet long
and tall. Duralloy connectors fasten to the front of the unit, and the unit Survival Kit (IC 2): This belt-pouch-size kit includes food concentrates for three
navigates using a system of optics passing through the holes in the duralloy days, water detector, two-way radio / beacon (10 mile range), collapsible tent,
shielding. By itself, the bot has 20 Hit Points and is AC 18. It weighs 40 lbs. The foil blanket, and a five-shot, disposable laser pistol. Weighs 15 lbs.
bot has a track movement system and is capable of moving at 20 MPH. It is
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METAMORPHOSISALPHA4THEDITION

Ulneck Alien Device / Anti-sap (IC 9): The Ulneck looks like a black tentacle tied that area by 1 level per day. In this aspect, it functions in a similar fashion to
into a knot. The device has four charges, and each charge completely heals Radiation Decontamination Gel. If struck by a laser or other energy weapon
any physical damage done to a living creature. Weighs 8 lbs. (excluding sonic weapons), the fungi will increase its size by 1% for each point
of damage.
Valrip / Kling’n’Wrap Door (IC 2): This is simply a door, made from the same
membrane as the Rakaa, described above. The membrane is transparent, and The aliens have modified the fungi to make it more useful, and to prevent
will allow weapons fire to penetrate without collapsing. These doors serve the it from getting out of control by making it vulnerable to sonics. Sonics will turn
purpose of preventing pressure loss through unexpected explosive the fungi grey, killing any patch that comes into contact with the sonic waves.
decompression. Any creature can walk straight through it without even slowing There is another danger to space travelers from Zilkloth, it also absorbs
down, and the Valrip will keep the seal of the room secure. Valrips are not heat, another form of radiation. It will absorb the heat from a room, with a
tuned to DNA, since this would prevent many of the Id’s host creatures from volume of 100 cubic yards, by 1 degree Fahrenheit per hour, until the room
passing through. drops to –10 degrees Fahrenheit (-23.3 degrees Celsius) and the fungi goes
into its dormant state.
Vulnonicator Alien Device / Terrible Teacher (IC 7): This appears to be a large If a living creature comes in contact with the fungi, the fungi spores will
coffin made out of a tree burl. Many of these have been dumped into the ship attach themselves to the clothing or fur etc of the creature. The fungi will absorb
from the Asteroid. A being enters the Vulnonicator and closes the chamber and some of the creature’s body heat, but it will flake off after a few days, without
in seconds all the information the being knows is mentally transferred to any harming the creature. The flakes will then spread from wherever they have
number of beings the person in the coffin wishes. Afterward, roll three dice. On fallen. Weight varies with size of area covered.
a roll of 3-6, the being in the Vulnonicator mutates and receives a random
mutation. On a roll of 7-15, nothing happens and the burl opens. On a roll of 16-
18, the being dies and is reduced to white powder. Weighs 100 lbs. SHIP’sINFRASTRUCTURE
Weapon-mounted Force Field (IC 5): This device creates an energy field which This section details a number of common items of infrastructure to be
blocks penetration by physical matter: bullets, arrows, spears, swords, etc. The found on the Warden. This is a guide only, and the GM should modify as he
field is 5 feet wide by 9 feet tall and appears in front of the weapon sees fit. Many other pieces of infrastructure exist, and this section is not, by any
automatically whenever the weapon is raised to fire. The field absorbs 30 points stretch of the imagination, comprehensive.
of damage and also gives the user AC 15 from the front. After absorbing 30
points, the unit burns out and the field collapses. If the unit absorbed energy Airlock, Large: These devices provide access for massive pieces of equipment
without burning out, it discharges (resetting itself to 0) in five minutes. A single between two areas with differing atmospheres. Typically, the doors to these
Type V. Medium Hydrogen Cell powers the unit for 10 minutes (60 combat areas are 50 feet tall and 50 feet wide, capable of withstanding 500 points of
turns) of continuous operation. The device weighs one pound and can be damage before being destroyed. The door is operated using hydraulics, and
attached to any part of a weapon. only one door can be open at a time. It takes 1 minute to cycle through a large
airlock, pressurizing or depressurizing as appropriate. Security cameras and
Xenerthon Alien Device / Computer Killer (IC 8): A Xenerthon looks like a small sensors will normally prevent an airlock from being operated by personnel
(about 3 feet high) peach tree with lots of fresh peaches on the limbs. It is without appropriate safety equipment. Sensors detect if an object is blocking
actually a sophisticated computer virus generator. The device senses all either door, preventing the door from shutting. If either door is blocked, a
computer units in a 1-mile radius. It then begins designing electronic viruses warning tone is issued. If the object is not removed, the ship's computer will
and storing them in the “peaches”. When a virus is complete, it drops to the alert a Security Robot and an Engineering Robot. The door requires the use of
deck and splits open. At that moment the virus is emitted in a powerful burst of an authorized ID device being placed in a small (6" x 6" x 6") alcove at waist
radio energy to infect the target computer. Roll on the table below to see what level next to the door, or may be opened by the ship’s computer. If the alcove is
the virus does. A Xenerthon will continue functioning until ordered to stop. Its damaged, the door will not function, and a Security Robot will be alerted.
viruses can also infect alien computing systems, but only if the Xenerthon itself The ship’s computer can operate airlocks as a safety measure, and can
is reprogrammed by someone who has figured out how it works. Weighs 25 lbs. override commands given by users. Generally these rooms have a 50’ x 50’
floor space, which normally has a number of vacuum suits and other
Roll XenerthonVirusEffect appropriate items of equipment, including heavy lifting gear. This is an IC 3
1 Computer shuts down, won’t restart until reprogrammed device.
2 One-third of attempts to use computer result in string of
errors Airlock, Medium: These devices provide access for larger Robots and pieces of
3 Computer is damaged beyond repair equipment between two areas with differing atmospheres. Typically, the doors
4 One-third of computer’s answers are misleading to these areas are 20 feet tall and 20 feet wide, capable of withstanding 250
5 Computer provides only misinformation and deceptive points of damage before being destroyed. The door is operated using
answers hydraulics, and only one door can be open at a time. It takes 30 seconds to
6 Computer comes under direct alien control, relays information cycle through a medium airlock, pressurizing or depressurizing as appropriate.
to aliens Security cameras and sensors will normally prevent an airlock from being
operated by personnel without appropriate safety equipment. Sensors detect if
Zilkloth / Shadow Fungii (IC 3): Zilkloth is a type of alien fungus, which feeds on an object is blocking either door, preventing the door from shutting. If either
all known forms of radiation. This has made it useful to the aliens for a number door is blocked, a warning tone is issued. If the object is not removed, the ship's
of purposes. The aliens have ejected it onto the surface of the Asteroid, where computer will alert a Security Robot and an Engineering Robot. The door
the cold vacuum of space has rendered the fungi dormant, but the fungi retains requires the use of an authorized ID device being placed in a small (6" x 6" x 6")
its radiation absorbing properties. In effect, to the naked eye and many other alcove at waist level next to the door, or may be opened by the ship’s computer.
forms of detection, the Asteroid is virtually invisible, as it reflects no light. The If the alcove is damaged, the door will not function, and a Security Robot will be
only real flaw in this is that the Asteroid does cast a shadow, so it is not alerted. The ship’s computer can operate airlocks as a safety measure, and can
impossible to detect, once its presence is known. override commands given by users. Generally these rooms have a 20’ x 20’
When not in vacuum, Zilkloth grows at a steady rate doubling its size in floor space, which normally has a number of vacuum suits and other
radioactive areas every three days. During this time, it lowers the radiation in appropriate items of equipment stored in lockers. This is an IC 3 device.

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METAMORPHOSISALPHA4THEDITION

only provided if specifically requested from the ship's computer. The walls
Airlock, Small: These devices provide access between two areas with differing typically have pipes, hoses and wires running along them and are fitted with
atmospheres. Typically, iris doors to these areas are 7 feet tall and five feet movement, IR, atmosphere and visual sensors. The walls in these areas will be
wide, capable of withstanding 150 points of damage before being destroyed. able to take 80-140 points of damage, before a hole is created. Diagnostic
The iris doors consist of three duralloy / ceramic composite layers to form an iris equipment is built into the walls and pipes etc to monitor the condition of the
opening. The door is operated using hydraulics, and only one door can be open walls etc and determine if any repairs are required. Blast doors are located
at a time. It takes 10 seconds to cycle through a small airlock, pressurizing or every 250 feet.
depressurizing as appropriate. Security cameras and sensors will normally
prevent an airlock from being operated by personnel without appropriate safety Corridor, Normal: Approximately 20 feet across and 10 feet high. Lighting
equipment. Sensors detect if an object is within either iris, preventing the iris comes from the ceiling from glow strips, which run the length of the hallway. If
door from shutting. If either iris is blocked, a warning tone is issued. If the object damaged, the glow strip will turn itself off (for a 10-ft length) until repaired while
is not removed, the ship's computer will alert a Security Robot and an the rest of the corridor remains lit. Corridor walls are generally made of metal /
Engineering Robot. The door requires the use of an authorized ID device being plastic composite and take 80 points of damage, before a hole is created.
placed in a small (6" x 6" x 6") alcove at waist level next to the door, or may be These corridors are dotted with IR, atmosphere, audio and visual and
opened by the ship’s computer. If the alcove is damaged, the door will not movement sensors, allowing the computer to turn off the lighting in areas that
function, and a Security Robot will be alerted. The ship’s computer can operate are not being used, as well as to communicate with passengers and crew.
airlocks as a safety measure, and can override commands given by users. Atmosphere sensors are used to monitor air quality as a safety measure. These
Generally these rooms have an area 10’ x 10’, which normally has a number of corridors may have moving sidewalks fitted, running in either or both directions.
vacuum suits and other appropriate items of equipment stored in lockers. This Diagnostic equipment built into the walls allows any damage to be reported
is an IC 3 device. within seconds of occurrence. Blast Doors are located every 250 feet and at the
beginning and end of any long corridors.
Computer Terminal Class I (IC 4): This terminal controls and / or provides
information on one area. For instance, the terminal might be used to control and Door, Blast / Vacuum: These doors are large enough to close off Normal and
monitor a house. The ship’s computer can communicate by using one of these Maint / Engineering Corridors. Blast / Vacuum Doors are designed to protect
terminals to send text messages. Other ship’s systems can not be accessed the ship and its passengers in the event of explosive decompression from an
from one of these terminals, but educational programs, entertainment, mail, impact or explosion. These doors are designed to shut automatically when a
news etc. can be accessed. To bypass this device requires Computer: pressure drop is registered or a large amount of damage occurs. The operating
Operation or Computer: Programming skill at a Difficulty Level of 4. mechanism is an IC 3 device, but pulling apart the panel to open the door
requires the Engineering: Electrical skill at a difficulty rating of 7. Each Blast /
Computer Terminal Class II (IC 5): This terminal controls and / or provides Vacuum Door can withstand 500 points of damage before being destroyed.
information on two or more areas or devices. For instance, the terminal might
be used to control and monitor a number of machines or security sensors. The Door, Normal: These doors may be single or double. Each door is 7 feet tall
ship’s computer can communicate by using one of these terminals to send text and five feet wide, capable of withstanding 40 points of damage before being
messages. Other ship’s systems can not be accessed from one of these destroyed. The door is opened and closed via compressed air, resulting in a
terminals. To bypass this device requires Computer: Operation or Computer: "ssshhhht!" noise as it slides open and closed. The door automatically shuts
Programming skill at a Difficulty Level of 5. again after 5 minutes. A panel with one button or two buttons is common. The
functions are:
Computer Terminal Class III (IC 6): This terminal controls and / or provides
information on two or more systems within one area. For instance, the terminal Button One: Open and Close
might be used to control and monitor a factory. The ship’s computer can Button Two: Lock and Unlock
communicate by using one of these terminals, and the terminal can be used to
communicate with other terminals. Other ship’s systems can be monitored from The door’s operating mechanism is an IC 1 device, but pulling apart the panel
one of these terminals, but functions etc. can not be altered. To bypass this to open the door requires a successful Engineering: Electrical skill at Difficulty
device requires Computer: Operation or Computer: Programming skill at a Level 6.
Difficulty Level of 6.
Door, Security: These doors may be single or double. Each of these doors is
Computer Terminal Class IV (IC 8): This type of terminal is used to control 7 feet tall and five feet wide and capable of withstanding 150 points of
ship’s functions, such as communications, navigation and life support. These damage before being destroyed. The door consists of three duralloy / ceramic
may be found in areas such as the engineering centre of the ship or on the composite layers to form an iris opening. The door is operated using
bridge. Generally, other ship’s systems can not be accessed from one of these compressed air. Sensors detect if an object is within the iris, preventing the
terminals, however, in an emergency other systems can be routed to one of door from shutting. If the door is blocked, a warning tone is issued. If the object
these terminals. A class IV terminal can monitor the functions of all other class is not removed, the Ship's computer will alert a Security Robot. The door
IV terminals on the ship. To bypass this device requires Computer: Operation or requires the use of an authorized ID device being placed in a small (6" x 6" x 6")
Computer: Programming skill at a Difficulty Level of 10. alcove at waist level next to the door, or may be opened by the ship’s computer.
The operating mechanism is an IC 3 device, but pulling apart the panel to open
Computer Terminal Class V (IC 10): These terminals are very rare. They are the door requires the Engineering: Electrical skill at a difficulty rating of 8. If the
normally used to program or reprogram AIs. Often, these terminals will be alcove is damaged, the door will not function and a Security Robot will be
heavily guarded. Other ship’s systems can be accessed and monitored from alerted.
one of these terminals. To bypass this device requires Computer: Operation or
Computer: Programming skill at a Difficulty Level of 10. An AI can also monitor Elevator, Large: These devices are used for transporting larger Robots,
any class V terminal accessing it, but cannot alter the instructions that it machinery and / or a large number of people between levels. A large elevator
receives. can carry up to 200,000 lbs in an enclosed 50’ x 50’ area. These devices will list
the levels that they can access on a simple panel. An appropriate ID or color
Corridor, Maint / Engineering: Approximately 20 feet across and 20 feet high, band may be required to access some levels of different areas. The doors of
these corridors are designed for use by Engineering Robots and staff to the elevator are treated as Blast / Vacuum doors for game purposes. This is an
transport materials and equipment to anywhere on the ship. Normally, lighting is IC 3 device.
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METAMORPHOSISALPHA4THEDITION

Elevator, Medium: These devices provide access between two or more levels of
a building or part of the ship. Typically, a small elevator can carry up to 50
people or 40,000 lbs in an enclosed 20’ x 20’ area. These devices will list the
CUTTING/BLASTINGTHROUGHWALLS
levels that they can go to on a simple panel. An appropriate ID or color band The GM must decide how much damage is required to create an
may be required to access some levels of different areas. The doors of the  opening big enough for a person to squeeze through, based on the material
elevator are treated as normal doors for game purposes. This is an IC 3 device.  and its thickness. For example, the GM decides that standard duralloy
sheeting, the toughest substance found on the ship, takes 1,800 points of
Elevator Small: These devices provide access between two or more levels of a  damage (10 minutes of cutting, or 60 combat turns) to create a man-sized
building or part of the ship. Typically, a small elevator can carry up to 20 people  hole. A hole big enough to see through could be made much faster. A simple,
or 3,500 lbs in an enclosed 10’ x 10’ area. These devices will list the levels that  interior, plastic wall, such as living quarters are made from, can be opened up
they can go to on a simple panel. An appropriate ID or color band may be
required to access some levels of different areas. The doors of the elevator are
 by 60 points of damage. A building floor or exterior wall would require three to
five times as much.
treated as normal doors for game purposes. This is an IC 3 device. 

Hatch, Access: This is a simple manual hatch, 1 yard in diameter and capable VEHICLESYSTEMS
of withstanding 60 points of damage before being blown off the wall. It is Just as both the Asteroid aliens and the Warden crew use various
operated by a simple winding mechanism (which can be broken by inflicting 10 weapons and armor, so too do they employ a number of different vehicles.
points of damage on the hatch). The hatch is treated as an IC 1 device. Some of the following vehicles will not be commonly used on the Warden by
aliens.
Hatch, Emergency: Primarily designed as a safety measure, the emergency
hatches are uncommon. The hatch is approximately 1 yard in diameter and
capable of withstanding 60 points of damage before being destroyed. The hatch
has a small explosive charge placed in it, allowing it to be blown in the opposite
direction to which it is operated from. Anyone being hit by a flying hatch will
suffer 6d damage. Breaking a small pane of glass marked “Emergency Hatch
Opening Mechanism – Explosive Bolt Opening Trigger”, causes the hatch to be
blown off the wall. Inflicting 1 point of damage to the glass can break the glass
pane. The trigger is treated as an IC 1 device. When the glass is broken, a siren
sounds for 10 seconds. The hatch can be blown remotely by the ship’s
computer.

Hatch, Security: These hatches are typically found in restricted areas. These
hatches are constructed from duralloy and are 1 yard in diameter. They can
withstand 100 points of damage from weapons capable of destroying duralloy.
The door requires the use of an authorized ID device being placed in a small (6"
x 6" x 6") alcove at waist level next to the door, or may be opened by the ship’s
computer. The operating mechanism is an IC 3 device, but pulling apart the
panel to open the hatch requires the Engineering: Electrical skill at a difficulty
rating of 8. If the alcove is damaged, the door will not function and a Security
Robot will be alerted.

Security Camera: Generally speaking, these devices are no larger than a


matchbox and capable of seeing in the normal lighting conditions, and using
infrared out to a range of 250 feet. A security camera also has audio capability
and can pick up sound as far out as 100 feet. Each security camera is capable
of taking 10 points of damage before becoming non-functional.

Sensors: These come in a range of types. The most commonly encountered


are: heat, light, sound, motion, pressure and atmosphere sensors. These
devices are the size of a button and are used by various ship’s systems and the
ship’s computer to monitor areas where a camera might not be warranted, such
as inside a pressure pipe.

Waste Disposal Unit: Recycling is an important part of day-to-day life on a ship.


A waste disposal unit is a room, 60’ x 60’, with a number of pipes and chutes Alien Grav Car (IC 6): This vehicle uses technology captured by the Asteroid
leading to it. The waste disposal unit also has an emergency hatch, in case aliens. The Alien Grav car is rectangular in shape, 18 feet long by 8 feet wide
Humans get trapped inside. Additionally, this area is monitored by the ships’s and has eight large seats that can be removed to provide room for cargo. The
computer via a security camera. Robots collect a lot of waste on the ship: this vehicle can carry up to 3 tons of cargo and passengers.
waste, and the by-products of other processes (cooking, washing etc) are sent The vehicle’s controls are designed for creatures with hands larger than
to the waste disposal unit and stored until the area reaches 50% capacity. At normal Humans or Androids, though both can still use the vehicle. The controls
this point, the waste is crushed, and then sonic disrupters turn all solids to dust are laid out very differently from what Humans are used to, with the colors used
and evaporate all liquids. The resulting gasses are pumped out to engineering on the controls based upon the designers’ view of their own light spectrum.
and the dust is collected by Robots and sent to engineering for recycling. The Alien Grav Car is solar powered and requires three hours of charging
per hour of use. To charge its powerpacks, the vehicle must be stationary. The

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car travels at 100 mph (1500 ft / turn) and can hold charge sufficient for six battles. Wing Span 28 ft, length 18 ft 9 in, maximum speed 115 mph, maximum
hours of use. The unit takes 100 hit points before being destroyed. The sides of height 19,000 ft. Armed with 2 linked 7mm Victory Inc. Slug Machine Guns.
the vehicle can be upgraded to provide AC 7 for all those within the car. Requires a single Type VI. Large Hydrogen Cell, giving the aircraft an
endurance of 2.5 hours. While not exact replicas, these aircraft are often
Anti-Grav Sled (IC 4): Movement of large, bulky equipment is accomplished painted to resemble Sopwith Camels or Fokker Triplanes.
through the use of cargo handlers on the Anti-Grav Sled. These low propulsion
units are able to travel 33 miles an hour at top speed. They are equipped with Blimp / Dirigible (IC 5): These aircraft are a reliable means of transporting
sensor units allowing them to pick up and deliver loads to all parts of the ship. passengers and cargo from “Point A” to “Point B”. They are also a really terrific
On each sled are four small coupling units that enable the operator to lift up to way to fly, and are often used as recreational vehicles, in much the same way
6,000 pounds of material. The coupling units are attached to an object and an that motor homes were used in the 20th and 21 st Centuries. These aircraft come
energy field makes the object weightless. The coupling units are powered for 10 in a variety of sizes and configurations, with a top speed of 60 MPH. Most
hours on a single Type V. Medium Hydrogen Cell. Unpowered, the Anti-Grav require two or more Type VI. Large Hydrogen Cells to operate.
Sled weighs 250 lbs.

Asteroid Armored Personnel Carrier (IC 7): This giant beetle, 50 feet long and Centaur Mark II (IC 9): The Centaur is a one-man attack vehicle with a turret-
25 feet wide, is used as an armored personnel carrier. Where once the beetle mounted JAC Shaver Mark IV Cannon. The vehicle is tracked, ten feet long and
had wings, an armored compartment has been grafted onto its back (200 hp). the driver sits in the turret. The Warden’s broadcast power system allows the
The compartment can hold a driver (controlling the creature via a built in Girakal unit to operate anywhere on the ship while two Type VI. Large Hydrogen Cells
Nap) and four gunners (Human-sized or smaller creatures); additionally, the allow the vehicle to operate for six hours without broadcast power. The unit
beetle can carry up to ten passengers. responds to the verbal commands of its controller as well as instructions
The beetle has a range of 900 miles before it must be fed with a special manually input into its AI. The body of the vehicle has an AC of 9, while the
organic compound. The beetle can reach speeds of 45 mph (660 ft / turn). driver / gunner is protected by medium cover (see Page 143). Two different
Those inside the vehicle are protected by an AC of 12. force field generators, projecting fields that sustain 100 hit points each, protect
the vehicle. It can move at up to 70 miles per hour through most terrain. The
Asteroid Armored Personnel Carrier Centaur’s communications system allows for effective communication up to 60
CN 21 D 5 LP - MR 6 RR 12 hp 200 miles away while the AI can give the driver command of up to three Robotic
AC 10 Walks: 200 yards in 9 seconds (660 ft. / turn) units.

Biplane / Triplane (IC 8): There are a small number of these primitive aircraft on Circle Rider (IC 5): These speedy recreational vehicles allow skilled users to
the Warden. These aircraft are used for occasional displays, including mock move up to 220 MPH on flat surfaces, and to stop on a dime. The use of this

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METAMORPHOSISALPHA4THEDITION

vehicle requires the Vehicle: Wheeled, Sm skill, as the vehicle consists of a 100 days of continuous operation. The vehicle is 16 feet long and 6 feet wide. A
single 12 foot diameter wheel, with one or two occupants sitting in the centre of ramp can be lowered from the back of the vehicle to load heavy equipment or a
the vehicle. Most (but not all) of these vehicles have no cabin, and provide no Robot. Weighs 2.5 tons.
protection from the elements to occupants. The vehicle is quite safe, provides a
smooth ride (even when turning corners) and is very maneuverable on city Grav Car (IC 6): This vehicle is quite common on the Starship Warden. The
streets. A Type V. Medium Hydrogen Cell powers the vehicle for 6 hours of Grav Car is rectangular in shape, 14 feet long by 6 feet wide and will
continuous operation. Weighs 1 ton. comfortably seat two people in the front, and three in the rear. The vehicle can
carry up to  a ton of cargo in the trunk.
The Grav Car is powered by two Type V. Medium Hydrogen Cells which
will allow the vehicle to travel 400 miles. The car travels at 200 mph (3000 ft /
turn). The vehicle can not travel in space, but can travel underwater, remaining
submerged for 30 minutes with 5 passengers before needing to replenish air
supplies. The vehicle can withstand 120 hit points before being destroyed. The
sides of the vehicle can be upgraded to provide AC 7 for all passengers within
the car.

Combat Carrier (IC 3): The Combat Carrier looks much like the half-track trucks
of a much earlier time period. The open-air vehicle rides on two large duralloy
tracks and is designed to be a weapons platform with some additional cargo or
troop carrying capacity. The open upper cabin can carry ten Marines in full
battle gear and there is ample storage in the lower sections of the vehicle for
the gear of twice that many men. The unit can attain speeds of 60 miles per
hour and a Type VIII. Medium Atomic Power Cell powers the vehicle for 100
days of continuous operation. A 100 hit point force field generator is mounted to Id Flyer (IC 7): This creature resembles a terrestrial dragonfly that is 7 feet long
the front of the vehicle. The vehicle’s armor has an AC 9, while the driver and and has a wing span of 18 feet. It is operated by a single Id that sits in the back
passengers gain the benefit of heavy cover (see Page 143). of the creature in a narrow cocoon-like cockpit area. Once the Id is linked with
Two Light Missiles systems (IC 3, WC 8) are mounted to the rear and fire the creature, it gains 360 degree vision and can see in the infrared spectrum,
three missile bursts per combat round. Each of the two systems has an allowing the Id to operate the flyer in all lighting conditions. The flyer can be
ammunition capacity of 300 missiles (100 total bursts each). A Forman Arms fitted with two Yipoons or eight Gachads / Dagils. The flyer has an AC of 20 and
Ltd. Protein Disrupter Cannon (IC 4, WC 9) is also mounted on the vehicle. This never makes attacks on its own. It can carry 300 pounds of material in its
is the standard configuration, but it may be changed at the whim of the GM, or if appendages. The flyer can fly for five hours straight per day and must consume
the players find better equipment. 10 lbs of a special organic compound every three days.

GPATV (IC 4): This is a General-Purpose, All-Terrain Vehicle that can travel Id Flyer
almost anywhere on the ship, over land or water, even through vacuum or CN 21 D 21 LP - MR 15 RR 20 hp 200
under water (but it has only a two-hour air supply for six people). The vehicle AC 20 Flies: 160 mph (2,346 ft / turn).
will seat six people, has room for backpacks and equipment and an additional
750 lbs of cargo. A Type VIII. Medium Atomic Power Cell powers the vehicle for

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Jet Boards (IC 2): These flying devices allow skilled users to move up to 50 The unit has an AC of 10 and can sustain 300 hit points before it is destroyed.
miles an hour 10 feet above the ground. The use of this vehicle requires the Its sensing systems can sense all life within a 500-yard radius of the egg. It
Athletics skill with a Dexterity Base. The device employs special anti-grav takes nine days to grow a fully mature craft.
generators to float over any surface. A single Type V. Medium Hydrogen Cell
powers the board for 10 hours of continuous operation. When unpowered, Short Range Shuttle (IC 8): This is another piece of captured technology that
weighs 30 lbs. the N’Treb and Ids have adapted. The shuttle is a 20 foot-long flat crystal with
holes cut into the top forming 14 different passenger compartments. When the
Jet Pack (IC 5): These devices were seen as a useful way to quickly travel short unit is flying, a large faceted force field rises above the top of the crystal to
distances, and were particularly useful for Law Enforcement Officers. These protect the passengers. The large faceted nose of the vehicle has a seat for a
devices are powered by a Type V. Medium Hydrogen Cell, giving the device the pilot to mentally control the shuttle. The shuttle is lightly armored and has an
ability to fly for two hours at a speed of 120 MPH, and carry up to a total of 600 integral 100 hp force field. The shuttle can carry 14 Human-sized or smaller
lbs. The jet pack can be controlled by two short retractable cables with controls, creatures, or up to 3 tons of cargo, plus one pilot.
or via a linkage that will connect to any set of powered armor found on the The shuttle has a 7,000-mile range, a top speed of 1,200 mph (600 mph in
Warden. The use of this device requires the Vehicle: Aircraft, Sm skill. Weighs an atmosphere) and is powered by two small ion engines.
40 lbs.
Tank I (IC 4): This one-man tank is 20 feet long, egg shaped, and mounts a
Forman Arms Ltd. Sonic Cannon in the large top-mounted turret. The unit is
propelled by anti-gravity units, giving it a top speed of 50 miles per hour. The
tank can sustain 300 points of damage and further mounts a 200 point force
field that provides the tank a final AC of 7. One man sits comfortably inside the
tank and directs the vehicle’s AI. A full range of visual and other sensors allow
operation in all environments with no detriment. Sound and motion sensors
have a range of one mile while the vehicle’s radar has a range of ten miles. Two
Type VIII. Medium Atomic Power Cells power the vehicle for 100 constant days
of operation. The Tank I is designed for exploration and light combat.

Tank II (IC 5): This six-man combat tank is a 40-yard long oval with three
weapons turrets that can mount a wide range of weapons. Special armor plating
on the top and sides of the tank absorb energy blasts and can even deflect
ballistic weapons fire. The unit uses an anti-gravity motive unit that can propel it
at 150 miles per hour. The armor provides an armor class of 7 and 400 hit
points of defense per facing, while a force field generator creates a 200 point
field that drops the tank’s AC to 5. The vehicle’s radar has a range of 50 miles
while its sound and motion sensors have a range of five miles; the tank can also
operate in any environment with no penalties. On the Warden these vehicles
draw power from broadcast power, though the two Type VIII. Medium Atomic
Power Cells can power the unit for 10 days of constant operation. Extensive
communications equipment allows the tank to remain in constant contact with
single individuals or an entire regiment of troops in battle.
The custom Grenade Launcher system fires three Onande AI grenades
per combat turn and has a capacity of 120 grenades. Each Onande AI grenade
(IC 5, WC 10, see Page 136) does 6d6 of damage to a 30 yard radius. The unit
can be reloaded with most types of standard grenades as required. Short
Range for the launcher is 1-50 yards, Medium Range is 51-100 yards, and Long
Range is 101-150 yards.
The Medium Missile Launcher system fires three Medium Missiles (IC 4,
WC 7, 10d6 per missile) with a range of 5 miles using wire guidance systems to
strike the target.
The Forman Arms Ltd. Mk IV. Laser Cannon fires a tightly focused burst
of laser light (IC 6, WC 5, 10d6 per combat turn) with a range of 50 miles.
Orbital Entry Craft (IC 6): This vehicle resembles a mustard brown egg, Reflective surfaces reduce the damage done by the cannon.
approximately 20 feet in diameter, with two iris-valve openings, one on the side The tank’s integral AI allows it to function without crew in extreme
and one at the top. The opening at the top contains a large membrane emergencies; in which case it operates at reduced offensive capacity (only two
parachute while the side opening is the door to the craft. The body is a heat- weapons may be fired per turn and both must be fired at the same target).
resistant material while the inside is heavily padded. The craft can safely hold
eight Human sized creatures during re-entry. The craft breaks down into small
fist-sized crumbly pieces 24 hours after re-entry.
The parachute will open automatically at a safe altitude. An Id linked to the
craft can control the descent and land within a six miles radius of a particular
target area. Although it was originally designed to transport equipment and
personnel to a planet, the Asteroid aliens are using it primarily as a vehicle to
transport its assault waves to the Warden. An Id can take complete control of
the craft in such cases, driving it in any direction at up to 60 miles an hour.

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METAMORPHOSISALPHA4THEDITION

CYBERNETICS,ALIENBIOGENETICS& Type V. Medium Hydrogen Cell: One cell is inserted to power all of the implants
a character might have. For every five points of damage taken after over half of
GENOMEPACKETS a character’s hit point total has been lost, there is a 1 in 6 chance of the power
cell taking damage and being destroyed doing an additional 6d6 points of
Sooner or later, characters in Metamorphosis Alpha get injured. Be it damage to the character and powering down all the implants they have until a
through combat, disease or an accident, it happens. Medical treatment on the new cell is fitted.
Starship Warden is very advanced compared to 21st Century Earth. Medical
Kits, Medical Robots and even alien technology that heals is available to
characters. Cybernetics is another medical option open to sick or injured TYPESOFIMPLANTS
characters instead of normal healing. Arms: Cybernetic arms do not give a character super strength, unless combined
with skeletal enhancement (below). A character with cybernetic arms has his
ADVANTAGESOFCYBERNETICS CN increased by 1 point. If the character has a skeletal enhancement, his CN is
The new body part may be superior to the original in function. Artificial increased to 24. Recovery time from having an arm replaced is three weeks.
limbs may serve more than one function, i.e. an arm with a rechargeable laser The character will also require a cybernetic hand for each arm being replaced.
etc. Artificial limbs may be insulated against electricity and paralysis. When using physical weapons (such as a sword etc, rather than a laser pistol)
Additionally, most cybernetic limbs have no lymphatic system, or blood with the cybernetic limb, an additional 1d6 damage is inflicted and the weapon
circulation. This means poison bites etc, to these limbs are often ineffectual. class of such weapons is reduced by 2 (e.g. WC 11 becomes WC 9).

DISADVANTAGESOFCYBERNETICS Ears: Cybernetic ears increase a character’s hearing range. A character with
Cybernetics require a source of power. Cybernetic implants are powered cybernetic ears will not be hurt by loud noises, since they have a fail-safe
by an atomic power cell, and need regular maintenance. Often cybernetic parts mechanism built-in. A character with this implant has only a 1 in 6 chance of
will not look like natural body parts. Obvious cybernetics may make others being surprised instead of a 2 in 6 chance. Hearing range is doubled. Recovery
uncomfortable and result in negative reactions to the cyborg’s presence. Some time is 1 week before normal balance is restored, until then the character has a
cybernetics are susceptible to jamming. Cybernetics require surgery to be -3 penalty applied to his dexterity.
implanted and it is impossible to convince a properly functioning Medical Robot
to implant cybernetic limbs on a healthy being. Eyes: Cybernetic eyes restore normal vision. Additional modifications include:
 Microscopic (x 100), Telescopic (x 25), Digital Camera (10 minutes of footage
IMPLANTINGCYBERNETICS or 100 photographs). A character gains a +3 bonus to all ranged attacks.
Most major medical facilities have a small stock of cybernetic parts
available or can manufacture what is required. Generally, medical facilities will Glands And Organs: The character may have an artificial kidney, lungs or
just use a cloned limb or organ to replace the damaged or missing body part. A adrenal gland etc. implanted. Examples are listed below:
Medical Robot will require a good reason for using a bionic part rather than an
organic replacement. - An artificial kidney allows the character to check against poison
The surgical procedure required is drastic, and often recovery time runs as if his CN was 21.
into weeks, including the time required to learn how to use the new limb or
organ. For more complex operations, this time may be longer. - Artificial lungs give the character the ability to hold their breath
If an injured character has more than one cybernetic enhancement for an extended period (90 minutes). They also ignore poison gas of
implanted at a time, the recovery time of the item taking the longest is used, all intensities.
plus one week per extra implant. This represents the added difficulty of dealing
with recuperation and physiotherapy with more than one injury. - An artificial adrenal gland allows characters a burst of energy
Shock is normal when undergoing cybernetic implant surgery, and (increase CN by 2 points to a max of 42 for 10 minutes), three times
whenever a character receives an implant must make a Difficulty Level 12 per day.
check vs their Constitution score to resist shock. Shock lasts d6 days and
results in temporary loss of d6 points of LP and MR, and Dexterity is reduced by - An artificial heart will allow a character to slow his vital signs to
3 points, until the shock wears off. a bare minimum (slowing poisons) or speed his heart up to help
Mutants which regenerate cannot have cybernetics, as their bodies will cope with blood flow when undergoing exertion (increase CN by 2
reject the implants. points to a max of 42).

Hands: An artificial hand will allow a character to apply 2d6 crushing damage to
MAINTAINING&REPAIRINGCYBERNETICS any target that can be grasped. Fingers may also serve as tools, i.e. an electric
Cybernetic implants need to be serviced every 6 months. If a cybernetic screwdriver.
implant is not serviced and maintained, it will fail. For every month past the
initial six-month period, there is a cumulative 1 in 6 chance of failure per use. Legs: Cybernetic legs do not give a character super speed or allow a character
The part will then require servicing before it will work at all. Medical Robots can to jump dangerously high, unless combined with skeletal enhancement (below).
service cybernetics, and servicing implants will require 2 hours per body part. A character with cybernetic legs has his CN increased by 2 points. If the
An engineering Robot has a 4 in 6 chance of being able to service any given character also has a skeletal enhancement, his CN is increased to 24 (or higher
cybernetic limb or organ. If the engineering Robot is unable to conduct the in the case of some non-humans). He will be able to jump 20 feet in any
service, the character will have no choice but to go to a Medical Robot, or risk direction and doubles his speed (with two cybernetic legs only) with skeletal
the implant becoming inoperable (as per the cumulative chance of failure enhancement.
above). An Engineering Robot will take 6 hours per body part, since they are
not programmed to service cybernetics. Nervous System: The character’s nervous system is modified so that the
If a character suffers any single wound that inflicts over 10 points of character is immune to paralysis and electrocution.
damage, there is a 1 in 6 chance that a cybernetic limb or body part will be
damaged and made inoperable. The implant will need to be removed and Neural Enhancements: The character installs all of the following functions hard-
replaced. wired into his brain: Short Range radio receiver (20km), GPS system,

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METAMORPHOSISALPHA4THEDITION

Photographic memory, and a Data link. These enhancements give the following chart to determine side effect. Ignore any duplication of side effects
character a +3 in figuring out computer style devices. and re-roll if necessary.

Skeletal Enhancement: The character’s skeleton is strengthened and reinforced Roll Effect
to deal with the extra stresses involved with using cybernetic limbs to their 2-6 nothing happens.
fullest potential. When paired with arms and / or legs it gives a Human 7 one of the other biogenetic glands (randomly picked) falls off the
character a modified constitution of 24. For other species, their CN is raised to body and the host can never use that type of gland again.
their species’ maximum, +3 points (however no higher than 42). This 8 the host body rejects all cyborg attachments and can not use
enhancement will also improve a character’s AC by 3 classes. such items for as long as they have an intensifier gland implant.
9 N’Treb become invisible to the host and they can not detect these
Weapon: The character can have a weapon linked to their cybernetic limbs. creatures while they have an intensifier gland implant.
This can only be done to arms, their head, or hands. The weapon may be any 10 radiation does double the normal damage to this host and they
device less than a yard long such as a built in laser or a slug projector etc. will never have a chance of mutation again.
Fitted into the body, the normal WC of the weapon is reduced by 3 points 11 this host acquires a great fear of the dark and will be unable to do
because of the close contact with the body. battle in darkness while they have an intensifier gland implant.
Medical Robots will not normally install a weapon; this would have to be 12 the host is sterilized and can no longer reproduce.
carried out by an Engineering Robot. Weapon implants are custom jobs, and
must be created individually. Laser Defensive Sheath: This is a glassy film that covers the outer covering of
any host and is attached to the flesh at the host’s back. The film can grow to
any size needed to cover whatever the host is wearing at the time. The film is
ALIENBIOGENETICS totally immune to the effects of laser light no matter how powerful the beam.
The aliens of the Asteroid have created their own enhancements using The sheath does slightly block the vision of the host making them suffer a
organic parts grown to their personal specifications. When they need things like penalty of 2 on all their rolls with ranged weapons.
appendages to manipulate items, they create special organic ones that function
just like parts of their normal body. These appendages sap some of their Manipulation Appendage: This is a 16 feet long tentacle with a tiny tip able to
strength, but make them able to do more things. These devices are grown wrap itself around things and easily manipulate them. The entire tentacle can fit
whole on the sides of the walls of the Asteroid and are perfectly useable by the in a one-foot pod growing on any part of the host body. The tentacle can lift the
crew of the Warden as well as the Asteroid aliens. Plucking the biogenetic same weight the host could lift in both of their arms.
device from the wall like a fruit, the appendage is affixed to the character’s body
and in 60 minutes it’s a fully functional organ. Metal Disruptor Spores: This gland projects a cloud of spores that can expand
Biogenetic devices need no maintenance as the normal functions of the to a 20-foot diameter sphere of spores. When these spores come in contact
body do that work. Each biogenetic device strips away five hit points when with metal, they react and destroy the surface making a 20-foot tall hole in the
attached to the body of a host. These hit points return at the normal rate of metal after 60 minutes of contact. If not washed off, this spore cloud would
healing, once the biogenetic implant is removed. These devices can be destroy any Robot it enveloped. The gland fires two clouds of spores in a 24-
attached to Android life, plants, animals, mutants, and Humans. hour period. The spores will float with the wind for an hour expanding to their
20-foot size if given the chance. The are permanently neutralized by water and
Brain Enhancers: These are fist sized gray amoeba looking things that attach destroy themselves by coming in contact with metal.
themselves to the skull of the user. They bore tendrils into the host’s brain and
increase the Mental Resistance of that creature by two. General body damage Organic Space Suit Sheath: This organ creates a silvery sheath around the
of more than 15 points at one time to the users of these polyps destroys one of body of the host and connects to several parts of the host body. It creates a
the brain enhancing organs, inflicting an additional 15 points of damage to that pressure suit capable of standing the vacuum of space or the depths of the sea
character. for 48 hours before having to gain air. Wearing the suit inhibits vision somewhat
forcing a –3 penalty on all ranged weapon rolls. The suit film is transparent
Detection Spore Gland: This gland disperses a large cloud of spores into the enough to allow the user to manipulate devices through the covering of the
air. As long as spores are floating and not touching the ground each one of sheath.
those spores is a communication device to the owner of the spore gland. The
communication tells the owner what creatures or things have advanced past the Throwing Thorn: This organ generates an incredibly hard and razor-sharp five-
floating spore. The spores die with these communications but there are inch thorn that can be ejected up to 100 feet from the body. The thorn is WC 17
hundreds of thousands of spores released with every cloud. The gland can and does 1d6 in damage if it successfully strikes a victim. One thorn can be
make one cloud every 60 minutes. The spore clouds made are very distinctive generated every 60 minutes inside the gland.
orange masses and easily avoided by knowledgeable creatures. These clouds
of spores can be dispersed by strong wind etc. GENOMEPACKETS
Eye: This is another eye placed on any part of the body. It embeds itself and Acid Resistance (Red cube)
makes itself fully functional in 60 minutes. It then allows itself to focus as a Balance (Blue cube)
normal eye and can give the user 360 degrees of vision. Every additional eye Blind Luck (Green cube)
presents a bonus of 1 to the weapon class of all missile-ranged weapons. Brute Strength (Yellow cube)
Combat (Alertness) (Orange cube)
Intensifier Gland: Intensifier glands are small liver-shaped glands that blend into Combat (General) (Purple cube)
the flesh and rests just under the skin of the host. Each of these glands raises Combat (Hand-to-Hand) (White cube)
one ability score by one with the host choosing what ability score is to be Combat (Lightning Attack) (Black cube)
changed. Except for the 5 hit points lost in the joining process there is no limit to Combat (Ranged Weapons) (Gray cube)
the number of these glands that can be absorbed. Combat (Two-weapon Fighting) (Tan cube)
After a character has implanted three intensifier glands, there will be side Concentration (Scarlet cube)
effects for each additional gland that is implanted. Roll 2d6 and consult the Dexterity (Pink cube)
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METAMORPHOSISALPHA4THEDITION

Empathy (Animals) (Emerald cube) The packets are cumulative and if a Human subject ingests three Brute
Empathy (Computers) (Amber cube) Strength packets, all of their special effects will be added together in the body.
Empathy (Mutants) (Amethyst cube)
Empathy (Plants) (Tangerine cube) There are random side effects that occur with the packets depending upon their
Empathy (Robots) (Turquoise cube) donors. Although some packets are extremely valuable, some of the side
Endurance (Ebony cube) effects of those packets have been found to be dangerous to the ingestor.
Explosives Talent (Silver cube)
Fungoid Resistance (Gold cube) These side effects are usually mental conditions from the donor and so far all
Healing (Platinum cube) efforts to eliminate them have been unsuccessful. Animals and plants with less
Heightened Constitution (Crimson cube) than Human intelligence can ingest the packets but the packets seem to have
Heightened Intelligence (Sky Blue cube) no effect on these test subjects. The cubes are color-coded and if you know the
Human Genome (Flesh cube) code you know what the genome packet is.
Item Complexity Talent (Aqua cube) Some common sense is needed in game mastering these talents and
Intimidation (Brown cube) abilities. Although the effects are cumulative, say for example the character
Laser Energy Resistance (Charcoal cube) took three quickness genomes, they would not really be six times as fast as
Leadership (Pea Green cube) normal. They would, however, be unusually fast in all of their actions.
Mental Resistance (Burgundy cube)
Paralysis Resistance (Copper cube) Each packet and its side effects are detailed below:
Poison Resistance (Pearl cube)
Power Armor Use (Obsidian cube) Acid Resistance: The nanobots make the flesh and hair of the user resistant to
Quickness (Carnelian cube) all effects of acid. The first contact to the flesh of any acid turns some of the
Radiation Resistance (Citrine cube) acid into base chemicals. In game terms, every acid attack subtracts one die
Ranged Weapon Talent (Rose cube) from the total attack so that a successful acid attack doing 3d6 in damage
Scouting (Coral cube) would only do 2d6 to this victim. Plus, if the attack only touches less than a foot
Senses (Jade cube) of the victim’s body surface, the first acid attack is totally negated by the skin
Sonic Resistance (Aquamarine cube) action of the nanobots. However a second and multiple acid attacks in less than
Speed (Violet cube) ten combat will still do damage, as the nanobots struggle with the sudden
Telepathy (Sapphire cube) workload. It should also be noted that this resistance does not extend to the
Vision Enhancement (Opal cube) equipment of the genome user.
Weapon Talent (Canary cube) Side Effect: The user of this genome cannot receive telepathic messages from
anyone.
The concept of the genome packet was discovered on the Asteroid
(Phase Four) and converted to Warden use by the AIs of the ship (Phase Five). Balance: The nanobots impart a grace and sense of touch to this user allowing
The fungoid races of the Asteroid were seen ingesting oddly colored them to never be clumsy. This effect allows the user to subtract one point from
mushrooms that seemed to instantly increase their abilities in combat. When their normal armor class, regardless of whatever armor they are wearing at the
these mushrooms were analyzed it was found that they were filled with genetic time and this includes power armor or being in an armored vehicle that imparts
material and this material actually imparted skills and abilities to the eater of the its AC to the rider. Also, the user is able to hold and use weapons better giving
mushroom. each weapon they use a beneficial bonus of one on the weapon’s WC.
Accelerated testing on the Warden allowed the crew to reproduce this Side Effect: Talking plants become frightening to the user of this genome to the
effect, but not as quickly as the mushrooms on the Asteroid. Each genome extent that they won’t take orders from intelligent plants and won’t do anything
packet consists of a two-inch jelly square filled with nanobots all programmed to help such a creature under any condition.
with specific organic-genetic learning tools. The nanobots reproduce
themselves in the system of whoever eats them, allowing the user to genetically Blind Luck: The nanobots are able to increase whatever senses and abilities
inherit a skill or ability. In the creation of each packet, genetic material is taken control the action of luck in a person and enhance these effects many times
from the brain fluid of a subject already having the skill or ability the genome over their natural condition. In game terms, this gives a player character two
packet is designed to recreate. The taking of this fluid never harms the subject more luck points to use in any given 24-hour period.
as they generate more fluid in hours. The nanobots are immersed in this fluid Side Effect: None.
and programmed with the necessary genetic indicators to allow them to change
the body of the host giving the host the skills and knowledge to acquire a Brute Strength: The nanobots enhance the muscle structure of the user. In
specific ability. The packet is ingested into the subject and that subject after 48 game terms, the user goes up one on the lifting chart (see Page 33 for more
hours has knowledge or has the ability from the donor’s brain fluids as the details). Also, in hand to hand unarmed fighting this user does an extra 1d6 in
nanobots reproduce and work on the physical nature of the ingestor’s body. The damage with each successful punch. In using melee weapons, they also do an
ability or skill always takes 48 hours to acquire as the nanobots during that time extra 1d6 +2 in damage with the successful use of melee weapons of all types.
are reproducing and changing the body. Humans without mutations can ingest Side Effect: The user acquires a fear of the vacuum of outer space. When
three different genome packets, mutants can ingest two different packets, and wearing a spacesuit in vacuum, they receive a –2 to their armor class and a –2
Androids can ingest one packet. When a Human takes a fourth genome packet penalty to the weapon class of any combat device they are using while floating
into their system, one of the other three packets is randomly eliminated over the in space. They cannot take positions of leadership in space, as they are too
next 48 hours. The same elimination process happens to mutants and Androids concerned with their own safety to lead others effectively.
when they exceed their limit.
New weapons are desperately needed in the struggle against the Asteroid Combat (Alertness): These nanobots allow their user to be unusually aware of
races, and constant research is under way to expand the variety of genome their surroundings at all times. This effect increases the user’s rear AC by a
packets available to the crew of the Warden. New packets (mainly experimental bonus of 2 and their front AC by a bonus of one no matter what type of armor
and available only to volunteers) are being designed all the time. Some facts they are wearing. The effect also presents a penalty of one on all weapon
have been discovered in the experimentation process: classes used against the character with this packet, i.e. a WC 5 weapon when
used against this subject is WC 6.

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METAMORPHOSISALPHA4THEDITION

Side Effect: The character becomes unusually careful when in dangerous Dexterity: This genome user’s dexterity increases by three (to a maximum of
situations. They fire their weapons last in the combat turn and always seek to 21) as long as they use this genome. They are also able to jump twice as high
find cover before they begin firing. or as far as they could normally. Actions requiring dexterity become easier for
this character.
Combat (General): The user of this genome becomes a natural combat leader. Side Effect: The character wants to sleep during day cycles and likes working in
In battle, all of their ability scores go up by one and stay that way up until five the night cycles. This makes them groggy and sluggish during times of extreme
hours after battle. This feature also gives them six extra hit points during and brightness (an additional +1 to AC and +1 to WC in bright or dazzling light
right after battle. Battle is defined as an attack of some kind made on the conditions – see Page 144).
character or one of the character’s allies within 50 yards. The character also
gains a +1 bonus to all of the weapon classes they use during a combat. Empathy (Animals): This character is never nervous around wild or tame non-
Side Effect: Animals or creatures the character knows are not intelligent mutated animals. The character exudes a pleasing aroma to animals and is
become difficult for the character to fight. So difficult they suffer a –3 penalty on able to generate calming tones to such creatures. These characters are natural
their weapon classes when fighting such creatures. animal trainers and can get animals to learn tricks and actions three times
faster than normally skilled animal trainers.
Combat (Hand-To-Hand): The nanobots give the subject a great joy in fighting Side Effect: This character cannot do physical damage to any creature with fur.
face to face with foes. In using their hands and feet and in using non-energy Although they can capture such creatures, they would not use dangerous
weapons the subject alters the WC of his weapons by a bonus of two and does weapons on fur-bearing creatures, alien or from Earth.
1d6 +3 with every successful strike. In physical confrontations the subject’s AC
changes by a bonus of two as long as the foes stay within ten feet of the Empathy (Computers): The user of this genome has a special knack with all
genome user. things involving computers and artificial intelligences. In figuring out such
Side Effect: The subject becomes terrible at using any missile-ranged weapon devices, they have a bonus 3 on their complexity rolls. This character can figure
other than a crossbow or bow. They are unable to successfully strike with any out computer codes and programs four times as fast as a normal Human with
other type of ranged weapon, including grenades. computer skills. They are unusually skilled at discovering computer traps and
safeguards and artificial intelligences like talking to this character. The
Combat (Lightning Attack): After the first turn of combat, the subject makes the character can instantly tell if a computer has a virus or if an artificial intelligence
first attack in any given combat turn. The speed of the subject also allows them is broken or mutated in any way.
to make a second attack at the end of a combat turn every third turn of Side Effect: This character develops a fear of snakes, so much so that they
continuous combat. can’t attack any snake-like being.
Side Effect: The subject becomes unusually slow when performing non-combat
tasks as they are always on the alert and their concentration in preparation for Empathy (Mutants): This character exudes a pheromone that is unusually
combat distracts them from doing other tasks. pleasing to all mutants with a sense of smell. The character likes mutants and
can deal with any type of mutant that tries to be friendly with the character.
Combat (Ranged Weapons): The user of this genome has a talent for ranged Mutants will go out of their way to protect this character once they become
combat. With every attempt to shoot at a distant target, the subject does aware of the character’s friendly nature. Mutants that normally would allow
unusually well. Medium Ranges change to Short Range for this subject and riders will gladly allow this character to ride on their backs. This character can
Long Ranges change to Medium Ranges on all charts. The subject with this instantly tell when a mutant is or isn’t telling the truth. The character is so in
talent is allowed to extend the practical range of any weapon by another 30 tune with mutants, that mutants making attacks on this character in an attempt
yards making a new Long Range for the weapons they use. to kill them do so at a penalty of +3 to their WC when attacking this character.
Side Effect: The character acquires a disdain for hand-to-hand weapons and Side Effect: This genome user will never allow themselves to use power armor
won’t even carry them into battle. When using such weapons they acquire a –2 of any type.
penalty on the WC.
Empathy (Plants): This genome user has an innate skill with all types of plants.
Combat (Two-Weapon Fighting): From the Combat Rules (Page 142 Intelligent plants that have time to learn and communicate with this user will be
MULTIPLE ATTACKS IN A COMBAT TURN) the option rule states . . .a unusually helpful. The ways of plants give this character extra skill at healing
character can fire, swing, or stab with a weapon twice in a turn. The first attack plants (twice as fast) and this user is skilled at killing deadly plants (all
has a-5 penalty on the dice roll to hit and the second attack has a –7 penalty. If successful damage the character does is doubled on plants of all types).
using two weapons, this same effect is applied to each weapon that they are Side Effect: The user loses most skills with technology and suffers a penalty of
using to attack (including when they have more than two appendages to fire 2 for every item complexity roll they make.
weapons from in the case of mutants). With this genome the penalty is reduced
to –3 with the first weapon and –5 with the second weapon). Further uses of Empathy (Robots): This genome character understands Robots of all types as
this genome reduce the penalty by one for each weapon. few people do. They can repair Robots twice as fast and can jury rig short-term
Side Effect: This subject is unable to be diplomatic with any possible foe, can repairs with amazing skill. Robots with intelligence “mysteriously” like this
never call a truce and has great difficultly even retreating from a battle. character and respond very well to commands from this character. Any
complexity rolls dealing with Robotic creations are made at a bonus 2 by this
Concentration: The character with this genome has learned to do things very character. When this character is attacking Robots they do an extra 1d6 on all
well. They are able to figure out unknown devices with a bonus of 3 on their successful attacks.
rolls. They are also able to resist all mental and physical control of their bodies Side Effect: Artificial Intelligences do not trust this type of character. They will
as if their Mental Resistance was 21. deal aggressively toward this character and never take orders from them.
Side Effect: Although this character can do one thing very well they can never
do more than one thing at any given time. This concept can be very broad in Endurance: The body of this genome user becomes totally changed. Muscle
that they could command a starship or pilot a ship or wear a suit of power tone increases, muscles and blood vessels become stronger and more elastic;
armor, but don’t ask them to talk while doing this. Driving and talking or using more oxygen is carried to all regions of the body quicker and to greater effect.
two weapons with either hand or reading and listening to others talk is This causes the damaging effects of radiation and poison to be reduced by one
impossible for them. intensity level when determining effects. This also allows the character to run
one and one-half times as fast as they normally would.

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METAMORPHOSISALPHA4THEDITION

Side Effect: The character becomes terrible with the use of laser weapons. All Item Complexity Talent: This character gains a knack for figuring things out. All
attacks the character makes using lasers weapons are treated as though the items they try to master lose a number on their complexity before the character
weapon’s WC was 3 higher. rolls the dice, i.e. a complexity 10 items becomes a 9 or a 5 item becomes a 4.
They also gain a bonus 2 on all of their die rolls for figuring out weapons and
Explosives Talent: This genome user delights in blowing things up. They can devices not using batteries for power.
get an extra 2d6 of damage from the use of any explosives package, including Side Effect: When they get on the “Wild Side” of the Item Complexity Chart (see
grenades. Although this genome doesn’t provide a bonus to the weapon class Page 125) they lose all pluses and bonuses they might have had and roll
of such attacks it does change the AC of a victim or thing by one in favor of the normally.
genome user.
Side Effect: The user of this package is a “pyrotechnics junkie”. Given the Intimidation: This genome causes a character to seem more menacing. When
choice between any other weapon and some type of explosive package, the unintelligent creatures are attacking, they attack at a penalty of 1 to their
fire-cracker will win, hands-down, every time. weapon class and this character gains a bonus 1 to their AC. Intelligent
attackers that understand the thoughts or language of this genome user have
Fungoid Resistance: This character’s skin and body become unusually an attack penalty of 2 to their weapon class and the character gains a bonus of
sensitive to the action of spores. Normal spore attacks are repelled by the 2 to their AC.
surface of the character’s skin. Spores don’t get time to react to this character Side Effect: This genome user finds it difficult to retreat from any conflict and
and slide off their flesh. will always be the last to retreat from a battle.
Side Effect: When the character inhales or breathes in spores they will throw up
and become violently ill for two combat turns as their body rejects the invading Laser Energy Resistance: The body of this genome user develops a sheen of
spores. The illness prevents them from doing any other action but being ill. reflective fluid on their body. This reduces the damage done by lasers on the
character by one die, i.e. when a laser does 3d6 of successful damage it would
Healing: With this genome the character gains 10 hit points over and above only do 2d6.
their normal constitution score. Medical kits and medical Robots can always Side Effect: The body of this character becomes unusually slippery, so much so
heal  of the character’s lost hit points with several hours of work. Proper use that pants and skirts often fall off the body. Hats and helmets are constantly
of an operating theater and surgical procedures can heal all of this character’s falling off as well.
problems after 24 hours. Resting and doing little more than lying in bed restores
five hit points every 24 hours. Usually the restorative powers of medical Leadership: With this genome in use, the leadership potential increases by +2.
equipment won’t work on Androids, but the nanobots in an Android with this Also, highly useful pets tend to come into the lives of characters with this
genome will accept the attention of such devices and make them work on the genome. Naturally, the pets leave when the genome is taken away.
Android character to heal  their damage in a 24-hour period. Side Effect: When this genome is lost for any reason, all of the followers of this
Side Effect: The character spends a great deal of time worrying about taking character come to feel the character wrongly controlled them and become very
damage in combat. They worry about it so much they always strike last in any hostile.
combat turn as they are always considering where they can hide or defend from
attacks. Mental Resistance: The mental resistance score of this genome user goes up
two points. When mental attacks strike the subject they use the 21 score on the
Heightened Constitution: The character with this genome will take poison mental resistance table.
attacks as if they have a constitution of 20 and the Intensity Level of the poison Side Effect: There is a fear of heights imparted on this user so that all of their
will always be –4 intensity levels. They also gain 10 extra hit points over and weapon classes are at a penalty of 3 while they are working from high positions
above their normal score. (flying in the air, on cliffs, on the roof of tall buildings, etc.)
Side Effect: Swords, daggers, and manufactured puncturing weapons of all
types frighten this character so much that the normal weapon class of these Paralysis Resistance: The nervous system of this genome subject dramatically
weapons changes by 2 thus striking the character easier. For some reason this changes. All paralysis attacks become Intensity Level 11 poison attacks to their
effect does not extend to physical weapons like quills and horns. system and the “D” result (see Page 36) causes them to go unconscious.
Side Effect: Normally, people don’t take damage from the effects of a paralysis
Heightened Intelligence: The intelligence of this user increases dramatically. rod or other paralyzing attacks. As this subject converts the paralysis energy to
When this character attempts to figure out an item they have a +2 bonus to their a poison, all of the d6 damage results on the chart actually do damage as if it
die roll. When this character is trying to figure out why a thing is happening, the was poison entering the system.
Game Master should provide them with extra clues to the puzzle. This character
cannot be mentally controlled by the action of mental mutations. Poison Resistance: This genome user has the Intensity Level of all poisons
Side Effect: Grenades seem to be just too dangerous for this character to use attacking them lowered by 2, so that Intensity Level 14 poison becomes
any more and they won’t pick up one as long as they have this genome. They Intensity Level 12 poison, etc. Also there are no cumulative effects with further
also wouldn’t use one even if their life depended on it as they feel the grenade injections of poison in their body. Normally a subject would suffer an increase in
would go off prematurely in their hand while they were getting it ready to use it. Intensity Level when poison enters their system multiple times in multiple
combat turns. This increase in Intensity Level is negated by the nanobots in
Human Genome: The Human nature is amplified by this genome in the their system and only the stated first Intensity Level is used for successful
following ways: all ability scores increase by 1; all attempts to figure out Human attacks.
devices are made at a bonus of 2; all uses of Human made weapons are made Side Effect: Arachnophobia. Spiders and spider shaped aliens are a problem for
at a bonus of 1 weapon class; all uses of Human made armor acquire a bonus this genome user. They are at a penalty of 3 on their weapon class for attacking
of 2 armor classes. Human-designed AIs treat people with this genome with spiders and they do one less die of damage with every successful attack.
greater respect and are generally more helpful to them.
Side Effect: Using alien technology becomes far more difficult for the users of Power Armor Use: This genome user acquires the instant knowledge to use any
this genome. All alien weapon classes suffer a penalty of 2 in the hands of this type of power armor. They will never have to roll on the complexity chart and
subject and the same penalty of 2 works with alien armor class devices. they are able to fix most broken suits of armor if the proper parts are available.
Attempts to figure out alien technology are made at a penalty of 3 on the dice Side Effect: This user becomes color blind and only sees the world in black and
rolls. white.

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METAMORPHOSISALPHA4THEDITION

Quickness: This subject is able to move twice as fast as normal. They move Side Effect: This genome user doesn’t like dogs or dog mutants of any type and
first in any combat turn. They are allowed two rolls on the complexity chart for won’t work near them.
every one roll a normal person is allowed. They heal 6 points a day from bed Telepathy: When touching another living intelligence, this genome user can
rest. read their thoughts and inject thoughts to that person.
Side Effect: The subject’s metabolism is so fast that poison and radiation Side Effect: Darkness makes this subject very uneasy and they tend to shoot
intensities affect them one higher than the listed Intensity Level. In other words, first into the dark and ask questions later.
a successful Intensity Level 12 poison attack would be Intensity Level 13 on the
chart instead. Vision Enchancement: This genome user can see the intensities of radiation.
Side Effect: They become deathly afraid of radiation and won’t use anything
Radiation Resistance: The Intensity Level of all radiation affects this subject two with radiation in it and won’t go into radiated areas even with the proper
levels less so that Intensity Level ten radiation would be Intensity Level eight to protective clothing on.
this subject. All of the “D” results are now 10d6 results and all the “sixes” rolled
on such dice become “ones” for the damage done by radiation. This subject has Weapon Talent: Each of these genome cubes is created with a specific weapon
no chance of mutating from damage done by radiation. in mind. This means the cubes can give the user skills in only one weapon and
Side Effect: Avians of all types become fearful objects to this subject. So much that weapon must be determined at the time of the cube’s creation. The effect
so that any successful attack made on avians by this genome user has ten hit changes the WC of the weapon by a bonus of 2 in the hands of the subject.
points of damage subtracted from the attack because of the subject’s hesitancy Side Effect: The user of this genome believes in having lots of different types of
in the attack. weapons on their person and is never comfortable unless they have three or
four different types of weapons near them at all times.
Ranged Weapon Talent: This genome user is so talented with ranged weapons
that they do an additional 2d6 with every successful ranged attack they make.
Side Effect: The user of this genome becomes unusually sure of themselves 7.DOINGTHINGS
and desires to constantly test their ranged missile skills. They will constantly
Frequently during the game, players will want to do things that are
search out more and more primitive ranged weapons to use as their first attack.
dangerous, or that have an uncertain outcome. For example, if a player wanted
Crossbows become favored weapons even over missile launchers and laser
to jump over a 4-foot-wide hole, that’s easy enough that the GM can simply let it
pistols. Bows and even throwing daggers are sought after and used if the rest of
happen automatically. If, however, the hole was 8 feet wide and the character
the party allows these primitive weapons to be used. It doesn’t become a matter
was carrying 40 pounds of gear, there would be a legitimate question about
of how much damage is being done, but of striking the difficult target with the
whether the character could jump all the way across.
most primitive weapon the genome user can find as a point of honor.
When these situations arise, the GM picks a difficulty value for the
task ranging from 2 to 21. He then picks one of the character’s abilities that
Scouting: The genome user is a natural scout and can gain a great deal of
applies to the task. To continue the example, Constitution usually applies to
information about strange areas by observing his surroundings. In new areas
something like jumping. If the character had to catch a rope at the end of the
he’s never been in before, his WC and AC are reduced by 2 points. He always
jump, the GM might use Dexterity instead. The task’s difficulty is then cross-
remembers his back trail and is never lost if his vision has been clear for the
indexed with the character’s ability score on the table below to produce a
entire length of his trip.
number. The player must roll this number or higher on three dice for the task to
Side Effect: This subject is a restless wanderer and can’t live in one place for
succeed.
more than six months before having to move miles away. He’s much more at
home in the wilds than in city levels of the starship.
Following are several examples of how this table is used.
Senses: All of the subject’s senses become more acute. Their sense of sight
Constitution: The character needs to swim underwater for four minutes. He has
allows them to see further and into the infrared spectrum allowing them to see
no physical restraints, so the GM decides the Difficulty Level is 8. The
invisible and camouflaged people, creatures and objects. Their sense of
character’s Constitution is 13. The player needs to roll 11 or higher on 3d to
hearing allows them to note where items are in total darkness when they make
succeed without dangerous consequences.
snapping noises with their fingers or feet. Their sense of smell allows them to
detect Intensity Level two through ten poison in any area. Their sense of touch
Dexterity: The character wants to walk along a thin tree branch onto another
allows them to better figure out an item, bonus 1 to their die rolls. Their sense of
thin tree branch. He is wearing a heavy backpack. Normally, the Difficulty Level
taste allows them to tell if a food item has poison in it with just the lightest of
would be around 8, but because of the pack the GM raises it to 10. The
tastes.
character’s Dexterity is 17. The player needs to roll 9 or higher on 3d to
Side Effect: Loud noises become a real problem for this subject and when a
succeed without falling.
loud noise of any type occurs this subject hesitates and ends up going last in
the next two combat turns as they react to the loud noises.
Leadership Potential: The character wants an artificial intelligence to open a
door for him, even though he lacks the proper color band. The artificial
Sonic Resistance: The body of the subject becomes unusually resistant to
intelligence is programmed to prevent unauthorized personnel from using the
damage from sonic attacks of all types. Any sonic attack does 10 points less
door and it is functioning properly. The GM decides this is a Difficulty Level 17
than normal when striking this subject. In other words, if a sonic attack did 11
task. The character’s Leadership Potential is 19. The player needs to roll 14 or
points of damage it would only do 1 point to this genome user.
higher on 3d to succeed. If the AI had been malfunctioning, the task could have
Side Effect: This user learns to not like to bathe and as a result acquires an
been more or less difficult, at the GM’s discretion.
odor that makes them recognizable wherever they go. Wild animals will have a
tendency to attack this genome user first because of their smell.
Mental Resistance: This ability is used most often when mental attacks are
involved, and those are covered by their own table. Actions involving general
Speed: This genome user does all things quickly. This quickness allows them to
intelligence can be handled on the Doing Things Table. Assume a character
evaluate and calculate things at a faster rate than most people. They get double
has been captured by a not-very-bright mutant. The character persuades the
the number of rolls to figure out complex items. They can tell when an alien is
mutant to let him go if he can correctly answer a riddle. The GM is tired and
attempting to tell a lie with 100% accuracy. They also have an understanding of
doesn’t feel like making up a riddle on the spur of the moment, so he decides
Robotic intelligences. AIs tend to like this individual, with such units going out of
their way to take special care of these genome users.
122
METAMORPHOSISALPHA4THEDITION

DOINGTHINGSTABLE
ABILITY DIFFICULTYLEVEL
SCORE 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
42 A A A A A A A A A A A A A A A A A A A A
41 A A A A A A A A A A A A A A A A A A A A
40 A A A A A A A A A A A A A A A A A A A A
39 A A A A A A A A A A A A A A A A A A A A
38 A A A A A A A A A A A A A A A A A A A A
37 A A A A A A A A A A A A A A A A A A A A
36 A A A A A A A A A A A A A A A A A A A 1
35 A A A A A A A A A A A A A A A A A A 1 2
34 A A A A A A A A A A A A A A A A A 1 2 3
33 A A A A A A A A A A A A A A A A 1 2 3 4
32 A A A A A A A A A A A A A A A 1 2 3 4 5
31 A A A A A A A A A A A A A A 1 2 3 4 5 6
30 A A A A A A A A A A A A A 1 2 3 4 5 6 7
29 A A A A A A A A A A A A 1 2 3 4 5 6 7 8
28 A A A A A A A A A A A 1 2 3 4 5 6 7 8 9
27 A A A A A A A A A A 1 2 3 4 5 6 7 8 9 10
26 A A A A A A A A A 1 2 3 4 5 6 7 8 9 10 11
25 A A A A A A A A 1 2 3 4 5 6 7 8 9 10 11 12
24 A A A A A A A 1 2 3 4 5 6 7 8 9 10 11 12 13
23 A A A A A A 1 2 3 4 5 6 7 8 9 10 11 12 13 14
22 A A A A A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
21 A A A A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
20 A A A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
19 A A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
18 A 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
15 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21
14 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21
13 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21
12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21
11 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21
10 8 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21
9 9 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21
8 10 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21
7 11 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21
6 12 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21
5 13 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21
4 14 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21
3 15 16 17 18 19 20 21 21 21 21 21 21 21 21 21 21 21 21 21 21

KEEPINGTHEPLAYERSGUESSING
A few things happened during the item complexity example that didn’t make a lot of sense: the targeting mark that couldn’t be
moved, the countdown that served no purpose. Part of this is for fun and part of it is to keep players in the dark about what a device
is until they’ve gone through the process of figuring it out. Players will recognize most items immediately from their descriptions, if the
descriptions are at all accurate. Tell a player, “you’ve found a metal box with two slots on the top and a knob on the side” and he
immediately knows it’s a toaster. Since he doesn’t need a toaster, it gets discarded before anyone has any fun with it. Tell a player,
“you’ve found something shaped vaguely like an L and it fits in your hand,” and he knows already that he’s found some kind of pistol.
GMs need to be creatively vague in their descriptions of unidentified devices. One way to get players to investigate things is to
just be downright obtuse (GM: “You’ve found a thing and it looks interesting.” Player: “What shape is it?” GM: “It’s got bumps and
things on it and it’s a sorta tube shape.”). Another approach is to describe everything so it sounds vaguely like a weapon (Player:
“You mean it’s another stupid toaster?” GM: “Yeah, you put the bread in the barrel here, and then pull the trigger to toast it, see?”).
Players will catch on to that trick eventually, but it will take longer than you might expect.
In most states, screwing with your player’s minds (in good fun, of course) is not technically a criminal offense.

123
METAMORPHOSISALPHA4THEDITION

that the riddle’s difficulty will be the same as the mutant’s Mental Resistance 8. WORKINGTHINGSOUT
score, which is 7. The character’s Mental Resistance score is 13. The player
Starship Warden is filled with items that the PCs don’t remember how to
must roll 10 or higher to answer the riddle correctly. (Unfortunately for the
use, or never knew how to use in the first place. A lot of equipment might be
character, the GM has also decided that it doesn’t matter what the player rolls
very useful, if the characters could figure out how to use it. And they can - by
because the mutant was lying about letting him go.)
using the Item Complexity Chart.
All items on the ship can be rated by their complexity, as shown on the list
Radiation Resistance: Checks involving radiation always use the Radiation
below. Items of complexity 1 are the simplest; their uses are almost obvious. At
Resistance Table.
the opposite end are items of complexity 10. These are so complex that PCs
may never be able to really understand them without some luck.
The process of figuring out how to use a newly-found gadget isn’t entirely
SAMPLEDIFFICULTYVALUES mechanical, though. There’s role playing involved, too.

2 Picking up something (CN) Complexity Item


Seeing something far away (MR) 1 Infrared Goggles, Bow and Arrows
3 Quickly pressing buttons (D) 2 Paralysis Rod, Gel Sprayer
Getting something from a backpack (D) 3 Protein Disruptor, Laser Pistol
4 Selecting something from a pile (MR) 4 Slug Projector, Grav-Sled
Making a Robot happy (LP) 5 Lesser Alien Systems, Paralysis Dart, Charging Outlet
5 Making a weapon out of furniture (MR) 6 Powered Armor, Water / Hydrogen Energy Converter
Cutting tough material (CN) 7 Alien weapons, Gravity Generators
6 Putting on new armor (MR) 8 Space Suits, Engineering Units, Security Robots
Picking out alien rabbit from real ones (MR) 9 Medical Equipment, Ecology Units
7 Making a bow and arrow (MR) 10 Computers, Alien Devices, Vehicles
Calming down a wild animal (LP)
8 Replacing batteries in a known device (D)
Shouting a warning during battle (CN) To start the process, the GM looks up the item’s complexity number in
9 Making friends with an angry 10 feet tall dog (LP) either the complexity chart or the item’s description in the relevant section. Then
Finding rocks to throw at the dog (D) he checks to see whether the characters get a bonus or a penalty because of
10 Feeding a hungry deadly fish safely (D) their Mental Resistance scores, skills, mutations, etc.
Making a pit trap (MR)
11 Tricking a foolish Robot (MR) Mental Complexity
Jumping a pit with lots of gear on (CN) Resistance RollModifier
12 Balancing on tree limbs (D) 2-4 -4
Scaring a nervous alien (LP) 5-6 -3
13 Fighting the effects of heavy gravity (CN) 7-8 -2
Finding a working ray gun in an old armory (MR) 9-10 -1
14 Bluffing enemies into retreat (LP) 11-12 0
Playing poker with a computer – and winning! (MR) 13-15 +1
15 Flirting successfully (MR) 16-18 +2
Throwing someone in peril a rope (D) 19-20 +3
16 Picking a lock (MR) 21 +4
Fixing broken machines with no skill at it (MR)
17 Taming a mutant mount (LP) Then he starts rolling dice (3d) to determine step-by-step what the
Tricking a really smart AI (LP) characters learn and whether they accidentally hurt someone or break the item.
18 Dismantling bombs without blowing up (MR)
Testing for poison (MR) USINGTHECHART
19 Intimidating an Android (LP)
The Item Complexity Chart is a flow chart (or a state transition diagram,
Finding your way home in the dark (MR)
for engineers). To begin using it, place your finger on “Start” (once you get the
20 Using acid without getting hurt (MR)
hang of using the chart you won’t need to use your finger, but for now, use it),
Lifting something heavy (CN)
roll three dice and add or subtract the character’s modifier(s). With that number
21 Doing something acrobatic that’s really stupid (D)
in mind, check “Start” to see where to shift your finger. If the roll was 2, 3, or 4,
follow the line over to the “Danger Side” of the chart—something bad is going to
(CN) Constitution Difficulties
happen. If the roll was 5 or 6, follow the line over to the “Wild Side” of the
(D) Dexterity Difficulties
chart—something strange and probably unwanted is going to happen. If the roll
(MR) Mental Resistance Difficulties
was 7-21, advance your finger to Circle #1. If the item’s Complexity is 1, then
(LP) Leadership Potential Difficulties
you’ve figured it out and can use it freely.

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METAMORPHOSISALPHA4THEDITION

That example was for a simple item. If the item was of complexity 5 instead of Players can stop rolling at any time in the process from roll 1 to roll 15 if
1, then the process still begins at “Start” but your finger must reach circle #5 to they aren’t doing well. The character just puts the thing down and then can start
figure out the device. Otherwise, the process is identical. again fresh after 24 hours. Once that 16th roll is made, however, the character
Players get 20 rolls on the chart to figure out any single item. If after 20 must either continue on to the end or admit they will never figure it out.
rolls they haven’t come to a happy conclusion or wound up in the “D” or “H”
space, then this item is beyond their understanding and they will never figure it DANGEROUSSIDE
out. If they wind up in the “D” or “H” space, then this attempt is thwarted by a Here the characters can actually hurt themselves and others.
bad result. If the weapon hasn’t been destroyed, they can start over again (and
get 20 more rolls), but they must use a different sample of the item (i.e., if they A – The character has set off a warning that the device may be harmful. For
were trying to figure out a laser rifle, they need a new one). The one they were example, if the device is a weapon with a laser sight, it projects a neat, red dot
using before is either broken or so thoroughly disassembled that they can’t onto the character’s forehead. If the device is intelligent, it may actually tell the
figure out how to put it back together again. character, “I wouldn’t keep doing that if I were you.”
If characters work on an item as a group, they use the highest MR score
no matter who is actually handling the device. This isn’t always a good idea, B – This is a more urgent warning than A. Sirens go off (small devices make
however, because unknown devices have a tendency to blow up, melt, release annoying, electronic whooping sounds), nearby Robots move away for no
radiation, and self-destruct dramatically when untrained hands start twisting apparent reason, blast doors close automatically, recorded voices say,
knobs and yanking levers. It’s often best for one character to take the device a “Danger! Danger!,” a light comes on that reads “armed and ready – remove to a
good distance away and work on it behind a really big rock. safe clear distance” or “self destruct sequence engaged” or “10, 9, 8 . . .” (just
The GM can give a bonus of +1 or even +2 on the roll if the character about everything stocked on the Starship Warden has a built-in countdown
already understands a similar item. For example, a bonus would be in order if a timer, even if it serves no real purpose).
character who already knows how to use a laser pistol starts tinkering with a
laser rifle. C – While this result may cause some angst, it’s not the worst possible result,
and it’s not all bad. The player returns to the numbered track one space further
along than where he left the track. The device, however, is doing things which

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METAMORPHOSISALPHA4THEDITION

may be alarming. Examples would be warming up, flashing or vibrating, clicking 9.COMBAT
or humming, spinning dials and flipping levers by itself, becoming larger or
Combat is a basic part of nearly any role-playing game. Metamorphosis
smaller, longer or shorter, changing color, unfolding, compacting, inflating, or
Alpha tries to make things as easy as possible by handling everything the same
anything else that’s inexplicable and unsettling. Whatever it’s doing, it keeps
way. All weapons are defined by their weapon class, their range, and their
doing it and won’t stop until the character figures it out or the batteries die.
damage. A character’s chance to hit his target is found by comparing the
weapon class to the target’s armor class on the Combat Table. Please note
D - The D space is the worst place to be. The character has managed to hurt
that ranged weapons become less accurate as the range increases. This is
himself with the device. If it is a weapon it discharges at the character. If it’s
reflected in dice roll penalties, described below.
explosive, it detonates. If it is a toaster or a foot massager, it burns the
Sometimes, a few kernels of common sense are worth more than a
character, gives him an electric shock, or sprains his toe. The GM determines
bushel of rules. A Human fist can’t harm a duralloy-armored tank, no matter
the proper effect (which is usually the worst possible effect).
what the Combat Table states.
Many of the weapons PCs will find on Starship Warden were designed to
WILDSIDE have short life spans. In the event of a mutiny or rebellion, only those
This is where the real fun begins. When a character’s efforts lead him to controlling the factories (presumably the UWSC or their elected
this side of the chart, unusual things start happening. Remember that whatever representatives) would be in control of any arms manufacturing facilities. That’s
the player knows or suspects, the character hasn’t the slightest idea what the why so few of the weapons are reusable. Anti-firearm campaigners loved the
device is or does. idea of ensuring weapons don’t remain on the streets after they are needed,
but the WRA (the replacement of the NRA) hated it. Much of the fun of role-
E – Some minor function of the device is activated. If it is a paralysis rod, for playing is figuring out how to deal with things like that.
example, it could start vibrating wildly. Other examples would be heating up,
becoming intensely cold, beeping, or causing other devices in the area to light WEAPONSYSTEMS
up or activate. Whatever it is, it should both encourage the player and make LaserWeapons
him nervous about continuing. In the case of alien biotechnology, this could be A laser is a tightly-focused beam of light that has great power. It can blast,
disgusting, such as the device flinching or belching, etc. burn, or melt through most materials. It passes right through clear glass without
any loss of power or accuracy. If the glass is very dirty, however, the super-
F – The device has gone wildly out of control. The player should be sure that heated dirt might shatter the pane. The GM should reduce damage accordingly
he has done something very foolish and that the item, whatever it may be, is if the target is wearing reflective surfaces.
about to become very dangerous. Examples include intense vibrations, emitting
sparks, alarms going off in the area (even in forests), lights turning on and off or LaserSights
flashing, or parts of the unit coming loose but not quite falling off. Again, with Laser sights vary from manufacturer to manufacturer. Where appropriate,
alien biotechnology, the device could be “bucking”, etc. these are described in the weapon descriptions below. Generally, a laser sight
will improve a weapon’s WC to 5. Some laser sights and aiming technology will
G – This is a good result. The device stops acting up and the character returns provide a bonus to hit on top of this. All laser sight batteries will last 1 year from
to the numbered track one space further ahead from where they went off the first activating the weapon. The weapon will still function without batteries in the
track. laser sights, but WC is increased accordingly.
H – This is the worst result on the Wild Side. The device has broken and can’t LaserDesignators
be repaired. Be sure to role-play this up big, describing pieces coming off in the A laser designator is used to “paint” a target, allowing guided ordnance
character’s hands, fluids oozing out, tiny pieces falling into the grass and systems, such as missiles to hit that target. Laser designators are useful for
disappearing, and snapping noises. The character screwed up and deserves to recon scouts and special forces operatives, and have a range of up to two
feel bad (the player should not be merely amused). The character is not miles. Laser designators generally weigh 1 lb and use the power supplied to
injured; he’s just turned a potentially useful device into junk. the weapon sight.

FormanArmsLtd.
Based in Eureka Springs, Arkansas, Forman Arms was the sole
manufacturer of weapons for the Marines, until recently. Renowned for quality,
security and safety, Forman Arms Ltd is the preferred supplier for many
militaries around the world. All Forman Arms Ltd weapons come standard with
safety rings. That is, if you aren’t wearing the ring, you can’t fire the weapon.
The rings are coded to each individual weapon.
All Forman Arms Ltd weapons are rated for surviving up to 150 meters
depth in water and vacuum, even if they can’t operate in those environments.
Weapons manufactured by Forman Arms Ltd. are not available for sale to the
general public, only military or police orders are processed and filled. Foreman
Arm’s Logo is a crossed cutlass and rifle.

1. Forman Arms Ltd. Lt. Laser Pistol (IC 3, WC 11, Dmg. 3d6, Energy
Weapon): This is Forman Arms Ltd.’s entry level pistol. While not used by the
military, it has been purchased for use by a number of security companies and
police forces around the world. This weapon has a silver finish, with smooth
lines and no sharp edges. It is eight inches long with a red power pack-release
stud, a green safety mode stud and a small green power level indicator. The
When it comes to weapons, variety is the spice of life. barrel of the pistol has a slight bulge at the end, incorporating the open sight,
which also serves to counter-balance the weapon.

126
METAMORPHOSISALPHA4THEDITION

127
METAMORPHOSISALPHA4THEDITION

IC WC Sh Med Long Wt Power RoF MAG Dam


LaserWeapons
1 Forman Arms Ltd. Lt. Laser Pistol 3 11 1-10 11-20 21-50 4 lb. 1 x IV. 1 20 3d6
2 Forman Arms Ltd. Md. Laser Pistol 3 5 1-10 11-40 41-100 5 lb. 1 x IV. 1 20 5d6
3 Forman Arms Ltd. Hv. Laser Pistol 4 5 1-20 21-50 51-125 6.5 lb. 1 x IV. 1 20 6d6
4 Forman Arms Ltd. Laser Assault Rifle 4 5 1-50 51-75 76-250 10 lb. 1 x V. 1 50 9d6
5 Forman Arms Ltd. Laser Sniper Rifle 5 5 1-100 101-250 251-500 12 lb. 1 x V. 1 25 10d6
6 Tamar Arms Ltd. Silver Eagle Target Pistol 3 11 1-10 11-20 21-50 4 lb. 1 x IV. 1 12 2d6
7 Liberator Arms Laser Target Pistol 3 11 1-10 11-20 21-50 4 lb. 1 x IV. 1 12 2d6
8 Liberator Arms Lt. Laser Pistol 3 11 1-10 11-20 21-50 5 lb. 1 x IV. 1 20 3d6
9 Liberator Arms Md. Laser Pistol 3 11 1-10 11-30 31-75 5 lb. 1 x IV. 1 20 4d6
10 Liberator Arms Laser Hunting Rifle 4 5 1-50 51-75 76-250 8.5 lb. 1 x V. 1 20 7d6
11 Forman Arms Ltd. Mark IV. Laser Cannon 6 5 1-250 251- 2001-50 60 lb. 1 x VII. 3 250 10d6
2000 miles
SonicMetalDisruptors
12 Forman Arms Ltd. Sonic Pistol 4 11 1-10 11-25 26-75 4.5 lb. 2 x IV. 1 25 *
13 Forman Arms Ltd. Sonic Assault Rifle 4 5 1-30 31-55 56-150 11 lb. 2 x V. 1 50 *
14 Tamar Arms Ltd. Sonic Eagle Pistol 4 11 1-15 16-30 31-90 4.5 lb. 2 x IV. 1 25 *
15 Tamar Arms Ltd. Sonic Eagle Rifle 4 5 1-40 41-80 81-200 12 lb. 1 x V. 1 25 *
16 NewGen Screamer Pistol 4 11 1-10 11-25 26-50 5 lb. 2 x IV. 1 20 *
17 Forman Arms Ltd. Sonic Cannon 6 9 1-100 101-250 251-500 60 lb. 1 x VII. 1 100 **
ProteinDisruptors
18 NewGen Bubblegun Pistol 3 11 1-10 11-35 36-75 6 lb. 1 x V. 1 20 ***
19 Forman Arms Ltd. Disruptor Pistol 3 11 1-10 11-40 41-100 4.5 lb. 1 x V. 1 25 ***
20 Forman Arms Ltd. Disruptor Assault Rifle 3 5 1-50 51-75 76-250 15 lb. 1 x V. 1 50 ***
21 Forman Arms Ltd. Disruptor Cannon 4 9 1-75 76-200 201-400 85 lb. 1 x VI. 1 100 ****
22 JAC Disruptor Assault Rifle 4 10 1-50 51-75 76-200 17 lb. 1 x V. 1 50 ***
SlugProjectors
23 ARESTech Target Slug Pistol, 5mm 3 18 1-10 11-35 36-80 2 lb. - 3 10 #
24 ARESTech Defender Slug Pistol, 5mm 3 18 1-10 11-40 41-100 2.5 lb. - 3 15 #
25 ARESTech Huntsman Slug Rifle, 7mm 5 15 1-50 51-100 101-250 9 lb. - 3 20 #
26 ARESTech Thunder Shotgun, 12mm 4 16 1-20 21-50 51-75 8 lb. - 1 12 #
27 JAC Slug Pistol, 7mm 3 18 1-10 11-40 41-100 3.5 lb. - 3 10 #
28 JAC Slug Assault Rifle, 7mm 5 15/19 1-50 51-100 101-250 10 lb. - 3/6 25 / 100 #
29 Forman Arms Ltd. Slug Pistol, 7mm 3 18/21 1-10 11-40 41-100 2.0 lb. - 3/6 10 #
30 Forman Arms Ltd. Slug Assault Rifle, 7mm 5 15/19 1-50 51-100 101-250 10 lb. - 3/6 30 #
31 Victory Inc. Slug Pistol, 7mm 3 18 1-10 11-40 41-100 3 lb. - 3 10 #
32 Victory Inc. Slug Assault Rifle, 7mm 5 15/19 1-50 51-100 101-250 10 lb. - 3/6 30 #
33 Victory Inc. Slug Sniper Rifle, 7mm 6 5 1-75 76-150 151-300 15 lb. - 1/3 10 #
34 Victory Inc. Slug Machine Gun, 7mm 7 12 1-50 51-100 101-250 18.5 lb. - 6 100/250 #
35 Victory Inc. Assault Shotgun, 12.5 mm 4 16 1-20 21-50 51-75 10 lb. - 1 12 #
PlasmaWeapons
36 Forman Arms Ltd. Plasma Pistol 6 11 1-20 21-40 41-60 5.5 lb. 1 x VII. 1 360 4d6
37 Forman Arms Ltd. Plasma Assault Rifle 6 10/12 1-40 41-75 76-150 16 lb. 1 x VII. 1/3 360 6d6
38 Sentinel Arms Plasma Pistol 7 11 1-20 21-40 41-60 5.2 lb. 1 x VII. 1 300 4d6
39 Sentinel Arms Plasma Assault Rifle 7 10/12 1-40 41-100 101-200 15.6 lb. 1 x VII. 1/3 300 6d6
40 Liberator Arms Defender Plasma Pistol 7 11 1-20 21-45 46-75 5 lb. 1 x VII. 1 360 4d6
41 NewGen PocketDragon Plasma Pistol 5 11 1-30 31-60 61-100 6 lb. 1 x VII. 1 120 10d6
StunWeapons
42 Tamar Arms Ltd. Stun Baton 3 20 Melee 5 lb. 1 x V. 1 12 S
43 Tamar Arms Ltd. Stun Pistol 3 18 1-10 11-20 21-40 4 lb. 1 x V. 1 12 S
44 Forman Arms Ltd. Stun Baton 3 20 Melee 5 lb. 1 x V. 1 10 S
45 Forman Arms Ltd. Energy Prod 3 20 Melee 5 lb. 1 x V. 1 10 8d6
46 Forman Arms Paralysis Dart 3 21 1-15 16-30 31-40 1 lb. 1 x II. 1 3 P
ShaverWeapons
47 JAC Shaver Mark I Pistol 3 13 1-10 11-30 31-75 5.3 lb. 3 x V. 6 100 1d6
48 JAC Shaver Mark III Rifle 4 13 1-25 26-100 101-300 15 lb. 1 x VII. 12 250 1d6
49 JAC Shaver Mark IV Cannon 7 12/15 1-100 101-200 201-500 90 lb. 3 x VII. 9/18 2000 1d6
GrenadeLaunchers
50 Forman Arms Ltd. Grenade Launcher 4 18 1-50 51-100 101-150 8.5 lb. 1 x IV 1 1 ##
51 ARESTech Auto Grenade Launcher 5 18 1-50 51-100 101-150 23.5 lb. 2xV 1/3 24 ##
RoF Rate of fire **** See Protein Disruptor Cannon Table for damage
MAG Magazine or battery capacity # See ammunition descriptions for damage or effect
* See Sonic Metal Disruptor Pistol & Rifle Table for damage ## See grenade descriptions for damage or effect
** See Sonic Metal Disruptor Cannon Table for damage S Stun
128 *** See Protein Disruptor Pistol & Rifle Table for damage P Paralysis
METAMORPHOSISALPHA4THEDITION

2. Forman Arms Ltd. Md. Laser Pistol (IC 3, WC 5, Dmg. 5d6, Energy Weapon):
This is the Marine’s standard issue pistol, seeing service with dozens of military
WEAPONCLASSES
forces around the world. It has a reputation for reliability and accuracy. This WC 21: Fists, daggers, and claws. Use common sense when
weapon has a flat grey finish, with smooth lines and no sharp edges. It is nine determining damage – any sort of armor is likely to prevent
inches long with a red power pack-release stud, a green safety mode stud and injury.
a small green power level indicator. The barrel of the pistol has a slight bulge at WC 20: Clubs, swords, polearms, and other primitive, hand-held
the end, incorporating the open sight and a laser flash suppressor, which also weapons.
serves to counter-balance the weapon. Under the barrel is a built-in laser sight WC 19: Projectile weapons without targeting systems: javelins, bows,
(which requires a Type I. Small Chemical Battery). home-made rifles and pistols.
WC 18: Rifles and pistols without laser sights.
3. Forman Arms Ltd. Hv. Laser Pistol (IC 4, WC 5, Dmg. 6d6, Energy Weapon): WC 17: Sprayed, area attack weapons such as jets of defoliant or
This pistol is standard issue for military and police spec ops team members, poison.
and due to its stopping power, is a coveted firearm. Issue of this type of pistol is WC 16: Talented* fists, daggers, and claws.
very tightly controlled. WC 15: Talented* swords and polearms.
The weapon comes in either a flat black finish or a dark grey. It is ten WC 14: Talented* projectile weapons without targeting systems.
inches long with a red power pack-release stud, a green safety mode stud and WC 13: Talented* rifles and pistols without laser sights.
a small green power level indicator. The barrel of the pistol has a slight bulge at WC 12: Talented* sprayed, area attack weapons.
the end, incorporating the open sight and a laser flash suppressor, which also WC 11: Small, personal energy weapons and pistols.
serves to counter-balance the weapon. Under the barrel is a built-in torch and WC 10: Energy rifles.
laser sight (which requires a Type I. Small Chemical Battery). WC 9: Energy cannon.
WC 8: Light-weight, disposable missile systems using hand-held
launchers.
WC 7: Medium missile systems with re-usable shoulder launchers.
WC 6: Heavy Missiles systems with targeting computers and self –
propelled or stationary launchers.
WC 5: Rifles, pistols, and most other weapons with laser sights.
WC 4: Wire-guided and infrared guided weapons that rely on the
user keeping the crosshairs on the target.
WC 3: Self-guided weapons with artificial intelligence.
WC 2: A luck shot – a player character can use all of his remaining
Luck for the session (must be at least two points) to declare a
lucky shot. He then gets to use WC 2 when making the shot.

* Talented weapon use is something characters can acquire during the


game. A character becomes talented with a particular type of weapon when
he has killed 10 foes with it. These must be real fights against real foes-
squirrel hunting doesn’t count (hunting 6-foot-long radioactive squirrels
would, however). The GM is the final arbiter on whether a fight counts. The
main consideration should be whether the character was in any real danger.
All 10 fights don’t have to be with the same weapon, just with the same type
of weapon. A character might use up to two or three laser pistols in the
course of 10 fights, but he would then become talented with any laser pistol.
If the weapon’s class is already better than any of the talented classes, then
the character gets a +2 bonus to hit with that weapon instead.
suppressor and bayonet locking lug, which also serves to counter-balance the
weapon. Under the barrel is a built-in torch and the butt houses a retractable
sling. The weapon can also be fitted with a target designator. The weapon
comes in either a flat black finish or dark green.

5. Forman Arms Laser Sniper Rifle (IC 5, WC 5, Dmg. 10d6, Energy Weapon):
Reputed to be the best rifle in the world, this rifle comes standard with a bipod,
an advanced sight incorporating standard sights, night-vision sights and laser
sights (all at +3 to dice rolls to hit) and Aim Assist ™ Technology (which
requires two Type I. Chemical Batteries). The weapon also incorporates a
remote function (up to 1 mile, on encoded frequency using a custom monitor –
weighs 2 lbs and requires a Type I. Small Chemical Battery) and a self destruct
4. Forman Arms Ltd. Laser Assault Rifle (IC 4, WC 5, Dmg. 9d6, Energy capability (2d6 burns damage if holding the weapon). Issue of this weapon is
Weapon): Forman Arms Ltd’s Laser Assault Rifle is a high-power combat- stringently controlled.
proven weapons system with a number of built-in features, such as options It is a three foot long bullpup configured weapon with a red power pack-
between standard sights, night-vision sights and laser sights (which requires release stud, a blue sight mode change stud, a green safety mode stud and a
two Type I. Small Chemical Batteries). It is two feet long (in bullpup small green power level indicator. The barrel of the weapon has a slight bulge
configuration) with a red power pack-release stud, a blue sight mode change at the end, incorporating the laser flash suppressor, which also serves to
stud, a green safety mode stud and a small green power level indicator. The counter-balance the weapon and the butt houses a retractable sling. The
barrel of the weapon has a slight bulge at the end, incorporating the laser flash weapon can also be fitted with a target designator. The weapon comes in either
a flat desert tan finish or in a generic woodlands camouflage pattern.

129
METAMORPHOSISALPHA4THEDITION

TamarArmsLtd.
A small Israeli company specializing in competition handguns and non- 10. Liberator Arms Laser Hunting Rifle (IC 4, WC 5, Dmg. 7d6, Energy
lethal weapons. Tamar Arms have developed a reputation for excellence, which Weapon): This is a basic weapon with a slightly above average quality non-
has been proven in many competitions. Their non-lethal weapons technology is detachable sight (+1 to all rolls to hit and requires a Type I. Small Chemical
currently the subject of an intense legal battle with Forman Arms Ltd., who have Battery). While it is nothing special, it is reliable and cheap. The weapon is
been accused of reverse engineering Tamar Arms products. Tamar Arms have three feet long and comes in a choice of faux-wood or “classic black” finishes.
been losing market share to the inferior non-lethal products produced by
Forman, which are being sold at lower prices. Tamar Arms Ltd’s logo is a flying 11. Forman Arms Ltd. Mark IV. Laser Cannon (IC 6, WC 5, Dmg. 10d6, Energy
eagle, carrying a large piece of old fashioned explosive ordnance. Weapon): This weapon is the flagship of the Forman Arms Ltd. arsenal, and
has been used in active service with many military and security forces since
6. Tamar Arms Ltd. Silver Eagle Target Pistol (IC 3, WC 11, Dmg. 2d6, Energy production began. This weapon has a maximum range of 50 miles and is
Weapon): This is the premier target competition shooting pistol, available in normally static or vehicle mounted. In rare cases, it has been mounted on
most countries around the world. The current model has been in production for Combat Robots. The barrel of the cannon is approximately four feet long, while
over 80 years with few changes, and time has proven the design to be effective. the entire weapon measures just under seven feet in length. This gives the
The pistol grip of the weapon molds itself to the hand of a shooter, providing a weapon a daunting appearance to anyone facing it. The barrel of the cannon
more comfortable grip. The pistol has a distinctive appearance, with a black has a slight bulge at the end, incorporating a large laser flash suppressor.
finish and a small silver eagle logo embossed on the pistol grip. The pistol Under the barrel is a built-in laser sight (which requires a Type V. Medium
comes standard with a detachable normal sight. The quality of the weapon Hydrogen Cell).
provides a +2 bonus to dice rolls when attempting to hit a target. When any
other sight is attached to the weapon, this bonus is reduced to +1, while SonicMetalDisruptors
incorporating the bonus from the new sight. This unit generates a vibrating field around its target. At full effect, this
field is powerful enough to shatter metal. The device only works on metal, but it
LiberatorArms works on all metal, including duralloy. The affected metal is turned to powder.
This small company is based in Lisbon, Portugal with manufacturing The vibrations cause no damage to non-metal surfaces or materials.
facilities in Cuba and Brazil. Liberator has been trying unsuccessfully to break
into the military market, with their Md. Laser Pistol. All Liberator weapons are 12. Forman Arms Ltd. Sonic Pistol (IC 4, WC 11, Dmg. See appropriate table,
built with limited life-spans, which means that the weapons breakdown into inert Sonic Weapon): This pistol was marketed by Forman Arms Ltd. as a useful
chemical compounds once they have emptied their magazines. The sole weapon for fighting Androids and Robots. It is not a weapon that is generally
exception to this is their Laser Target Pistol. This was seen as a method of gun- popular with civilians. In the military, this weapon is often issued as a last line of
control and a means of limiting the possibility of weapons falling into criminal defense to anyone expecting to need to defend themselves against Androids,
hands, as stringent legal conditions are required to be met in order to purchase Robots or armored vehicles. It is also useful for disarming Human enemy
a firearm. Despite not having secured a major military contract, many Liberator combatants. The weapon resembles a 20th Century hairdryer and is
weapons have been sold to colony ships, and the company won the contract to manufactured with a dull medium-grey polymer-plastic exterior. The barrel of
supply weapons to the Starship Warden. All Liberator Arms weapons are the weapon resembles a primitive 16th Century weapon, the blunderbuss. There
waterproof to 50 meters and vacuum resistant, even if they can not operate in is a simple trigger mechanism, a safety catch, a power cell release catch and a
those environments. Liberator’s logo is a clenched fist grasping a broken chain. green digital readout of power levels, all of which are clearly marked.

7. Liberator Arms Laser Target Pistol (IC 3, WC 11, Dmg. 2d6, Energy 13. Forman Arms Ltd. Sonic Assault Rifle (IC 4, WC 5, Dmg. See appropriate
Weapon): Designed as a high quality competition weapon, the Liberator Arms table, Sonic Weapon): This weapon is little more than a more accurate, longer
Laser Target Pistol was a mild success on the competition scene, but failed to version of the Forman Arms Ltd. sonic pistol. It comes with a few built-in
gain significant market share from the leading competition pistol, produced by features, such as the options of standard sights, night-vision sights or laser
Tamar Arms Ltd. The pistol grip of the weapon molds itself to the hand of a sights (which require two Type I. Small Chemical Batteries). It is two feet long
shooter, providing a more comfortable grip. Despite being made of an advanced (in bullpup configuration) with a red power pack-release stud, a blue sight mode
polymer-plastic, the pistol has a brushed stainless steel appearing finish, with change stud, a green safety mode stud and a small green power level indicator.
Liberator’s distinctive logo engraved into the pistol grip. The pistol comes The end of the weapon’s barrel is conical in shape. Under the barrel is a built-in
standard with a non-detachable normal sight. The quality of the weapon torch and the butt houses a retractable sling. The weapon comes in either a flat
provides a +1 bonus to dice rolls when attempting to hit a target. black finish or dark grey.

8. Liberator Arms Lt. Laser Pistol (IC 3, WC 11, Dmg. 3d6, Energy Weapon): 14. Tamar Arms Ltd. Sonic Eagle Pistol (IC 4, WC 11, Dmg. See appropriate
Lacking buyers in any military forces across the world, this weapon has been table, Sonic Weapon): This pistol is a unique design produced by Tamar Arms
marketed in poorer regions, supposedly for self-defense. This weapon is Ltd. The weapon resembles a staple gun with a wide aperture lens located at
available in numerous bright colors, which were hoped to be a fashion the front of the weapon. There is a simple trigger mechanism, a safety catch, a
statement. The pistol looks like a retro toy with bulbous lines and the word power cell release catch and a blue digital readout of power levels. The weapon
“Zappp!!!” emblazoned on the side. It is seven inches long with a small blue is available in desert tan, light grey and silver.
power level indicator. The barrel of the pistol is a straight tube, incorporating the
open sight, giving the weapon a distinctive “ray gun” appearance. 15. Tamar Arms Ltd. Sonic Eagle Rifle (IC 4, WC 5, Dmg. See appropriate
table, Sonic Weapon): Tamar Arms Ltd. departed from other conventional
9. Liberator Arms Md. Laser Pistol (IC 3, WC 11, Dmg. 4d6, Energy Weapon): designs with their sonic metal disruptor rifle. Tamar’s design allows the weapon
Liberator’s entry into the Md. Laser Pistol market was received far better than to function with a single power cell, rather than depending upon two. However,
their Lt. Pistol, seeing service with several police and security forces around the this reduces the magazine capacity accordingly. The design philosophy behind
world. It has a reputation for rugged construction and functionality. This weapon this was “Two power cells are harder to come by than one”. The weapon is in
has a flat light grey finish, with smooth lines and no sharp edges. It is nine and bullpup configuration, approximately two and a half feet long with a number of
a half inches long with a built-in laser flash-suppressor. A small blue power level built-in features, such as the options of standard sights, night-vision sights or
indicator shows how many shots the weapon has remaining. The barrel of the laser sights (which requires two Type I. Small Chemical Batteries). Under the
pistol has a slight bulge at the end, incorporating the open sight and the laser barrel is a built-in torch and the butt houses a retractable sling. It is available in
flash suppressor, which also serves to counter-balance the weapon. desert tan, light grey and silver.
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METAMORPHOSISALPHA4THEDITION

Like the protein disruptor pistol, it is also in the “Y” configuration, with two
NewGen “barrels”. The rifle comes with a few additional built-in features, such as the
NewGen is a small startup company based in the Ukraine, with a options of standard sights, night-vision sights or laser sights (which require two
reputation for making cheap, innovative and functional weapons. These Type I. Small Chemical Batteries). It has a normal-sized trigger and a glowing
weapons have found favor with criminal elements, such as street thugs, vandals red safety catch that glows green when “safe”. There is a retractable sling built
and terrorists. Their first two offerings on the market catered specifically to into the butt of the weapon. The weapon is available in black or a generic
these types of customers. Their logo is a stylized yellow “NewGen” on a red woodlands camouflage pattern.
oval background. Their weapons have no additional “safety” features, apart
from a safety catch. 21. Forman Arms Ltd. Protein Disruptor Cannon (IC 4, WC 9, Dmg. See
appropriate table, Sonic Weapon): This weapon is marketed as “the Ultimate in
16. NewGen Screamer Pistol (IC 4, WC 11, Dmg. See appropriate table, Sonic Protein Disruptor Technology™”, and with good reason. A successful hit on
Weapon): This sonic pistol is designed to damage Androids, but is effective bare flesh will literally melt a target’s flesh away into a puddle of goo. If an
against other targets as well. The Screamer pistol is distinctive in its design, enemy’s skin is at all protected by clothing, armor or anything else that could
rather than being a conventional pistol, it is worn over the hand (other objects prevent the attack from reaching bare skin, roll 1D6 and consult the Protein
can not be carried in that hand while using the pistol) and fired by either Disruptor Cannon Table on Page 135 for damage. The weapon is mounted in a
clenching the trigger or actually punching a target. Punching a target (treat as turret with a 360 degree arc of fire. The twin four-foot long barrels sticking out of
WC 21) does 1d6 damage and automatically fires a shot (doing normal the turret give the weapon a very formidable appearance.
damage), if the weapon has any charges remaining.
JAC
17. Forman Arms Ltd. Sonic Cannon (IC 6, WC 9, Dmg. See appropriate table, The Jupiter Arms Corporation was started in 2250 to supply miners with
Sonic Weapon): The sonic cannon is the pinnacle of Human sonic weaponry. weaponry to fight “claim jumpers”. JAC quickly rose to fame for their ability to
Designed to penetrate the armor of the heaviest vehicles or decimate the ranks design weapon systems that did not rely on supplied parts or ammunition from
of Robot or Android forces, it fulfills its role admirably. Earth. During the Jupiter Pirate Insurrection of 2257-2262, JAC weapons were
Use of this weapon is normally prohibited on non-military space vessels, used to great effect against Earth’s forces, who were expecting poorly armed
because it could, with a number of shots, puncture the hull of most vessels. opposition. JAC avoided being shut down after the insurrection was defeated,
This weapon is normally static or vehicle mounted. In rare cases, it has been and remains a legitimate arms manufacturer. Their weaponry won the grudging
mounted on Combat Robots. admiration of many veterans of that conflict, on both sides. JAC’s logo is a Jolly
The weapon looks like an old-fashioned spotlight, approximately two feet Roger symbol using crossed rifles instead of bones.
in diameter and eighteen inches in depth. A simple control panel is located at
the rear of the weapon. As with all Forman Arms Ltd. weaponry, it will not 22. JAC Disruptor Assault Rifle (IC 4, WC 10, Dmg. See appropriate table,
function without an appropriate control ring. Sonic Weapon): This weapon is three and a half feet long, resembling a large
double-barrel shotgun with a magazine. The rifle comes with a few additional
ProteinDisruptors built-in features, such as the options of standard sights, or laser sights (which
A protein disrupter breaks down protein material in a target. At close require two Type I. Small Chemical Batteries). It has a glowing red safety catch
range the lens adjusts to a 2-inch circle. If the target’s protein (flesh) is partially that glows green when “safe”, and a “spoilsport” mode, which means that the
covered with other material, roll one die and check the Protein Disrupter Pistol rifle can be set in place and will explode 5d6 seconds after being moved or
or Rifle table (or the Protein Disrupter Cannon table if you are lucky enough to disturbed (treat as a Frag Grenade). This mode can be disarmed by removing
acquire one) as appropriate on Page 135 to determine the damage inflicted by the power pack and replacing it afterwards. There is a retractable sling built into
a hit. the butt of the weapon. The weapon is only available in black.

18. NewGen Bubblegun Pistol (IC 3, WC 11, Dmg. See appropriate table, SlugWeapons
Sonic Weapon): This nasty little weapon gets its name from the fact that it Similar to their 20th and 21st Century predecessors, these weapons use
makes a victim’s skin bubble. Cheap, nasty and nearly as effective as some of projectiles to inflict damage. A more detailed explanation of ammunition types is
its more expensive competition, NewGen’s pistol does the job, at half the price on Page 135. Due to the kinetic energy released when firing bursts, slug assault
of the competition. It has found favor with cab drivers in rough districts as a rifles with laser sights are not treated as WC 5. All slug assault rifles are able to
cabbie can “take care of” troublesome customers and not have to patch up the fire single shots as well as bursts. When firing single shots, slug assault rifles
interior of the vehicle afterwards. with laser sights are WC 5.
From the side, it is shaped like a conventional pistol, but looking at it from
the top, it is shaped like a divining rod, in a “Y” configuration, with what appears ARESTech
to be two barrels. This model is made of a transparent polymer-plastic, making Based on Mars, ARESTech was created by the Government of Mars in
it an odd-looking weapon. The weapon features open sights, a large trigger and 2138 to arm the newly formed Martian Defense Force, after the economy of
a small safety catch. It comes with its power source already built into the pistol Earth collapsed and Mars declared independence. ARESTech’s market share
grip, which can be removed only by breaking the weapon. Once the weapon has declined over recent years, having lost a large part of the Martian Defense
has exhausted its power, it can not be recharged, however the power cell can Force’s weaponry contracts to JAC and Victory Inc. However, it is still quite
be recovered and used in something else. competitive in the export market, catering to sporting shooters. The ARESTech
logo is two crossed spears on a bronze cog.
19. Forman Arms Ltd. Protein Disruptor Pistol (IC 3, WC 11, Dmg. See
appropriate table, Sonic Weapon): This weapon is known for being reliable and 23. ARESTech Target Slug Pistol, 5mm (IC 3, WC 18, Dmg. See appropriate
being able to take a knock or two. It is also in the “Y” configuration, with two ammunition type, Kinetic Weapon): This ARESTech design is purely a
“barrels”. The weapon features open sights, a normal-sized trigger and a competition weapon. The pistol was a small success on the competition scene,
glowing red safety catch, which glows green when “safe”. The weapon is but being a slug weapon, was not as popular as the laser target pistols
manufactured in black or a generic woodlands camouflage pattern. produced by Tamar Arms Ltd. or Forman Arms Ltd. The pistol has a
conventional appearance; however the barrel length is 13 inches and the pistol
20. Forman Arms Ltd. Protein Disruptor Assault Rifle (IC 3, WC 5, Dmg. See grip is made of a transparent polymer-plastic to allow the magazine of the
appropriate table, Sonic Weapon): This weapon is three feet long, in weapon to be examined without unloading it. The pistol is available in either a
conventional bullpup configuration, despite having two parallel projector rods. dark grey finish or a dusty red color, with ARESTech’s logo engraved into the
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METAMORPHOSISALPHA4THEDITION

pistol grip. The pistol comes standard with a detachable normal sight. The weapon by flexing his trigger finger. The projector fires all listed types of slug
quality of the weapon provides a +1 bonus to dice rolls when attempting to hit a ammunition in 10-slug clips. It can release up to three slugs a combat turn. A
target. special spray setting allows for six slugs in a round, but the weapon is far less
easy to control. One of the main advantages of this unique design is that the
24. ARESTech Defender Slug Pistol, 5mm (IC 3, WC 18, Dmg. See appropriate user still has both hands free, until he requires the weapon, and doesn’t have to
ammunition type, Kinetic Weapon): This pistol is the military version of the reach for it. It is also nearly impossible to drop the weapon accidentally.
ARESTech Target Slug Pistol (above). The pistol is only 8 inches long and has
a conventional appearance. The weapon is made mainly of alloys, rather than 30. Forman Arms Ltd. Slug Assault Rifle, 7mm (IC 5, WC 15 / 19, Dmg. See
plastics, making the weapon heavier than other weapons of similar size. As with appropriate ammunition type, Kinetic Weapon): The weapon is a conventional
its competition sibling, the Defender’s pistol grip is made of a transparent bullpup design, three feet long and comes with a number of additional built-in
polymer-plastic to allow the magazine of the weapon to be examined without features, such as the option of standard sights or laser sights (which requires
unloading it. The pistol is available in either a dark grey finish or a dusty red two Type I. Small Chemical Batteries). It has a normal-sized trigger and a
color, with ARESTech’s logo engraved into the pistol grip. The pistol comes glowing red safety catch that glows green when “safe”. There is a retractable
standard with a detachable normal sight. sling built into the butt of the weapon. The weapon is available in black or a
generic woodlands camouflage pattern.
25. ARESTech Huntsman Slug Rifle, 7mm (IC 5, WC 15, Dmg. See appropriate 
ammunition type, Kinetic Weapon): The caliber of this weapon makes this VictoryInc.
weapon effective in a number of roles, including hunting, sports shooting and A Korean firm that has become the largest arms manufacturer in the Pan-
law enforcement. The weapon is four feet long and comes with a few additional Asian Economic Bloc, through acquisition of former competitors. Victory Inc.
built-in features, such as the option of standard sights or laser sights (which has a history of ruthless corporate behavior and has been accused of industrial
require two Type I. Small Chemical Batteries). It has a selector-switch style espionage more than a few times. Victory Inc. has concentrated on producing
safety catch and a compartment in the butt of the weapon to store cleaning slug based weapons, rather than higher-tech weaponry, but is slowly expanding
equipment. In keeping with the design principal used in the pistols, the standard their product range. Most of their new products are not available for export at
magazine has transparent polymer-plastic sides to allow the user to easily this stage, however their older ranges are well-known in many places.
check ammunition levels. The weapon is available in either a dark grey finish or
a dusty red color, with ARESTech’s logo engraved into the butt of the weapon. 31. Victory Inc. Slug Pistol, 7mm (IC 3, WC 18, Dmg. See appropriate
ammunition type, Kinetic Weapon): This weapon is a clever design, combining
26. ARESTech Thunder Shotgun, 12mm (IC 4, WC 16, Dmg. See appropriate the best features of modern pistol design in a compact package. It is a
ammunition type, Kinetic Weapon): This shotgun has proven itself a useful conventional pistol resembling the Glock automatic pistols of the 20th and 21st
weapon in a number or roles depending upon ammunition used. Opening centuries. The weapon has old-fashioned open sights, and no electronics, but
doors, providing illumination, destroying spacesuit integrity and dispersing can be fitted with a laser sight (which requires a single Type I. Small Chemical
contaminants are a few of the roles that this weapon has been used for. This Battery). It comes in black or dark grey. The bottom of the pistol grip has a
weapon is three feet long, has either a folding stock or a normal stock and has lanyard loop, to allow the weapon to be tied to its user. This weapon is made of
a forward pistol grip. The folding stock version of the weapon measures 20 polymer plastics and ceramics, and is available in white, grey and black, or a
inches long, but due to the metal construction of the stock, weighs as much as combination of all three colors.
its non-folding counterpart. Typically, the folding stock variant will be kept in a
thigh holster, while the non-folding version has a sling. The weapon uses non- 32. Victory Inc. Slug Assault Rifle, 7mm (IC 5, WC 15 / 19, Dmg. See
removable open sights, and can not be fitted with anything else. appropriate ammunition type, Kinetic Weapon): The weapon is a conventional
The weapon is available in either a dark grey finish or a dusty red color, bullpup design, three feet long and comes with a number of additional built-in
with ARESTech’s logo engraved into the butt of the weapon. features, such as the option of standard sights or laser sights (which requires
two Type I. Small Chemical Batteries). It has a selector-switch style safety catch
27. JAC Slug Pistol, 7mm (IC 3, WC 18, Dmg. See appropriate ammunition and an innovative safety display, underneath the sight of the weapon; so that
type, Kinetic Weapon): Ugly but functional, this weapon is pure business. It is a the firer is aware of the amount of ammunition the weapon has remaining and
conventional pistol resembling the 1911 automatic pistols of the 20th and 21st the condition of the weapon (i.e. safe or otherwise). There is a retractable sling
centuries, upon which it is roughly based. The weapon has old-fashioned open built into the butt of the weapon and a retractable bayonet (treat the weapon as
sights, and no electronics. It is made of alloyed metals with polymer-plastic a polearm if used). This weapon is made of polymer plastics and ceramics, and
grips and comes in black and black only. The bottom of the pistol grip has a is available in white, grey and black, or a combination of all three colors.
lanyard loop, to allow the weapon to be tied to its user, preventing its loss in
zero-g environments and other “unexpected” combat situations. 33. Victory Inc. Slug Sniper Rifle, 7mm (IC 6, WC 5, Dmg. See appropriate
ammunition type, Kinetic Weapon): Based on the Victory Inc. Slug Assault Rifle
28. JAC Slug Assault Rifle, 7mm (IC 5, WC 15 / 19, Dmg. See appropriate 7mm, this weapon is reputed to be highly accurate. It comes standard with a
ammunition type, Kinetic Weapon): This weapon proved its use during the bipod, a sight incorporating standard sights, night-vision sights and laser sights
Jupiter Pirate Insurrection, providing a nasty surprise to armored boarding (all at +2 to dice rolls to hit, which requires two Type I. Chemical Batteries) and
troops. The weapon is a conventional bullpup design, three feet long and an innovative safety display, underneath the sight of the weapon; so that the
comes with a number of additional built-in features, such as the option of firer is aware of the amount of ammunition the weapon has remaining and the
standard sights or laser sights (which require two Type I. Small Chemical condition of the weapon (i.e. safe or otherwise). The weapon can also be fitted
Batteries). It has a selector-switch style safety catch and a “spoilsport” mode, with a laser target designator. This weapon is made of polymer plastics and
which means that the rifle can be set in place and will start firing 1d6 minutes ceramics, and is available in white, grey and black, or a combination of all three
after the mode is selected, until it is out of ammunition. This mode can be colors.
disarmed by removing the magazine and replacing it afterwards. There is a
retractable sling built into the butt of the weapon and a retractable bayonet 34. Victory Inc. Slug Machine Gun, 7mm (IC 7, WC 12, Dmg. See appropriate
(treat the weapon as a polearm if used). The weapon is only available in black. ammunition type, Kinetic Weapon): Also based on the Victory Inc. Slug Assault
An optional 100 round magazine is also available. Rifle 7mm, this weapon has a record of proven reliability. It comes standard
29. Forman Arms Ltd. Slug Pistol, 7mm (IC 3, WC 18 / 21, Dmg. See with a bipod, a sight incorporating standard sights, night-vision sights (both at
appropriate ammunition type, Kinetic Weapon): The weapon has a special wrist +2 to dice rolls to hit, which requires two Type I. Chemical Batteries) and an
holster that allows it to remain out of the way until the user summons the innovative safety display, underneath the sight of the weapon; so that the firer is
132
METAMORPHOSISALPHA4THEDITION

aware of the amount of ammunition the weapon has remaining and the shot mode, the weapon is WC 10, however accuracy is reduced to WC 12 in
condition of the weapon (i.e. safe or otherwise). The weapon incorporates a burst mode.
heavier barrel to cope with sustained fire, can fit a 100 or 250 round magazine The barrel of the weapon has a slight bulge at the end, incorporating the
and has a built-in cooling unit. This weapon is made of polymer plastics and plasma flash suppressor, which also serves to counter-balance the weapon and
ceramics, and is available in white, grey and black, or a combination of all three the butt houses a retractable sling. The weapon can also be fitted with a target
colors. designator. The weapon comes in black, a flat desert tan or in a generic
woodlands camouflage pattern. The weapon has a small reservoir that will allow
35. Victory Inc. Assault Shotgun, 12.5mm (IC 4, WC 16, Dmg. See appropriate it to hold a pint of water, which is suitable for 120 shots. When full, this adds two
ammunition type, Kinetic Weapon): Possibly the finest combat shotgun extra pounds to the weight of the weapon.
weapons system ever devised, this weapon has found favor with many This weapon has a reputation for catching the power cable on branches
militaries and legal enforcement agencies. The 12.5 mm caliber of the weapon and other growths, and many soldiers tape the power cable to their armor to
serves a special purpose. The special-purpose shells for this weapon will fit in help prevent this.
no other commercially manufactured weapon. Using memory-metal, the
weapon can, however fire 12 mm shells produced for other weapons without SentinelArms
any form of conversion. This company is based in Woomera, Australia and has offices and
This weapon is two and a half feet long, in bullpup configuration and factories in four countries in the Oceanic region. Sentinel Arms realized the
comes with either a folding stock or a normal stock and has a forward pistol potential for man-portable plasma weapons and subsequently licensed the
grip. The folding stock version of the weapon measures 18 inches long, but due technology to the other arms manufacturing companies. A combination of
to the metal construction of the stock, weighs as much as its non-folding brilliant ideas and mediocre legal advice has seen them make a respectable
counterpart. Typically, the folding stock variant will be kept in a thigh holster, profit from the arrangements, rather than a massive profit from their patents.
while the non-folding version has a sling. The weapon uses non-removable
open sights, and can not be fitted with anything else. This weapon is made of 38. Sentinel Arms Plasma Pistol (IC 7, WC 11, Dmg. 4d6, Incendiary Weapon):
polymer plastics and ceramics, and is available in white, grey and black, or a This was the first plasma pistol on the market. The years of design and
combination of all three colors. testing are evident, and this has resulted in a very practical and reliable
weapon. It is powered by a single Type VII. Small Atomic Power Cell. Rather
PlasmaWeapons than fitting the power cell on a belt, this pistol has an under shoulder holster,
Plasma weapons are shaping up to be the “Next Big Thing™” in small allowing the retractable power cable to remain out of sight, and out of the way
arms design, thanks to Sentinel Arms. It was not until the invention of easily when being used. The cable fits to the base of the pistol grip.
transportable and stable atomic power cells that plasma weapons became The weapon comes in either a gloss black finish or in silver. It is seven
practical to issue to troops. On strongpoints and vehicles, it has been a different inches long with a safety mode switch and a small blue power level indicator.
matter for decades, but now this technology is truly man-portable. The barrel of the pistol is one inch thick, and has a slight bulge at the end,
The weapon works by extracting hydrogen from water and super-heating incorporating the open sight and a plasma flash suppressor, which also serves
the gas until it becomes plasma. The gas is contained in a miniature “magnetic to counter-balance the weapon. The smooth lines of this weapon prevent it from
bottle” and fired, using a magnetic pulse along the barrel of the weapon, in a catching on clothing or other items, making it more suitable for concealment
similar manner to an old-fashioned gauss gun. From there, the accelerated than other plasma weapons. Under the barrel is a built-in torch and laser sight.
super-heated gas is released as a projectile in the normal manner. Most plasma
weapons rely upon a water reservoir to supply the raw material from which the 39. Sentinel Arms Plasma Assault Rifle (IC 7, WC 10 / 12, Dmg. 6d6,
hydrogen is extracted. Often the water reservoir will be drained several times Incendiary Weapon): Unlike their pistol, the Sentinel Arms Plasma Rifle has
before the weapon’s power source requires recharging or replacing. disregarded any need for personal concealment. The Type VII. Small Atomic
Most of these weapons do not require separate power sources for laser Power Cell for this weapon is worn in a small pouch that is designed to fit in a
sights etc. since they draw power from the main power cell. backpack or harness, keeping the power cable well out of the way for most
purposes. It feeds power to the weapon via a cable that connects to where the
36. Forman Arms Ltd. Plasma Pistol (IC 6, WC 11, Dmg. 4d6, Incendiary magazine on a normal weapon would be.
Weapon): The Type VII. Small Atomic Power Cell for this weapon is worn on The weapon is a conventional bullpup design, three feet long and comes
the user’s belt, rather than attached directly to the weapon. It feeds power to the with a number of additional built-in features, such as the option of standard
weapon via a cable that connects to the pistol grip. sights or laser sights. It has a normal-sized trigger and a glowing red safety
The weapon comes in either a flat black finish or a dark grey. It is nine catch that glows green when “safe”. The weapon also has a mode selection
inches long with a green safety mode stud (which glows red when armed) and a switch on the base of the trigger, for single shot or burst. When used in single
small green power level indicator. The barrel of the pistol is quite thick, shot mode, the weapon is WC 10, however accuracy is reduced to WC 12 in
compared to other types of weapons, and has a slight bulge at the end, burst mode.
incorporating the open sight and a plasma flash suppressor, which also serves The smooth lines of the weapon and the lack of any protruding parts make
to counter-balance the weapon. Under the barrel is a built-in torch and laser this weapon suitable for most environments, including jungle fighting. The barrel
sight. The weapon has a small reservoir that will allow it to hold a pint of water, of the weapon is one inch thick and has a slight bulge at the end, incorporating
which is suitable for 60 shots. When full, this adds one extra pound to the the plasma flash suppressor, which also serves to counter-balance the weapon
weight of the weapon. and the butt houses a retractable sling. The weapon can also be fitted with a
target designator. The weapon comes in black, a flat desert tan or in a generic
37. Forman Arms Ltd. Plasma Assault Rifle (IC 6, WC 10 / 12, Dmg. 6d6, woodlands camouflage pattern.
Incendiary Weapon): The Type VII. Small Atomic Power Cell for this weapon is The weapon has a small reservoir that will allow it to hold two pints of
worn on the user’s belt, rather than attached directly to the weapon. It feeds water, which is suitable for 80 shots. When full, this adds two extra pounds to
power to the weapon via a cable that connects to where the magazine on a the weight of the weapon.
more conventional weapon would be.
The weapon is a conventional bullpup design, three feet long and comes 40. Liberator Arms Defender Plasma Pistol (IC 7, WC 11, Dmg. 4d6, Incendiary
with a number of additional built-in features, such as the option of standard Weapon): Liberator attempted to duplicate the design of the Sentinel Arms
sights or laser sights. It has a normal-sized trigger and a glowing red safety Plasma Pistol, but met with limited success due to the use of inferior parts. The
catch that glows green when “safe”. The weapon also has a mode selection weapon itself is sturdy enough, however the system components require more
switch on the base of the trigger, for single shot or burst. When used in single power to achieve the same result. Liberator deviated from the Sentinel Arms
133
METAMORPHOSISALPHA4THEDITION

design and used an experimental polymer-ceramic composite, which proved 44. Forman Arms Ltd. Stun Baton (IC 3, WC 20, Dmg. Stun, Energy Weapon):
successful, and reduced the overall weight of the design. However, the pistol This weapon is functionally identical to the Tamar Arms Ltd. product, with a few
still closely resembles the Sentinel Arms model, with the exception of color. It is cosmetic changes. However, it is a less effective weapon, due to the use of
available in grey or white as well as silver and gloss black. sub-standard components. The standard unit is 3 feet long with an insulated
The weapon has a small reservoir that will allow it to hold a pint of water, handle at one end and a 1-foot electrode at the other. It will knock a victim out
which is suitable for 60 shots. When full, this adds one extra pound to the for 2-12 hours. A single Type V. Medium Hydrogen Cell powers this device for
weight of the weapon. It is powered by a single Type VII. Small Atomic Power 10 uses.
Cell. The barrel of the pistol is one inch thick, and has a slight bulge at the end,
incorporating the open sight and a plasma flash suppressor, which also serves 45. Forman Arms Ltd. Energy Prod (IC 3, WC 20, Dmg. 8d6, Energy Weapon):
to counter-balance the weapon. Under the barrel is a built-in torch and laser Fully extended, this weapon resembles an old-fashioned pool cue. When it is
sight. not extended, the weapon looks like an 18 inch long telescope. The handle of
this weapon is insulated, while the telescopic prod is not. If the uninsulated part
41. NewGen PocketDragon Plasma Pistol (IC 5, WC 11, Dmg.10d6, Incendiary of the prod touches an object, that object takes 8d6 of electrical damage.
Weapon): Designed as a “cheap and nasty” plasma weapon, the Creatures that are immune to electrical attacks are not affected by this weapon.
PocketDragon earns its name, being one of the most dangerous weapons on This weapon is powered by a single Type V. Medium Hydrogen Cell and the rod
the market. The weapon is cast in the shape of a Chinese dragon, with the extends its length up to ten feet.
trigger and trigger guard formed by the two front legs, and the pistol grip is
formed by the two back legs. The tail of the dragon holds the Type VII. Small 46. Forman Arms Ltd. Paralysis Dart (IC 3, WC 21, Dmg. Paralysis, Energy
Atomic Power Cell. Weapon): The paralysis dart is a non-lethal weapon designed to completely
This weapon is designed to be devastating and cheap, and to keep prices paralyze a victim with a single successful hit. The dart can be thrown three
down, a number of safety features have been left out. Poor baffles result in a times before the charge in its Type II. Medium Chemical Battery is fully
“bleed off” of super-heated gas, resulting in a 2 in 6 chance of doing 1d6 exhausted. The dart charges as it’s thrown and discharges on impact. It is a
damage to the firer, who will (on failing a D check) drop the weapon, every time blunt, fist-sized tear-drop shape with fins that can be thrown up to 40 yards.
the weapon is fired. There is a 3 in 18 chance of the weapon causing the power Creatures that are immune to electrical attacks are not affected by this weapon.
cell to fail, resulting in a small meltdown (see rules for this on Page 105). Resisting the effects of a hit by one of these darts is a Difficulty Level 12 CN
The weapon has very few shots, considering its power source, and the check. Failure will result in paralysis for 1d6 hours.
weapon is not designed to be reused. Removing the power cell will destroy the
weapon. The weapon has a small reservoir that will allow it to hold a pint of ShaverWeapons
water, which is suitable for 20 shots. When full, this adds one extra pound to the Shaver weapons were an innovation by JAC, and proved to be capable of
weight of the weapon. being used to devastating effect on the battlefield. These weapons are a
Despite its reputation for harming the user, the distinctive appearance of modernized version of the gauss gun, utilizing metal bars to provide
the weapon serves to make it easily identifiable, and those who are desperate ammunition. A built-in laser shears off a slice of metal from the end of the bar.
enough to use it are often regarded as either desperate or insane. The resulting slice of molecularly thin, razor-sharp metal is used as a projectile.
Hence, the nickname “Shaver”. These “blades” are fired at speeds approaching
StunWeapons mach-2 at their unfortunate targets.
This category covers a range of non-lethal weapons designed as an
alternative method of “dealing with” problematic people and creatures. Any 47. JAC Shaver Mark I Pistol (IC 3, WC 13, Dmg. 1d6 per sliver, Kinetic
damage inflicted by one of these weapons is temporary, with full recovery from Weapon): This weapon fires six slivers of metal in a burst, allowing the attacker
any ill-effects 1d6 hours after regaining movement or consciousness. to fire at up to six different targets. However, the massive kick of the weapon
makes it difficult to fire at a single target with the entire burst. It cannot be set on
42. Tamar Arms Ltd. Stun Baton (IC 3, WC 20, Dmg. Stun, Energy Weapon): “single shot.” The weapon strips metal from a bar contained within the grip and
This weapon affects any type of living electrical nervous system—Humans, can fire 100 shots per bar. It is powered by three Type V. Medium Hydrogen
animals, plants and aliens. It overloads that system, causing unconsciousness Cells. Attempts to fire all six shots at a single target change the weapon class
for 3-18 hours. The standard baton is 3 feet long with an insulated handle at on the third sliver to WC 20 and the fifth sliver to WC 21. The pistol looks similar
one end and a 1-foot electrode at the other. If the device strikes flesh it never to an Uzi machine pistol, with the metal bar being inserted into the pistol grip.
fails to knock the victim out, unless the target is a mutant that is immune to The weapon is available in flat black and dark grey.
electrical attacks. The baton does not affect Robots, Androids, or AIs. A single
Type V. Medium Hydrogen Cell powers this device for 12 uses. 48. JAC Shaver Mark III Rifle (IC 4, WC 13, Dmg. 1d6 per sliver, Kinetic
Weapon): This weapon fires triple bursts of four metal slivers each time the
43. Tamar Arms Ltd. Stun Pistol (IC 3, WC 18, Dmg. Stun, Energy Weapon): trigger is pulled, allowing the attacker to fire on up to three separate targets
The concept of a stun pistol was considered obsolete by most of the arms (shooting four slivers at each). The weapon’s recoil makes it difficult to fire all
industry. Tamar’s design surprised the industry and subsequently captured the three bursts at a single target. The weapon strips metal from a bar contained
majority of market share for this type of weapon. Like the 20th Century Taser, within the stock and can fire 250 shots per bar. It is powered by a single Type
this weapon fires electrically charged darts that will affect any type of living VII. Small Atomic Power Cell. Attempts to fire all three bursts at a single target
electrical nervous system—Humans, animals, plants and aliens. Unlike the change the weapon class on the second burst to WC 18 and the third burst to
Taser, it does not rely upon wires, instead, each dart acts as a quick-release WC 20.
battery. These darts can not be reused once fired. The dart releases an The rifle looks similar to an Uzi submachine gun, with the metal bar being
electrical impulse that will overload a living system, causing unconsciousness inserted into the pistol grip. The weapon also has a solid stock, which can hold
for 3-18 minutes. an additional power cell and metal bar. The weapon is available in flat black and
This weapon has a flat light grey finish, with smooth lines and no sharp dark grey.
edges. It is nine inches long. A small blue power level indicator shows how
many charges the weapon has remaining. The barrel of the pistol has a slight 49. JAC Shaver Mark IV Cannon (IC 7, WC 12 / 15, Dmg. 1d6 per sliver, Kinetic
bulge at the end, incorporating the open sight which also serves to counter- Weapon): The Shaver Mark IV cannon fires three bursts of three or six metal
balance the weapon. A single Type V. Medium Hydrogen Cell powers this slivers each time the trigger is pulled. This allows the firer to fire upon three
device for 12 shots. different targets (shooting three or six slivers at each, depending upon the burst
type selected). The controller can also target one victim with all three bursts.
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METAMORPHOSISALPHA4THEDITION

The weapon system is fed by a large bar of metal that can supply up to 2,000 Protein Disruptor Cannon Table
shots before it must be replaced. It uses three Type VII. Small Atomic Power  PercentageofFleshExposed
Cells that provide enough power for 20,000 shots before they need to be DieRoll 0-20% 21-50% 51-100%
recharged. This weapon resembles a modernized version of the famous “Ma 1 no damage no damage no damage
Deuce” of WWII fame, except it has the metal bar fed in from the rear, and a 2 no damage no damage 2d damage
cable connecting to the three power cells. The weapon is normally mounted in a 3 no damage 2d damage 4d damage
vehicle or strongpoint, on a Robot or used on a tripod. 4 2d damage 4d damage 6d damage
5 4d damage 6d damage 8d damage
GrenadeLaunchers 6 6d damage 8d damage 10d damage
These weapons are designed to achieve what the Human arm can’t - the
long range, accurate deployment of grenades. SlugAmmunitionTypes
Ammunition used in slug weapons has changed greatly since the days of
50. Forman Arms Ltd. Grenade Launcher, 50mm (IC 4, WC 18, Dmg. See black powder and nitrocellulose. Modern slug ammunition is caseless and self-
appropriate ammunition type, Kinetic Weapon): This weapon resembles a short oxygenated, that is, it has sufficient oxygen stored within the propellant to allow
(2 foot long), single barrel shotgun. This weapon uses tried and true technology, the ammunition to work in a vacuum or under water. This innovation has
and is issued to troops to assist with dealing with enemy troops in bunkers or reduced the range of the weapons from their 20th Century counterparts. Slug
strong points or for large assaults. The weapon has non-removable open sights, ammunition differs from the bullets of old in another significant, and immediately
and a sling. It can not be fitted with anything else. The weapon comes in black, obvious way, instead of having a round cross-section, it is triangular. Each
a flat desert tan or in a generic woodlands camouflage pattern. round has three sides.

51. ARESTech Auto Grenade Launcher, 50mm (IC 5, WC 18, Dmg. See Standard Slugs
appropriate ammunition type, Kinetic Weapon): This weapon looks like a very 5mm 2d6-1
large Thompson machinegun from the historical “Gangster Era” of the 20th 7mm 2d6
Century. This weapon is designed to be used on a bipod or tripod, but can be 12mm 3d6
carried by Robots, power armor equipped troops or very strong characters. This 12.5mm 3d6+1
weapon is three feet long, has a drum magazine and can be fitted with a sling
for ease of transport. The weapon has non-removable open sights, and can not AP: Armor piercing slugs cause one die of damage but lower the WC by 3 at all
be fitted with anything else. The weapon is available in either a dark grey finish ranges. In addition, everything is considered AC 19 when armor-piercing ammo
or a dusty red color, with ARESTech’s logo engraved into the butt of the is fired, regardless of the actual armor class, excluding anything protected by a
weapon. force shield.

WEAPONTABLES HE: High explosive slugs do +1d6 damage when used against armored
Sonic Metal Disruptor Pistol & Rifle Table opponents, Robots, Vehicles or buildings.
 PercentageofMetalExposed
DieRoll 0-10% 11-50% 51-100% Illum: These rounds are available for 12 mm or larger. If used in a direct fire
1 no damage no damage no damage role, these rounds will do 2d6 heat damage, however if fired into the air, will
2 no damage no damage 1d damage illuminate an area in a 100 yard radius as though it were dawn. All illumination
3 no damage 1d damage 2d damage rounds (for small arms) have the following ranges:
4 no damage 2d damage 3d damage
5 2d damage 4d damage 4d damage Short Range - 25 yds.
6 6d damage 6d damage 6d damage Medium Range - 50 yds.
Long Range - 100 yds.
Sonic Metal Disruptor Cannon Table
 PercentageofMetalExposed Incend: Incendiary slugs initially cause only one die of damage but, after hitting
DieRoll 0-20% 21-50% 51-100% a target, cause an additional die of heat damage. Flammable objects such as
1 no damage no damage no damage fuels will be ignited; other materials may (at the GM’s discretion) catch fire.
2 no damage no damage 1d damage
3 no damage 1d damage 3d damage Tracer: Tracers leave a trail of visible smoke behind them (handy for aiming)
4 1d damage 3d damage 5d damage and cause one die of fire damage per slug. The WC is one point lower than
5 3d damage 5d damage 7d damage listed when firing tracers at Medium or Long Range.
6 5d damage 7d damage 9d damage
Tracker: A small transmitter is embedded in the round, which may be tracked by
any military-issue PDA. The tracker is functional for 24 hrs and has a range of 1
Protein Disruptor Pistol & Rifle Table
mile. The tracker must be activated prior to use, but not necessarily fired. This
 PercentageofFleshExposed
allows the round to be used as a “normal” tracking device.
DieRoll 0-10% 11-50% 51-100%
1 no damage no damage no damage
Tranq: A minute dosage of sedative is contained in each round. Being struck by
2 no damage no damage 1d damage
one of these rounds will do a single point of damage, but the Intensity Level 14
3 no damage 1d damage 2d damage
tranquilizer will leave most carbon-based creatures unconsious for 1d6 hours
4 no damage 2d damage 3d damage
(minus 3 minutes for each point of CN over 18).
5 2d damage 4d damage 4d damage
6 6d damage 6d damage 6d damage Grenades
A grenade can be thrown 50 yards. The first 20 yards are Short Range,
the rest is Long Range. If a grenade misses its target, roll one die and double it
to determine a clock position for the direction of error (12 o’clock is straight past
the target, 4 o’clock is short and to the right, and so on). Roll a second die to
135
METAMORPHOSISALPHA4THEDITION

determine how many yards off-target the grenade lands. Multiply this second intelligence is generously described as “defective”. To make matters worse,
roll by 2 for a target at Short Range, by 4 for a target at Long Range. These some of these grenades have been affected in strange ways by radiation. They
grenades are all 50mm caliber and able to be thrown or fired from a grenade have been known to beg for their “lives,” offer tactical advice, and even get
launcher. Grenades weigh 1 lb each. picky about the conditions placed on their detonation. There has been one
recorded instance of a grenade taking offense to being used for what it
regarded as a trivial purpose. After being thrown, the offended grenade called
out to the intended target and invited him to toss the grenade back at the
original thrower. The turncoat ordnance promised to be as destructive and
injurious as possible just to get revenge.

Paralysis Grenade (IC 3, WC 18, Dmg. None, Area Energy Weapon): When
detonated, this grenade emits a 5 yd radius field of paralysis energy that
requires a Difficulty Level 12 CN check. Failure will result in paralysis for 3d6
minutes. Creatures that are immune to electrical attacks are not affected by this
weapon.

Plasma Grenade (IC 3, WC 18, Dmg. None, Area Incendiary Weapon): This is a
devastating weapon, designed primarily for clearing bunkers and for boarding
operations. The grenade initially explodes, doing 1d6 damage to everyone
within the initial 5 yard blast radius, the area within 15 yards is immediately filled
with hydrogen gas, which is subsequently ignited. In the same round that the
grenade initially explodes, the gas is ignited and everyone within the 15 yard
blast radius suffers 2d6 damage. All living creatures without protective
breathing apparatus suffer an additional 1d6 damage.

Smoke Grenade (IC 3, WC 18, Dmg. None, Area Weapon): This grenade is
designed to obscure vision or to serve as a signaling device. It produces a thick
cloud of smoke which will obscure everything within 10 yards of where the
grenade lands. Smoke can be produced in a variety of colors including red,
green, yellow, grey, blue, white and traditional black. Smoke color can be
selected by using buttons on the side of the grenade. It emits a loud “Bang!”
noise and immediately begins to spew out smoke. The smoke will obscure
everything within a 10 yard radius in the following round. The smoke will remain
in place for 3d6 minutes or until a strong wind removes it (GM’s discretion).
Treat smoke obscuration as blinding light conditions as per Page 144. While
combatants obscured by smoke are not visible (generally), they are also
practically blinded as well. Smoke can be a double edged sword. Special
infrared smoke grenades are available which are effective against all known
EMP Grenade (IC 5, WC 18, Dmg. None, Area Energy Weapon): This grenade forms of electro optics in the normal and infrared spectrum.
emits a burst of electromagnetic energy which affects all types of unshielded
electronics. The grenade has a blast radius of 5 yards. It temporarily overloads Sonic Grenade (IC 5, WC 18, Dmg. None, Area Sonic Weapon): This grenade
the electrical system, causing shutdown of the electrical system for 1-6 minutes. is designed to serve as a distraction, as well as being useful against Androids. It
The grenade is designed to work on Robots, Androids, AIs, and even emits a loud “Bang!” noise and then begins emitting a horrendous screeching
sophisticated weapons. Most forms of shielding negate this effect. noise. This noise can be set to last for 1-6 minutes. The noise is deafening
within 20 yards, can easily be heard within 120 yards and may be heard out as
Flash Grenade (IC 3, WC 18, Dmg. None, Area Incendiary Weapon): This far as a mile in normal conditions. Anyone with normal Human or better hearing
grenade is designed to serve as a blinding tool or distraction. It emits a loud will effectively be deaf for 1d6 minutes after the grenade ceases. Robots are
“Bang!” noise and a bright flash which will blind anyone relying on normal vision immune to this effect as their audio cutouts will protect them, however they will
or infrared for 3d6 seconds (treat as blinding light conditions as per Page 144). not be able to pick up normal sounds while the grenade is in effect. Androids
It is effective against all known forms of electro optics in the normal and infrared suffer 2d6 damage per minute (damage takes effect as soon as the grenade is
spectrum. activated) while they remain within 20 yards of an activated grenade.

Frag Grenade (IC 2, WC 18, Dmg. 3d6, Area Kinetic Weapon): Blasts out a 15 Sticky Grenade (IC 4, WC 21, Dmg. None, Area Capture Weapon): Throws out
yd radius of metal shards that cause three dice of damage to everything in a mass of sticky, foam strands in a 3 yard radius. The strands entangle
range. everything in range and then quickly harden. Any individual target will be
tangled by 1-6 strands. Each strand has 20 hit points.
Onande AI Grenade (IC 5, WC 10, Dmg. 6d6, Area Energy Weapon): In theory,
these “smart” grenades explode according to simple instructions spoken by the Stun Grenade (IC 3, WC 18, Dmg. None, Area Energy Weapon): This grenade
user right before throwing. They can detonate on impact, on impact with water, emits a burst of energy which affects any type of living electrical nervous
in the air, five seconds after impact, when touched, only if they land on target, system - Humans, animals, plants and aliens. The grenade has a blast radius of
or under any other circumstance the character desires and the GM (in the guise 5 yards. It overloads the nervous system, causing unconsciousness for 1d6
of the grenade) deems reasonable. The grenade causes 6d6 of energy damage hours. The grenade does not affect Robots, Androids, or AIs.
within a 30 yard radius.
Due to a substandard supply of AI chips (previously used in a children’s
action toy) these grenades have an unstable character and their limited artificial 
136
METAMORPHOSISALPHA4THEDITION

 AlienWeapons
MissileLaunchingSystems The crew of the Warden have encountered some weird and wonderful
Foreman Arms Ltd. produces three different personal missile-launching alien devices. The alien names of these weapons are often unknown, but the
systems that may be available to characters on board the Starship Warden. Marines who have encountered them have begun naming them for reporting
Each of these missiles may be set to home in on a laser target designator, purposes. Not all of the names are “correct”, but most are descriptive, if not
which some other weapon systems may be equipped with. memorable.
Unless otherwise described, these weapons are not rechargeable, as they
Light Missiles (IC 3, WC 8, Dmg. 5d6): The Short Range system fires a 1-foot- are organic devices, grown for their purpose. Some may be “replenished”, but
long tracking missile (it homes in on a laser dot that the firer must hold on the not many, and finding out how to achieve this may be quite a trick.
target). The missile explodes on impact. A more advanced model has fire-and-
forget guidance that locks onto the target and then tracks it automatically, even Bloom Goth - AKA Alien Plant Rifle (IC 8, WC 11, Dmg. 10d6, Energy Weapon):
around corners. The Bloom Goth is a tubular plant weapon grown on the fungi walls of the
Asteroid (so far Warden scientists have not been able to grow them in
laboratory conditions). The five-foot long adult plant looks like a giant bean with
numerous pods growing at odd angles along the side of the plant. Only the
mature version can fire; when it does, it unleashes a blue energy burst that
causes burning damage. A mature plant can fire ten shots. In combat, Asteroid
aliens can add another pod to the back of the plant to give it ten more shots; to
date; no Warden crewmember has captured an unspent sample of one of these
pods.

Bloom Harken - AKA Alien Crystal Pistol (IC 8, WC 10, Dmg. 6d6, Energy
Weapon): The Bloom Harken is a hand-sized transparent crystal that grows on
the surface of the Asteroid or within a vacuum. The Warden crew has been able
to grow these crystals, but the process is slow and they have yet to produce
finished weapons. When finished into a weapon, the crystal fires an invisible
energy burst. Each weapon can fire 50 of these bursts before it needs to be
recharged; recharging the weapon is a simple matter of exposing it to direct
sunlight (if within a planetary system) or Intensity Level 21 or higher radiation
for four uninterrupted hours. The Asteroid aliens can modify these crystals into
grenades that do 10d6 damage; the crew of the Warden has as of yet not
A missile launcher is a terrific weapon to have, and terrifying to be faced figured out how to do that.
with. Ammunition supply can be a critical stumbling block for anyone
relying too much on this weapon. Bloom Tar - AKA Alien Tangler Cube (IC 8, WC 16, Dmg. None, Sticky Capture
Weapon): The Bloom Tar is a square gourd that grows wild on the Asteroid.
Medium Missiles (IC 4, WC 7, Dmg. 10d6): The Medium Range system fires a When activated, it bursts forth a sticky set of fungoid tentacles. These tentacles
3-foot-long missile with either laser tracking, wire guidance (the launcher steers stick to anything organic and are meant to disable a target creature. The
the missile with a small joystick), or automatic target tracking. The missile tentacles are highly elastic, but movement, when imprisoned by the tentacles, is
explodes on impact. impossible. The tentacles do not stick to bare metal, however, making Robots,
Androids and all types of power armor impervious to the effects of the Bloom
Heavy Missiles (IC 5, WC 4, Dmg Special, Area Weapon): The Long Range Tar. Cutting victims out of the tentacles has proven difficult, though application
missile is fired from a 10-foot-long launcher with computer targeting displays. of defoliant has successfully freed trapped bodies. This is a single-shot weapon
The missile is an extremely low yield atomic-disruption device that utterly and can not be reused.
destroys everything within a 50-yard radius of detonation, leaving behind
intensity level 18 radiation. Coral - AKA Radiation Jack-In-The-Box (IC 5, WC 18, Dmg. Radiation, Area
Weapon): The Coral is a one shot, square fungus device. When the Coral
Improvised,ModernizedandPrimitiveWeapons
opens it emits a 20-yard radius cloud of Intensity Level 10 radiation spores in
This category covers ancient swords from weapons collections, spears
front of the device. The Asteroid aliens use it as a trap for the unwary. Activated
made from broom handles to recently manufactured hand-to-hand combat
by touch, the Coral can fill an area with radiation while the defenders stand
weapons such as knives and bows. Pretty much any weapon that isn’t an
behind it, unharmed. The Coral’s radiation spores remain dangerous for 60
explosive or a firearm falls into this category. It is suggested that the GM
minutes before dissipating. The Asteroid aliens have been known to set up row
assigns ranges, weights etc and keeps track of these as there can be a lot of
upon row of these devices, each attached to an invisible fungi tendril. When an
variations of a single type of weapon.
invader comes within range, the tendril (hidden among the masses of fungi on
the floor) activates the coral.
Sword / Spear / Pole Arm (IC 1, WC 20 Dmg. Varies, Melee Weapon): These
weapons work by cutting or puncturing the target. They can do a range of
Coral Ack - AKA Alien Armpit Pistol (IC 5, WC 18, Dmg. Radiation, Projectile
damage, from one to three dice, at the determination of the GM.
Weapon): The Coral Ack is a ten shot fungus tube that emits Intensity Level 11
radiation spore projectiles. The device often grows on the appendages of the
Asteroid crew and looks like a fist-sized black orchid. So far the Warden crew
has not been able to grow the Coral Ack themselves. The radiation spore bullet
remains dangerous for two days after being fired.

137
METAMORPHOSISALPHA4THEDITION

IC WC Sh Med Long Wt RoF MAG Dam


AlienWeapons
1 Bloom Goth 8 11 1-50 51-75 76-150 14 lb. 1 10 10d6
2 Bloom Harken 8 10 1-15 16-30 31-50 6 lb. 1 50 6d6
3 Bloom Tar 8 16 1-20 - - 8 lb. 1 1 *
4 Coral 5 18 1-20 - - 9 lb. 1 1 **
5 Coral Ack 5 18 1-10 11-20 21-30 5 lb. 1 10 **
6 Coral Tar 5 18 1-15 16-50 51-75 18 lb. 1 75 **
7 Ormten Star 7 16 1-40 41-120 121-250 15 lb. 7 - 7d6
8 Talooge Tube 7 7 1-50 51-125 126-250 30 lb. 1 1 9d6
9 Tant 6 19 1-15 16-30 31-50 15 lb. 1 1 8d6
10 Vol 6 20 1-30 - - 12 lb. 1 1 8d6
11 Zenta 6 20 1-15 16-30 31-50 16 lb. 1 1 *
* Immobilization
** Radiation

Coral Tar - AKA Radiation Rosebunch (IC 5, WC 18, Dmg. Radiation, Projectile pouch as a satchel charge. To date, the Warden crew have grown this fungi,
Weapon): The Coral Tar is a four feet long clump, consisting of nine small but have not successfully detached it without a detonation.
tubes. The weapon fires Intensity Level 14 radiation spore projectiles. As the
projectiles hit, they burst into a small Intensity Level 14 radiation cloud that Vol - AKA Alien Acid Bomb (IC 6, WC 20, Dmg. 8d6, Acid Bomb): The Vol is an
remains effective for 60 seconds before diminishing. Each weapon holds 75 acid bomb with a transparent mass the size of a Human head, filled with a
projectiles, though the Asteroid aliens can reload it; the Warden crew has yet to powerful acid, at the top of a fungi pillar. The Vol is genetically programmed to
learn how to reload the weapon. launch its acid sack any time a non-Asteroid creature comes within 30 yards of
it. By Phase Six, most Trin Pads have 10 to 20 of these growing nearby.

Zenta - AKA Alien Robot Stopper (IC 6, WC 20, Dmg. None, Fungus Capture
Bomb): The mature Zenta is a large fungi tube that responds to nearby
movement by emitting a huge cloud of spores. The spores settle almost
immediately, forming into extremely hard fibrous chains on anything metal. The
rock-hard chains effectively prevent all movement until they are removed. The
adult Zenta has a range of 50 yards. The Asteroid aliens can use them as
portable launchers and include them in booby traps. The crew of the Warden
can grow these fungi, but have not yet learned how to make them portable.

Ornten Star - AKA Seven-Legged Octopus (IC 7, WC 16, Dmg. 7d6, Energy
Weapon): The Ornten Star is a weapon, shaped like a two-foot sphere with
seven constantly moving tentacles around the surface, which can attack
multiple targets. Only mutants with Telepathy can activate the weapon. Each of
the tentacles can be directed at a separate target and fire an energy blast that
does 1d6 damage. There seems to be no limit to the capacity of the device,
though it must be placed in organic material (such as a fungus patch) for one
hour a day or it will turn to dust. The Warden crew has grown these weapons in
their labs, but as telepathy mutation is not common, very few individuals can
use the weapon.

Talooge Tube - AKA Alien Bazooka (IC 7, WC 7, Dmg. 9d6, Missile Launcher):
This four foot long tube of black fungi grows on the walls of level nine of the
Asteroid. Inside every tube grows an acid fungi missile. The tube can be
detached from the wall and used as a portable missile launcher. Each missile
bursts on contact and covers a ten-yard radius area with deadly acid. For every
square yard of organic material destroyed by the acid a new Talooge Tube will
begin growing, maturing in ten days, ready to fire.

Tant - AKA Fungi Satchel Charge (IC 6, WC 19, Dmg. 8d6, Fungus Bomb): The
Tant is a fungoid bomb two foot square. Normally it grows on large organic
masses, attaching to a surface with a long set of stringy roots. When something
touches the fungus it explodes, leaving the root system to grow anew. The
Asteroid aliens can detach the Tant from its root systems and use the fungi

138
METAMORPHOSISALPHA4THEDITION

ARMORSYSTEMS partially damaged field returns to full strength after 24 hours, but a knocked-out
shield must be repaired at a factory or engineering shop. 0% Exposure or 100%
Exposure depending upon weapon system. Requires a Type VII. Small Atomic
ARMORCLASSES Power Cell and weighs 6 lbs.
AC 21: Human flesh
AC 20: Metal shield, cured animal hide Sensor Armor (IC 7): This style of armor uses technology that can’t be
AC 19: Hardened leather armor duplicated on the ship. It’s a special web of thread-like filaments. The filaments
AC 18: Hardened leather armor plus a shield; or bend light and heat around the body, making it invisible. Two Type V. Medium
Fatigues Hydrogen cells power the suit for three hours. The system cannot be repaired,
AC 17: Duralloy shield but it can take 50 points of damage before becoming useless. 0% Exposure or
AC 16: Hardened leather armor plus a duralloy shield 100% Exposure depending upon weapon system. Weighs 35 lbs.
AC 15: Force field; or
Weapon mounted force field Light Powered Armor (IC 6): This armor is made of flexible bands of duralloy
AC 14: Force field plus a duralloy shield easily fitted to any roughly Human sized and shaped body. The suit can fly at
AC 13: Riot armor (plastic vest and helmet with visor) up to 40 miles an hour. It has 100 hit points, and when those are gone it can still
AC 12: Riot armor plus a duralloy shield be repaired. The suit is sealed and can be worn underwater, but not in vacuum
AC 11: Riot armor, duralloy shield, and a force field; or or outer space. Sensors allow the wearer to see infrared and radiation. The
Radiation suit Type VIII. Medium Atomic Power Cell powers the suit for 200 days of operation.
AC 10: Full body armor; or 20% Exposure. Weighs 100 lbs.
Space suit
AC 9: Full body armor plus a duralloy shield Medium Powered Armor (IC 6): This unit creates a protective force field around
AC 8: Full body armor, duralloy shield, plus a force field the wearer. Attached to the right arm is a laser pistol. Attached to the left arm is
AC 7: Sensor armor a protein disrupter pistol. The unit functions in outer space and under water. A
AC 6: Light powered armor Type VIII. Medium Atomic Power Cell powers the suit for 100 days of operation.
AC 5: Medium powered armor Servos double the wearer’s lifting capacity, double his movement speed, and
AC 4: Heavy powered armor double his range of visibility. The force field has 100 hit points and the suit has
AC 3: Duralloy armor another 100, but when those are gone it can still be repaired. 10% Exposure.
AC 2: Duralloy armor plus force field, or Weighs 150 lbs.
Chaban armor package
Heavy Powered Armor (IC 7): The unit generates a force field with 100 hit
points and the suit itself has another 500. It can function in outer space or as
Hardened Leather Armor (IC 1): This type of armor is made using primitive deep as 2 miles underwater. The suit’s optic systems can detect infrared and
methods, without help from Robotic manufacturing facilities. None of it was ultraviolet. A laser rifle is mounted on the right shoulder and the left wrist
brought along on the ship, but a lot of hardened leather armor has been made mounts a sonic disrupter rifle. A Type VIII. Medium Atomic Power Cell powers
by mutants and even some by Androids. 40% Exposure. Weighs 10 lbs. the suit for 50 days of operation. 5% Exposure. Weighs 280 lbs.

Riot Armor (IC 2): No actual riots were ever expected aboard Starship Warden, Duralloy Armor (IC 8): Only 10 prototype suits of this armor exist on the ship.
but a lot of this armor was shipped in storage. It consists of a helmet with Duralloy armor is very lightweight and form fitting. None of the automated
protective visor and built-in radio (10 mile range), a tough plastic vest, elbow factories are programmed to produce it. Duralloy armor cannot be damaged
and knee protectors, gloves, and heavy boots with shin guards. The radio except by an atomic blast, a sonic metal disrupter, jaws of life, or a similar
requires a Type II. Medium Chemical Battery to operate for one week. 25% cutting tool. A Type VIII. Medium Atomic Power Cell powers the suit for three
Exposure. Weighs 13 lbs total. days of operation. The unit cannot operate under water, in temperatures below
0 degrees, in vacuum, or in outer space. The suits have no radios, sensors,
Full Body Armor (IC 4): This is standard, light-weight military armor. It covers weapons, or servos. Absolutely no damage from energy attacks, bullets, slugs,
the wearer from head to toe. Strength-augmenting servos increase the wearer’s or blows of any kind will penetrate the duralloy. The person inside the suit can
Constitution score by three points for purposes of determining lifting capacity still be injured by extreme acceleration or deceleration, such as occurs at the
and allow him to run for miles without tiring. The suit is not enclosed or airtight, end of a long fall or when hit full in the chest by a high-explosive missile. He is
so it provides no protection against vacuum or outer space and it’s of no also vulnerable to poison gas, being burned or frozen, and drowning—but that’s
particular use under water. The armor is powered for twenty days of continuous about it. Movement is no faster than a walk and all actions are somewhat
operation by two Type VII. Small Atomic Power Cells. The armor itself has 75 clumsy because of the suit’s stiff joints: the wearer has a -1 penalty to accuracy
hit points; when those are gone, the suit is ruined beyond repair. Sensors in the when using any sort of weapon. 0% Exposure. Weighs 14 lbs, most of this
helmet alert the wearer to the presence of radiation within 25 feet. 10% being attributed to padding etc.
Exposure. Weighs 40 lbs.
Chaban Armor Packages (IC 1): The Chaban armor packages are highly
Duralloy Shield: The duralloy shield began life as a metal plate intended for moldable reflective plastic armor plates. Each plate is a one-foot circle that,
patching the ship’s hull. As need arose, some of these plates were turned into when warmed up by simple touch of a Human’s hands, can be easily molded
extremely tough, lightweight shields that are effective against both physical and into any shape. Marines fashion the plates into molded armor for their bodies.
energy attacks. The main weight of the shield is the handle and padding. 75% Each plate protects a one-foot section of an arm, leg, back, or chest. The
Exposure. Weighs 4 lbs. feather-light Chaban plate is designed to take one blast of any type of damage.
The plate will totally absorb that damage, turning to dust in the process. Types
Force Field (IC 6): This looks like a belt pouch stuffed with electronics. When of damage it can absorb include kinetic attacks from tentacles or spore bullets,
activated, it surrounds the wearer’s body with a force field. The field is visible as energy blasts from various types of power weapons, and even radiation blasts.
a slightly shimmering distortion around the character. It absorbs 75 points of This allows the wearer incredible protection at the beginning of any firefight.
damage from swords, arrows, bullets, and energy weapons, then shuts down. Although each piece can absorb only one attack, its nature has thus-far
The field provides no protection against heat, cold, poison, or radiation. It does satisfied all of its users. Troops will often carry extra sections to attach in the
contain enough air to allow breathing in vacuum, but only for 1-6 minutes. A middle of firefights. The back of the plate can adhere to any surface. Any
139
METAMORPHOSISALPHA4THEDITION

radiation field of any Intensity Level will, however, cause all the armor to turn to
dust. Additionally, the armor will likewise crumble under the touch of any force
field. Each piece covers 12.5% of a Human sized target, reducing exposure.
Weighs 8 lbs per piece.

A Wolfoid demonstrates the effectiveness of


the JAC Slug Assault Rifle, 7mm while set
on “Auto”.

140
METAMORPHOSISALPHA4THEDITION

COMBATTABLE
WEAPON ARMORCLASS
CLASS
21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
21 10 11 12 13 14 15 16 17 18 19 20 21 m m m m m m m
20 9 10 11 12 13 14 15 16 17 18 19 20 21 m m m m m m
19 8 9 10 11 12 13 14 15 16 17 18 19 20 21 m m m m m
18 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 m m m m
17 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 m m m
16 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 m m
15 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 m
14 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
13 H 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
12 H H 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
11 H H H 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
10 H H H H 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
9 H H H H H 3 4 5 6 7 8 9 10 11 12 13 14 15 16
8 H H H H H H 3 4 5 6 7 8 9 10 11 12 13 14 15
7 H H H H H H H 3 4 5 6 7 8 9 10 11 12 13 14
6 H H H H H H H H 3 4 5 6 7 8 9 10 11 12 13
5 H H H H H H H H H 3 4 5 6 7 8 9 10 11 12
4 H H H H H H H H H H 3 4 5 6 7 8 9 10 11
3 H H H H H H H H H H H 3 4 5 6 7 8 9 10

RANGEDATTACKS
THECOMBATTABLE Rifles, pistols, bows, spears, and other “primitive” ranged weapons
The attacking player must roll the listed number or higher to hit the target. become less accurate as the range increases. At Short Range, there is no
Once the target is hit, he can roll damage or apply some other, special effect. penalty. At Medium Range, the firer has a -1 penalty on his roll to hit when firing
a rifle, -2 when firing a pistol. At Long Range, the penalties become -3 for a rifle,
WEAPONCLASSES -4 for a pistol or grenade.
All combat boils down to a weapon trying to strike a target well enough to
penetrate its protection and cause damage. In game terms, that means cross-
indexing the attacker’s weapon class with the defender’s armor class on the
TOUCHINGATTACKS
Combat Table. The resulting number is what the attacker must roll or higher, on Some weapons and mutations require the attacker to actually touch the
three dice, in order to “hit” the defender. In this case, when we talk about a “hit,” victim’s flesh. If the victim is completely enclosed, these weapons and powers
we mean “hit it well enough to cause damage.” A bullet that bounces off the will not work even if a hit is achieved.
defender’s armor without causing any damage counts as a miss.
Every defender has an armor class, even if he’s not wearing any armor. In GRAVITY
that case, his armor class just won’t be much good. The technology of the future allows the manipulation of gravity. All the
Likewise, every type of weapon has a weapon class, whether it’s a laser decks of Starship Warden have artificial gravity. With access to the controls and
rifle or a thrown rock. The GM can design new weapons easily. The biggest knowledge of how to use them, the gravity can be adjusted. It can be increased
decision is what weapon class to assign them. Look for other weapons that to 10 times normal, turned down, or turned off completely. Independent
have a similar effect or that work the same way. A battle axe should be treated adjustments can be made to each square mile of a deck.
the same as a sword (but causing more or less damage). A newly discovered Earth’s gravity has a rating of 1 G. Think of this as Intensity Level 0 gravity
“sizzling green ray” is a variety of energy weapon. on the ship. Each increase of one-half G raises the Intensity Level one level.
So, for example, gravity Intensity Level 4 equals two Gs, or twice Earth’s
ARMORCLASSES gravity. Gravity Intensity Level 8 equals four Gs, or four times Earth’s gravity.
Armor classes define both the innate toughness of an object (its ability to When characters fight in heavier-than-normal gravity, add the gravity Intensity
shrug off damage) and the difficulty of hitting it (a small, fast-moving target Level level directly to everything’s weapon class except lasers and other energy
could have the same AC as a big, lumbering target with foot-thick hide). weapons; add one-half the gravity Intensity Level to those.
In a weightless environment, treat all weapons as if they are WC 21. It’s
not that the weapons are less effective, it’s that the characters are floating and
BONUSESANDPENALTIESWHENATTACKING spinning around, making any sort of aiming very difficult.
Sometimes circumstances make a target unusually difficult or unusually In low gravity, characters can jump further, carry more and suffer less
easy to hit. For example, if a mutant is sitting against the side of a building, damage from falling. For example in a  G environment, a Human Marine
taking a nap, it’s a pretty easy target. If it’s shooting at you through a 3-inch would be able to jump twice as far as normal, carry twice as much, and would
wide hole in a duralloy wall, it’s a very difficult target to hit. If you’re on fire or a treat damage from a fall as if it were half of the actual distance he fell in normal
Badger-Id is gnawing on your leg, that complicates things, too. In such cases, (1 G) gravity.
the GM decides whether a bonus should be added to your dice roll or a penalty
subtracted from it. These are exceptions (some of which are described in the
Cover rules on Page 143), however; assume that the Combat Table handles
WHOGOESFIRST?
most combat situations. The character with the highest Dexterity score always goes first in a
combat turn, followed by the second highest, and so on. Roll two dice to break

141
METAMORPHOSISALPHA4THEDITION

a tie, but only on the first turn; once the order is set, use it through the whole of attacks that it is possible for him to make. Each attempt to parry is treated as
combat. a normal attack roll (taking into account non-master hand usage, if that applies),
with a +2 bonus. Any attack that has been parried will inflict no damage. At the
WHATCANIDOINATURN? GM's discretion, he may rule that parrying is not an option, such as using a
In one combat turn a character can move and attack once. He can move dagger to parry a Crazed Robot's giant scythe, or if the character attempting to
first and then attack or attack and then move. Some weapons allow more than parry is unarmed. The GM has final say on this, and should apply common
one attack; they are exceptions to the one-attack restriction. sense.
Sometimes a character needs to do something besides attack, like open a
door, give first aid, read an instruction manual, or explain to a Robot why it PARRYING&MULTIPLEATTACKS
needs to hurry. Whether those things can be done in one turn or would take If the GM allows multiple attacks in his games, then combatants may be
two, three, or more is a decision for the GM. able to parry one attack, while still pressing an attack of their own. In such a
case, any attempt to parry is carried out normally, as described above, and
SURPRISE attacks are carried out with the same penalties listed in the Multiple Attacks in a
If characters get attacked when they weren’t expecting it (like an ambush), Combat Turn and Using Multiple Weapons In A Combat Turn.
they’re surprised. If two groups blunder into each other, roll a die for each. On a
roll of 1 or 2, that group is surprised. DAMAGE
Characters that are surprised can’t do anything during the first turn of Hit points in Metamorphosis Alpha are an all-or-nothing deal. A character
combat. They can’t duck for cover or draw their weapons or use mutant powers. is alive, dying, or dead. Anybody with 1 or more hit points is alive, and anyone
The exception is a character whose Dexterity is four or more points higher than with 0 or less is dying. The exception to this is Robots, which lose the use of
the average of the enemies’ Dexterity scores; that character can take a normal systems as damage accumulates.
action after all the enemy characters have had their turns. When a character’s hit points drop to 0 or less, he’s swirling the drain. He
will be dead in 60 seconds unless someone else takes steps to help him by
AUTOMATICHITS using a medical kit or otherwise getting his hit points back to at least 1.
If the target of an attack is at close range and is tied up, unconscious, Negative hit points must be restored in the process. For example, if a character
paralyzed, or helpless for some other reason, it gets hit automatically. has 10 hit points and then suffers 30 points of damage, his hit point total
plunges to 20 below zero and he’s dying. For him to survive, another character
MULTIPLEATTACKSINACOMBATTURN must somehow restore at least 21 hit points, getting the total back to 1. When
that happens, the character is back on his feet and ready to rumble.
As an optional rule (that means it’s up to the GM whether this rule gets
used—if he says no, then shut your mouth and forget it), a character can fire,
swing, or stab with a weapon twice in turn. The first attack has a -3 penalty on MOVEMENT
the dice roll to hit and the second attack has a -4 penalty. Three types of movement are important in Metamorphosis Alpha.
The first type of movement is when characters just want to get from one place
USING MULTIPLE WEAPONS IN A COMBAT to another and they aren’t exploring or looking for things along the way. It’s
likely that they’ve already traveled this route before and consider it safe, or at
TURN least reasonably so. In this case, characters walk 3 miles an hour, or travel at
Normally, this option is available for use with swords, knives and pistols or the full speed of their vehicle or mounts. Mass transit bounce tubes or moving
for weapons with a pistol-like configuration, such as a light sporting crossbow walkways can carry characters from one end of the ship to the other in a few
(use of and stats at GM's discretion, of course). hours or less.
However, in some circumstances it is not limited to weapons in this The second type of movement is when the characters are exploring a new
configuration. For instance, if a mutant had four arms and two laser rifles, he area or searching for something. This is much slower, involving a lot of short
could employ this option. advances, careful scans, and overall caution. This type of movement covers 50
This option can be used with the Multiple Attacks In A Combat Turn rules to 100 yards per hour in a built-up area or forest, maybe a mile or two in open
above, again at the GM's discretion. When using multiple weapons at once, ground (which is uncommon on Starship Warden). Moving this way, the player
sights are not employed, making the majority of pistols, rifles, pistol-like and characters will find anything of interest that’s nearby. Moving faster than this
rifle-like weapons (including talented weapons), WC 19. The exception to this is means they might miss important doorways (hidden or covered by rubble), not
those weapons using laser sights, which become WC 9. find valuable items, or overlook other clues. It also involves a higher risk of
The weapon in the attacker's master hand (right hand for right-handed ambush (double the chance for surprise to 1-4 on one die when characters
characters or creatures, left hand for left-handed characters or creatures) has a have an encounter).
-3 penalty on the dice roll to hit, while the weapon in the attacker's non-master The third type of movement is dashing around during a 10-second combat
hand has a -4 penalty on the dice roll to hit. Of course, ambidextrous characters turn. A typical Human or Android walks at the following rates. He, she, or it can
don't have to worry about this penalty. dash at twice these speeds or crawl at one-third these speeds.
Additionally, if the attacker is making multiple attacks, using the rule
above, don't forget to apply those penalties to the dice rolls as well. Being able MOVEMENTTABLE
to fire so many shots at once comes at a price - accuracy! No encumbrance 36 feet
 Light encumbrance 30 feet
MULTIPLETARGETS&MULTIPLEATTACKS Medium encumbrance 24 feet
As with the above two rules, this rule is also optional. Heavy encumbrance 18 feet
A GM may allow combatants to attack or fire multiple weapons at different
targets. For simplicity's sake, treat this as having an additional -3 penalty to any
attack upon two or more targets.

PARRYING
If the GM allows, instead of batting, a defender can attempt to parry
attacks. The defender may only parry a number of attacks, equal to the number

142
METAMORPHOSISALPHA4THEDITION

For animals, the movement rates would need to be adjusted as follows: ENCUMBRANCETABLE
CONSTITUTION LIGHT MODERATE HEAVY
ANIMALMOVEMENTTABLE SCORE ENC. ENC. ENC.
No encumbrance Normal Rate (15-30 lbs) (31-60 lbs) (61-120 lbs)
Light encumbrance 5 / 6 x Normal Rate (WC / AC) (WC / AC) (WC / AC)
Medium encumbrance 2 / 3 x Normal Rate 2 +5 / +5 +7 / +7 +9 / +9
Heavy encumbrance  x Normal Rate 3 +5 / +4 +7 / +6 +9 / +8
4 +5 / +3 +7 / +5 +9 / +7
MOVEMENTRATECONVERSIONTABLE 5 +5 / +2 +7 / +4 +9 / +6
6 +5 / +1 +7 / +3 +9 / +5
7 +5 / 0 +7 / +2 +9 / +4
8 +4 / 0 +7 / +1 +9 / +3

FTPERTURN
YARDSPER

9 +3 / 0 +7 / 0 +9 / +2
SECONDS

SECOND

SECOND
YARDS

FTPER

10 +2 / 0 +6 / 0 +9 / +1

MPH
11 +1 / 0 +5 / 0 +9 / 0






12 0/0 +4 / 0 +8 / 0
13 0/0 +3 / 0 +7 / 0
100 1 100 300 3000 204.5 14 0/0 +2 / 0 +6 / 0
100 1.3 78.2 234.7 2346 160.0 15 0/0 +1 / 0 +5 / 0
100 2 50 150 1500 102.3 16 0/0 0/0 +4 / 0
100 3 33.3 100 1000 68.2 17 0/0 0/0 +3 / 0
100 3.4 29.33 88 880 60.0 18 0/0 0/0 +2 / 0
100 4 25 75 750 51.1 19 0/0 0/0 +1 / 0
100 4.5 22 66 660 45.0 20 0/0 0/0 0/0
100 5 20 60 600 40.9 21 and higher 0/0 0/0 0/0
100 6 16.67 50 500 34.1
100 7 14.28 42.86 429 29.2
100 8 12.5 37.5 375 25.6 “WC” is a penalty that is added to the weapon class of any weapon the
100 9 11.11 33.33 333 22.7 character attacks with while encumbered. Note that increasing the weapon
100 10 10 30 300 20.5 class makes it less effective. 21 is as bad as a weapon class can get.
100 11 9.1 27.3 273 18.6 “AC” is the number that is added to the armor class of the character when he is
100 12 8.33 25 250 17.0 encumbered. Note that increasing the armor class makes it less effective. 21 is
100 13 7.69 23.1 231 15.7 as bad as armor class can get.
100 14 7.14 21.4 214 14.6
100 15 6.666 20 200 13.6 COVER
100 16 6.25 18.75 188 12.8 Cover is anything that affords some degree of protection to a combatant,
100 17 5.88 17.65 177* 12.0 not including armor. It should be noted that some forms of cover are ineffectual
100 18 5.55 16.66 167 11.4 against some weapon systems and any penalties that the attacker might incur
100 19 5.26 15.8 158 10.8 are disregarded. The best guide to this would be found in the descriptions in the
100 20 5 15 150 10.2 Weapons section of this book.
100 30 3.33 10 100 6.8
100 60 1.67 5 50 3.4
100 70 1.43 4.29 43 2.9
100 90 1.11 3.33 33.33 2.3
100 120 0.833 2.5 25 1.7
100 300 0.33 1 10 0.7
100 3600 10 inches / turn
100 5400 6 inches / turn

ENCUMBRANCE
Carrying lots of equipment slows a character down. It also impairs their
armor class and their attack rolls. Any character is lightly encumbered when
carrying 15 to 30 pounds of gear, evenly distributed about the body. If the
weight is all one lump then they move up to medium encumbrance. Any
From left to right: Medium Cover, Lying Prone (without cover) and No
character is moderately encumbered when carrying 31-60 pounds, evenly
Cover at all. Without cover, you will be an easier target.
distributed about the body. If it is all in one lump then they move up to heavy
encumbrance. Any unmutated or unmodified Human character is heavily
Light: Light cover provides a minimum level of protection from an opponent,
encumbered when carrying 61-120 pounds, evenly distributed about the body. If
such as standing and firing from behind a low desk, etc. Attacker has -1 penalty
it is all in one lump then they can do little more than stumble along.
to hit.

Medium: Medium cover provides a reasonable amount of protection from an


opponent, such as hiding behind a tree or crouching behind a desk. Attacker
has a -2 penalty to hit.

143
METAMORPHOSISALPHA4THEDITION

Heavy: Heavy cover provides the maximum level of protection from an FALLING
opponent, such as firing from a prepared position (like a bunker, etc.). Attacker Falling can kill even the toughest character, unless they have mutations or
has a -4 penalty to hit. equipment, which will prevent or reduce the damage from the resulting trauma.
For every 10 feet that a character falls, the number of dice rolled goes up by
Lying Prone: Lying prone reduces an opponent’s chances of hitting a target, by prime numbers i.e. a character falls 10 feet, therefore the GM rolls one dice. If
reducing the target’s vulnerable surface area. If an attacker who is standing that character fell 30 feet, then the GM would roll 5 dice. A table of damage for
attacks a target who is lying prone, the attacker applies a -2 penalty to hit. up to 100 feet is provided below:
While lying prone, Light cover can also be utilized (not Heavy or Medium),
giving the attacker a -3 penalty to hit. Lying prone also gives the character in Dis tan ce Da mag e
that position a +1 bonus to hit, but the character can perform no other actions 10 1
that round. 20 3
30 5
40 7
50 9
60 11
70 13
80 17
90 19
100 23

For a fall of over 100 feet, damage can be worked out by using the next
prime number in the sequence. The GM may (regardless of how many hit points
a PC may have) rule that if a fall would normally result in certain death (i.e. from
half a mile), then there is no need to role dice, and may declare that a character
did not survive the fall.
A sniper gains a +1 bonus to hit in the Lying Prone position, and when a
target is using cover, an attacker will suffer a -3 penalty to hit.

At the GM’s discretion, the lying prone -2 penalty may not apply if the
attacker has substantial (10 yards or more) elevation above the prone target.
Additionally, if the target is within 6 yards of the prone figure, the penalty is
cancelled.

LIGHT
In an artificial environment, such as a starship, light conditions may vary
substantially. In combat conditions, light can be a factor that may prove an
advantage, or disadvantage to combatants. The types of lighting have been
listed below from lightest, to darkest.

Blinding: This would prevent a normal Human from being able to see anything.
In effect the character is blind, and applies a -6 to hit an opponent. Not applied
if a character has sunglasses (reduce to –3 penalty as per Dazzling) or another
device or mutation for reducing the effects of bright light.

Dazzling: When facing dazzling light, an attacker suffers a -3 penalty to hit. An


example of this would be a character being hit with a searchlight.

Bright: When facing bright light, an attacker suffers a -1 penalty to hit. An


example of this would be when firing at a target behind a vehicle’s headlights.

Normal Light: When in normal light, no penalty is applied. This is considered to


be daylight. Ambushes can be an effective technique for fighting. Above, a marine
makes use of a computer desk for cover, giving any attacker trying to hit
Dim: In dim light, an attacker suffers a -1 penalty to hit. Not applied if a him a -2 penalty.
character has infravision or sees in the infrared spectrum.

Dark: In darkness, an attacker suffers a -2 penalty to hit. Not applied if a


character has infravision or sees in the infrared spectrum.

Complete Darkness: In darkness, the character is blind, and applies a -6 to hit


an opponent. Not applied if a character has ultravision or sees in the infrared
spectrum.

144
METAMORPHOSISALPHA4THEDITION

145
METAMORPHOSISALPHA4THEDITION

10.CREATURESANDALIENS
There are many strange and wonderful creatures and aliens to be
encountered on the Starship Warden and on the asteroid. Some were initially M-100ADVANCEDRoboticTank
encountered by Robots and Androids, who diligently catalogued these CN 48 D 6 MR 15 RR 12
creatures; others have been added by Humans. This has resulted in many LP 5 AC 6 hp 216 hp/sys 15
creatures or aliens being known by two names. While there is some disparity in Body Type: F: Massive Rectangular Box
this, the main exception to this is the alien prisoners, who have been Dimensions: 13  ’ high x 9’ wide x 18’ long
categorized by the Androids. Nobody but the aliens themselves knows their Storage: 16 cubic feet
racial names. Primary Mark XIV Check +3 on all military
AI Type: Military Bonus/Penalty tasks*
PHASEONECREATURES

Physical Sys
Black One / Big ‘N’ Ugly

RP Cost
CN 10 D 14 LP 2 MR 2 RR 18 hp 60
AC 14 Runs: 100 yards in 15 seconds (200 ft. / turn)
hp PRI
This fearsome, mutated spider is 4 feet tall and its legs span 16 feet, but
Power: 30 2 C: Oversize Battery 30 0
its brain is still too small to be affected by any mental attack. It generates
Primary AI: 100 0 U. Mark XIV Military 15 1
electrical force through its webs, causing 3d6 damage per combat turn to
everyone in contact with the web. The spider also has a non-poisonous bite Laws of Robotics: 30 C: Military
which will do 2d6 damage. Webs can be cleverly hidden in plant growth and Software: 40 D: Combat
sometimes span several hundred yards. The spider won’t attack anyone who - 30 R: Targeting
doesn’t seem to be hurt by the electrical attack. - 30 R: Targeting
- 40 I. General
Changer / Stupid Horned Bird Knowledge
CN 10 D 19 LP 3 MR 2 RR 19 hp 50 Body/Size: 95 F: Massive
AC 16 Runs: 100 yards in 8 seconds (375 ft. / turn) Rectangular Box
Body Features:
This mutated robin is 1 foot long and has a 2-foot wingspan. It can - Armor Type: 60 3 V. Upgraded 45 8
change its colors like a chameleon to match its surroundings, which accounts Medium
for its amazing armor class. It is immune to all poisons and has a brain too - 20 1 E. Vacuum and 15 7
small to be effected by mental attacks. The bird delights in swooping down on Heat Shielding
victims and ramming into them with its horns, causing four dice of damage (WC Mobility System: 55 2 H. Treads – 180 9
20) and then flying off. It will smash into the same victim over and over until Armored
either the bird or the victim is dead. Because of its unusually strong bones and Sensors: 45 1 G: Upper & Lower 15 3
tiny brain, a changer suffers no damage from this smashing. Spectrum Optic
Lenses
Crazed AI Communications: 35 1 D: Audio & Radio 15 2
A crazed artificial intelligence has had its circuits fried by the alien Transmitters &
radiation. The normal cultural programs that put limits on what an artificial Pickups – High
intelligence can do are no longer in effect. Remember that the AIs aboard Powered
Starship Warden are, for all practical purposes, just as psychologically complex - 50 1 F: Encryption 15 4
and multi-layered as a Human. They are susceptible to psychoses and Weapons 100 2 J. Foreman Arms 30 6
neuroses—these are kept in check by self-correcting programs when the AI is Systems: Ltd. Sonic Cannon
functioning properly, but when it malfunctions, therapeutic reappraisal is usually - 100 3 JAC Shaver Mark 45 5
one of the first things to go. IV Cannon
The great danger posed by such entities is their ability to reprogram RP Total: 860 hp Total: 405
Robots, Androids, and other AIs. Buggy AIs can be wild, raving lunatics that Physical Systems 16
think they are Human and trapped inside the ship’s circuitry, calm, gentle- Total:
sounding scholars that want to kill all air-breathing life on the ship, and anything
else the GM can dream up. Several sections of the ship have been completely Unknown to the scientists of the ship, one storage section was stocked
taken over by malfunctioning AIs, which have reprogrammed the Robots and with advanced military hardware, including several prototype M-100 Advanced
Androids in the area to obey only them. Robotic Tanks. When the radiation ravaged Starship Warden, the ship put
these units onto automatic pilot and set them loose in search of commanders
Crazed Robots who could give them orders and enemies to destroy. As far as these war
Crazed Robots have all the same ability scores and systems as the machines are concerned, there are no non-combatants aboard ship. Some
standard versions, but their armor class improves by 2 and their hit points have managed to modify themselves to help them fight in their new
increase by 20.
environment.
A Crazed Robot has had its intelligence circuits fried by radiation. The
programmed restraints on its behavior are gone. Once freed from those
Dart Creature / FBP (“Very” Big Porcupine)
restraints, a Robot can become anything, from a studious data collector to a
CN 13 D 15 LP 2 MR 6 RR 11 hp 67
machine that thinks it’s Human to (and this is the most likely case) a ravening
AC 15 Runs: 100 yards in 17 seconds (177 ft. / turn)
monster bent on killing or destroying anything that isn’t a Robot.

146
METAMORPHOSISALPHA4THEDITION

This mutated porcupine appears exactly like its non-mutated cousin. Its
quills are hollow and filled with Intensity Level 15 poison. It can shoot 1 to 6 (roll
a die) of these quills per turn at targets up to 40 feet away (WC 15). The mutant
is 2 feet long and brown in color. Quills that miss the target ooze red, blood-like
poison that becomes harmless after two hours of exposure to air.

Death Growth / Fatal Fungus


CN 10 D - LP - MR 10 RR 10 hp 50
AC 21 Runs: No Movement

This fungus grows at the center of radioactive areas. When a living


being’s skin touches the fungus, there is a one-in-six chance of fungal spores
entering the character’s blood stream. Extreme heat applied within 10 minutes
to where the skin was touched will kill the spores on a roll of 1-4 on one die. If
the spores are not killed, the fungus begins growing in the body of the victim. In
three weeks, the victim seeks a hiding place to hibernate. In six more weeks,
the victim dies and fungus sprouts from the now-radioactive body. Once the
infection takes hold, only a total blood transfusion can defeat it, and even that
has only a two-thirds chance (roll 1-4 on one die) of success.

Dream Bush / Goodnight Sweetheart


CN 17 D - LP - MR 10 RR 10 hp 88
AC 17 Runs: No Movement

This 2-foot-tall bush grows at the edges of radioactive areas. The purple
bush constantly blooms with purple and white flowers filled with heavy nectar.
The fragrance from its petals makes any creature with a sense of smell sleepy.
The fragrance acts as Intensity Level 9 poison, but the victims don’t know they
are being poisoned by the pleasing fragrance.

Eye Fungus / Ex-Wife


CN 17 D - LP - MR 10 RR 21 hp 50
AC 9 Runs: No Movement

This mutation grows in and around radioactive areas and can sustain
itself on bare metal decking. It is a collection of 3 to 9-foot-long flexible stalks Sticky Fungus / Gumballs
growing in clumps of 2 to 12 (two dice). Each stalk has what looks like a very CN 10 D - LP - MR 10 RR 21 hp 50
large (soccer ball size) Human eye at the end. A hard shell that can close AC 20 Runs: No Movement
completely protects the eye. The fungus lies in wait before springing out and
smashing the hard shell against living tissue, then feeding on the decomposing This is an alien-introduced white fungus that thrives near radioactive
body. Treat the tentacle as WC 8; the attack causes one die of damage per hit. areas because it feeds on radiation. The fungus is tremendously sticky; when
anything touches or brushes against it, bits of fungus rip off from the plant
Martian Sand Cat rather than release whatever touched them. These bits then grow at an
CN 14 D 19 LP 10 MR 10 RR 21 hp 62 amazing rate, especially on metal that is in contact with an energy source.
AC 17 Runs: 200 yards in 10 seconds (600 ft. / turn) Robots and vehicles can be completely encased in just 10 minutes. Acid,
flames, chemical defoliants and herbicides, and plain old scraping are the most
Martian sand cats resemble Mountain Lions in shape and size. Their efficient ways to deal with sticky fungus.
bright red fur is totally resistant to all radiation. The sand cat is intelligent and
territorial. Winged Biter / Flying Fangs
It can attack with two claws and its fangs in a turn, using WC 21 for each CN 21 D 10 LP 10 MR 10 RR 10 hp 79
attack. Each claw causes 1d6+1 of damage, while the bite causes 3d6 AC 18 Flies: 100 yards in 10 seconds (300 ft / turn)
damage. It has the mutant ability to suppress electricity. When it causes
damage, it can turn off devices carried by its foe or shut down a Robot, if that This winged snake averages 3 feet in length with a wingspan of 4 feet.
was its target. The snake is resistant to all forms of paralysis and poison. It is omnivorous and
poisonous (Intensity Level 13, WC 21). It is also intelligent and likes laying eggs
Mirror Creature / Super Slinky near Mutated Plants that protect its eggs.
CN 11 D 11 LP - MR - RR 19 hp 60
AC 21 Crawls: 100 yards in 60 minutes (10 inches / turn)

This mutated worm is 3 feet long. It’s attracted to heat or electrical


energy. It can reflect 100% of any heat, laser, or electrical attack aimed at it
right back at the source. It can also absorb heat and electrical energy to
regenerate itself (1 hp gained per point of damage absorbed) and breed (when
its hit points reach 100, the worm splits into two worms with 40 hps each). Tons
of these worms can be found in and about heat sources and radiation.

147
METAMORPHOSISALPHA4THEDITION

PHASETWOCREATURES
These creatures have had many months to mutate and adapt to the ship.
Some of them have developed from the former creatures of the ship and others
have been introduced by the alien menace.

Gorilla-Id
CN 27 D 18 LP 10 MR 16 RR 19 hp 99
AC 16 Runs: 100 yards in 14 seconds (215 ft. / turn)

The Gorilla-Id has become a deadly predator on the ship, capable of


Bear-Id using weapons but also deadly unarmed. The gorilla portion can cause 6d6
CN 24 D 6 LP 6 MR 15 RR 21 hp 102 damage by smashing with its two fists (WC 21). The Id portion can throw two
AC 17 Runs: 150 yards in 10 seconds (300 ft. / turn) acid sacks per turn (WC 19, 3d damage each). These creatures roam all over
the ship, studying technology and taking over computers.
Polar Bears have been transformed by the alien Id parasite into Bear-Ids.
Once infested, the creature becomes completely resistant to radiation. Its Hounds / Muti-Mutts
intelligence increases and so does its aggression. The new creature seeks to CN 15 D 15 LP 15 MR 15 RR 21 hp 60
kill anything that isn’t alien or infested with Ids. The Bear attacks with two sets AC 12 Runs: 100 yards in 8 seconds (375 ft. / turn)
of claws and its fangs (five dice of damage each) at WC 19. The Id throws
sacks of acid (WC 19) that cause 3d6 damage. Hounds are intelligent canines that have mutated into 4-foot-high dogs
with huge heads and razor-sharp fangs. They delight in eating alien flesh of all
Dark Fungus / Triple F (Freaky Frying Fungus) types and actively seek out such flesh all over the ship. They have a
CN 10 D 10 LP 10 MR 10 RR 10 hp 50 remarkable chameleon ability that lets them reproduce the shades of Color
AC 21 Runs: No Movement Bands well enough to fool most security systems, giving them access to almost
the whole ship. Hounds distrust Humans and winning their loyalty can be a long
This fungus starts small, but becomes intelligent when it grows to a mass and difficult process. Once won, a hound’s loyalty is for life. They have no
of 10 or more pounds. It can then generate illusions to attract other creatures quarrel with Robots or Androids, and they generally leave anyone alone who
into its trap. When any living thing touches the dark fungus, the fungus doesn’t bother them—unless it’s a tasty alien, or a cat.
unleashes 5d of electrical damage (every creature touching the fungus suffers
the same damage). If a victim dies, the fungus covers the body with spores,
consumes it, and grows larger. The fungus patches vary in size, with 5 hp for
every 5 pounds of fungus. The 50 hp example shown above is an average
patch. The fungus always matches the color of its surroundings and is most
often found in dry areas near radiation.

148
METAMORPHOSISALPHA4THEDITION

This Black Bear stands 9 feet tall and has short fur and many rows of 3-
inch quills along its arms and shoulders. It regenerates 3 hit points per combat
turn. A piercer’s roar is a sonic blast that causes 4d6 damage within a 10-foot
range (WC 11). Its claws inflict 3d6 damageuses 2d6+2 damage (WC 21).

Singing Vine
CN 10 D 10 LP 17 MR 21 RR 5 hp 50
AC 21 Runs: 100 yards in 70 seconds (40 ft. / turn)

Singing vines are highly intelligent, white vines that form themselves into
a roughly Humanoid shape. They can communicate telepathically with any life
form. The vines constantly emit soothing harmonics that make it impossible for
any living being to harm the vines—while it can hear the harmonics. The vines
are generally benign and seek out others who can help them prosper.

Id
CN 10 D 10 LP 10 MR 10 RR 10 hp 50
AC 20 Crawls: 100 yards in 90 minutes (6 inches / turn)

An Id is a 3-foot-long, alien, worm-like creature with a 5-foot-long tentacle


and a 2-foot-long detachable acid sack intended for throwing (WC 19, 4d6 acid
damage). The creature is intelligent and quite vicious. It uses its tentacle to pull
itself into a position on a victim’s back, where it sinks its neural barbs into the
new host’s spine. This is usually done while the victim sleeps or is
unconscious. Once attached, the host is no more than an extension of the Id’s
body, reacting to its every whim. Because they prey on sleeping victims, Ids are
often found around plants that render people unconscious. An Id can take
control of an Android, but they make unpleasant hosts, so Android-Ids are rare.
Ids remember everything their ancestors knew.

Jawed One / Dentist’s Dream


Sword Bush / Close Shave
CN 10 D 10 LP 2 MR 5 RR 19 hp 50
CN 10 D 10 LP 10 MR 10 RR 10 hp 50
AC 19 Runs: 100 yards in 30 seconds (100 ft. / turn)
AC 19 Runs: 100 yards in 120 seconds (25 ft. / turn)
The jawed one is a 9-foot-tall Venus flytrap with full mobility and the
The sword bush stands 10 feet tall and resembles a scrub pine until one
mental paralysis mutation. The sap oozing from its jaws can dissolve a victim in
gets within 20 feet of it. At that point, the bush launches two javelins (WC 20,
one hour. It is attracted to heat, moving toward a source and then trying to trap
1d of damage each) at everyone in range. The bush then slowly advances
unwary creatures in its powerful jaws (WC 21, acid causes one point of
toward its victims, launching more javelins and eventually getting close enough
damage per turn).
to cut at them with sword-like fronds (WC 21, 2d of damage per hit).
Piercer / Triple B (Big Bad Bear)
Tiger-Id
CN 18 D 10 LP 10 MR 10 RR 10 hp 50
CN 18 D 19 LP 10 MR 20 RR 10 hp 92
AC 15 Runs: 160 yards in 10 seconds (480 ft. / turn)
AC 18 Runs: 100 yards in 4 seconds (750 ft. / turn)

149
METAMORPHOSISALPHA4THEDITION

A normal tiger is 10 feet long and stands 4 feet high; this infested version This plant is sensitive to any male of any species. When a male
is the same, but with a 3-foot-long Id on its back. This Id has two manipulative approaches within 30 feet, the dart weed shoots a seed into it (WC 17, no
tentacles, one of which can fling lightning bolts that cause 4d6 damage to damage). If unnoticed, this seed burrows painlessly into the body and starts
victims within 30 feet (WC 9). The tiger’s fangs and claws are WC 19 and can growing. Unless it is removed surgically, the seed kills the host in three days.
inflict 3d6 damage. The plant is a tall, brown stalk without leaves or branches. They thrive in wet
areas and near running water. During the last day of the victim’s life, he
becomes horribly thirsty and can actually drink himself to death.

Badger-Id
CN 10 D 17 LP 2 MR 10 RR 19 hp 30
AC 17 Runs: 100 yards in 9 seconds (110 ft. / turn)

When a 2-foot-long badger becomes infested with an Id, its fur turns snow
white. For some reason, the Id takes on some of the badger’s nasty disposition.
The badger’s bite and claws are WC 21. The bite inflicts 1d6+3 damage, and
the claws cause one die of damage each. The Id can spew out a liquid ball of
fire that splashes over a victim and causes 3d6 damage (WC 19).

Giant Mantis / Nervous Romeo


CN 21 D 21 LP - MR 10 RR 10 hp 90
AC 15 Runs: 100 yards in 8 seconds (375 ft. / turn)

This 10-foot-tall insect is a deadly predator in the forests of the ship. It


reproduces rapidly; foot-long mantis eggs can be found in many areas of the
ship, and not long afterward the area will be overrun with giant mantises. Their
insect cunning has allowed them to figure out how the color band system
works, and their multi-colored bodies often have a patch somewhere that can
be used to trigger a door or elevator. A mantis’s bite causes 6d6 damage (WC
17).

Martian Crystal
CN 10 D 10 LP 10 MR 10 RR 10 hp 50
AC 10 Runs: 100 yards in 20 seconds (150 ft. / turn)

The Martian Crystal creature is a large, round block of crystal that moves
by vibrating its body so that it rolls along the ground. It attacks by ramming,
causing four dice of damage (WC 19). The crystal absorbs bodily fluids until
enough have been absorbed, then it splits in half and begins absorbing more
fluids. Alien radiation has energized these crystals, making them much more
active than they ever were on Mars (or on the ship, before the disaster). They
can modulate the weak radiation inside themselves to trigger doors and
Wolfoid / BBW (Big Bad Wolf) elevators, thereby gaining access to much of the ship. This is a lengthy
CN 22 D 16 LP 10 MR 10 RR 21 hp 60 process, however, often requiring days to open a single door.
AC 16 Runs: 140 yards in 10 seconds (420 ft. / turn)
Mountain Lion-Id
A Wolfoid is a bipedal wolf standing 9 feet tall and with manipulative CN 16 D 19 LP 10 MR 10 RR 19 hp 88
paws; it looks like a giant werewolf. Its fur reflects all types of energy and gives AC 16 Runs: 333 yards in 10 seconds (1,000 ft. / turn)
the creature perfect protection against contact poisons. It is quite intelligent. A
Wolfoid regenerates five hit points per combat turn, all of this making them The Mountain Lion-Id is often difficult to recognize because the Id burrows
difficult to kill. The race has a knack for taming wild creatures that are useful to into the fur on the lion’s belly. This Id also has a manipulative tentacle that
the Wolfoid pack. These mutants can also use weapons and tools designed for allows it to work Human devices and even use pistols. It also throws acid sacks
Humans. They are vicious manhunters who see Humans only as food. Wolfoids (WC 19, range 20 feet, 3d6 damage).
have destroyed many cryo chambers to get at the Humans inside.
Raptor-Id
PHASETHREECREATURES CN 15 D 15 LP 15 MR 20 RR 15 hp 66
AC 15 Runs: 200 yards in 10 seconds (600 ft. / turn)
These creatures are the end products of massive mutation or come from
the core of the Alien Asteroid. They are very powerful and dangerous, and most Several experiments were underway to produce a prehistoric Raptor. The
have found their way onto almost every level of the ship. rationale behind these experiments is hazy, and unfortunately, they succeeded.
Even more unfortunate is that the resulting creatures turned out to be nearly
Dart Weed / Death Seed Weed perfect hosts for the Id. They stand 10 feet tall and attack with two talons and
CN 4 D 10 LP - MR - RR 10 hp 12 fangs (WC 16, 3d6 damage each). The Id throws sacks of acid (WC 19, range
AC 20 Runs: No Movement 20 feet, 3d of damage). With the Id guiding them, Raptor-Ids have actually
managed to use Human devices and weapons. These creatures are sometimes
found with other types of Id (the Raptor-Ids usually are in charge), exploring,
raiding, and looting the ship.
150
METAMORPHOSISALPHA4THEDITION

The unicorn mutated from horses. Its white mane and fur give off a
luminescence that also protects it from energy attacks. Its horn can project
Intensity Level 12 radiation up to 50 feet. It never attacks Humans, however,
and has sometimes worked with Humans to rid the ship of the alien infestation.
It’s not known how many unicorns exist; no more than one is ever seen at a
time. It’s just barely possible that there is only one, and that it has some
mysterious means of traveling between decks.

Vine-Id
CN 10 D 10 LP 10 MR 10 RR 10 hp 50
AC 20 Runs: 100 yards in 90 seconds (33 ft. / turn)

Most of these creatures appear to be trees that an Id attached itself to.


The Id somehow modifies the tree’s DNA to enable it to move about and to
spray Intensity Level 19 contact poison up to 20 feet. These monsters delight in
hiding among normal trees and ambushing Humans moving through the forest.

PHASEFOURCREATURES
Acid Fungi
CN 19 D - LP - MR 10 RR 10 hp 30
AC 20 Runs: Immobile (0 ft. / turn)

Acid fungi grow in four-foot patches and can establish itself from spores
on a metal floor in one night of darkness. The fungi patch generates four head-
sized pods capable of shooting acid at any being that steps on the patch. The
acid from one of the pods does 4d6 of acid damage to whatever it touches. It
takes the patch 24 hours to regrow an acid pod. A patch forms from spores and
if left alone doesn’t grow larger than four feet across. Whenever an acid pod
bursts spores are transported with the acid and a new patch has the potential
to grow. There is a radiated red version of the fungi that shoots Intensity Level
12 radiated acid from its pods. This version only grows on the edges of radiated
areas. A successful Difficulty Level 9 check vs dexterity will allow one of these
Stone Aliens / Boulder Guy pods to be removed intact.
CN 19 D 10 LP 19 MR 19 RR 19 hp 99 Role Playing Opportunities: The beings of the Asteroid love to pick the acid
AC 7 Runs: 100 yards in 20 seconds (150 ft. / turn) pods just before they are ripe and use them as traps in entrances of their
Asteroid corridors. They also use them as acid grenades. While the Asteroid
Stone Aliens come from the Asteroid and are bent on controlling Starship creatures can figure out the acid pod cycles, it should be very difficult for all but
Warden and turning it to their use. These creatures resemble piles of loose an ecology bot to try and pick an acid pod at the right time and not get splashed
rocks and boulders somehow joined together. A form of telekinesis keeps them with deadly acid.
all moving and coordinated. In fact, these ‘rocks’ are actually rock-hard fungi
with a mass mind that together generates a good deal of intelligence. The alien Counterfeit Crewman / Posers
seldom attacks living creatures, preferring instead to engulf them and ever so CN 12 D 11 LP 12 MR 14 RR 21 hp 40
slowly siphon off their bodily fluids. AC 21 Runs: 83 yards in 10 seconds (250 ft. / turn)
Thousands of rock aliens are moving through the ship. As they pass each
other, they exchange a single rock and thereby pass on everything that each This covers all varieties of “fake” people created by the Girakal to observe
has learned. Human behavior. The Girakal designed these creatures using captured files
from the Warden and Bonnie Brown. A lot of these files were Holodramas. The
Swarm / Visiting Relatives Girakal is convinced that these are accurate in every detail, while the truth is a
CN 21 D 21 LP - MR 2 RR 21 hp 55 bit different. In truth, most of these creatures look very Human. There are no
AC 21 Flies: 100 yards in 15 seconds (200 ft. / turn) “ugly” Counterfeit Crewmen, many have stylized hair and pause for dramatic
effect a lot. When injured, these creatures will “bleed” for about five seconds.
Swarms were released from the Asteroid late in the invasion cycle. They The damage then rapidly fades (just like in the movies!) as they regenerate 1
consist of millions of tiny bugs that absorb all types of radiation and multiply in hp per turn. Any heat (including lasers) or cold based weapon will inflict
the process. A typical swarm is a sphere 10 to 20 feet across. Flying from one permanent damage, which can not be regenerated by these creatures.
patch of radiation to another, the swarms frequently stop along the way to Role Playing Opportunities: The Counterfeit Crewmen are used initially by
gorge on whatever tasty, living beings they encounter. A swarm causes 4d of the Girakal as a learning tool, but eventurally get used to ambush Warden
acid-based damage every turn to everything inside it. Simple physical attacks crewmembers. Encounters with these creatures should be fun, confusing or
have no effect on a swarm, only an attack that effects a large area can do it deadly betrayals.
harm: explosions, gas, fire, and arcing electricity are effective.

Unicorn Guardian Sphere / Bouncer


CN 25 D 17 LP 10 MR 19 RR 21 hp 99 CN 18 D 15 LP - MR 12 RR 18 hp 112
AC 16 Runs: 210 yards in 10 seconds (630 ft. / turn) AC 15 Runs: 100 yards in 10 seconds (300 ft / turn)

151
METAMORPHOSISALPHA4THEDITION

18, acid damage 5d6). The Id is intelligent and vicious. It uses its tentacle to
The spheres are created by the intelligences of the Asteroid. They are the position itself often in high places and then it drops on a victim’s back and sinks
workhorses of the alien ship. Four foot tall, in normal modes the being is a neural barbs into a host’s spine. Once attached the host is no more than an
perfectly round sphere that can perform all the necessary maintenance extension of the Id’s body, reacting to its every whim. An Id remembers
functions of the ship. 1-10 tentacles can be extruded from the body to grasp everything its ancestors knew.
items or work equipment. They are programmed creatures so they work at Role Playing Opportunities: The Id are the terror inspiring creatures of the
tasks completely ignoring their surroundings until their task is done and then Asteroid. These beings are designed to take over the minds of Warden
they wait for more instructions. On the Asteroid they can be programmed for crewmembers and the take over is almost instantaneous. These creatures are
attack and defense as well, but generally work and ignore invaders. The color constantly hiding and leaping out to try and capture crewmembers.
of the sphere indicates the type of task the sphere is performing. When red it’s
guarding an area; the white mode has it waiting for instructions; and a black Asteroid Stone Alien / Big Boulder Guy
mode has it ready for outer space and working outside the Asteroid. Their CN 21 D 15 LP 20 MR 20 RR 20 hp 120
senses work up to a range of 500 yards and light or darkness doesn’t matter to AC 6 Runs: 100 yards in 20 seconds (150 ft. / turn)
the sphere. The genetic make up doesn’t allow it to physically mutate, but the
spheres are purposely exposed to radiation to try and increase its mental This is a larger, meaner version of the Stone Alien that has previously
mutations. The spheres with Life Leech are purposely placed in front of the been encountered on the Starship Warden. Through much research it was
entrances to the Trin Pads for when invaders try to teleport into an Asteroid discovered that the Stone Alien is actually a fungoid creature. Although the
level. creature resembles a pile of rocks in Humanoid form, it is actually a collection
Role Playing Opportunities: Have hundreds of these spheres work away on of many fungi minds kept together by a form of telekinesis keeping the pieces
the Asteroid at seemingly mindless tasks so that the players think them all coordinated. Stone Aliens are able to trade fungi rocks and pass information
harmless in Phase Four. In Phase Five have the Life Leeching ones appear to each other. Their favorite attack as they stand 20 feet tall is to engulf victims
more often. In Phase Six have aggressive spheres attacking in waves with their fungi boulders, slowly crushing them and sucking the life juices out of
whenever the player characters come onto the Asteroid. them. This process takes four hours (WC 21, damage is  of the victims hit
points per hour if left engulfed). When pressed with many attackers the Stone
Alien is capable of attacking with thrown fungi boulders (WC 20, 3d6 with each
successful strike) that they can hurl at a rate of two per combat turn.
Role Playing Opportunities: These are the giants of the Asteroid and while
they are intelligent they love nothing better than trying to crush their foes under
their rock-like feet. Their favorite attack is the frontal charge.

Asteroid Stone Alien Youngling / Boulder Brat


CN 12 D 15 LP 10 MR 11 RR 20 hp 60
AC 6 Runs: 50 yards in 10 seconds (150 ft. / turn)

This is a smaller, more playful version of the Stone Alien that has
previously been encountered on the Starship Warden. These creatures have
not yet developed the nasty temprement of their elders. These creatures may
try to entice unsuspecting characters in games of hide-and-seek, or groups of
them may work together to form impromptu, “instant” mazes. They love to play
“chasies”, but may not realize how much fear (and pain) this may inflict upon
their newfound “playmantes”.
Role Playing Opportunities: These are the children of the giants of the
Asteroid. It is likely to be bad karma for anyone who harms one of these!

Blue Fungi Pods / Blue Chill


CN 14 D - LP - MR 10 RR 10 hp 20
AC 20 Runs: Immobile (0 ft. / turn)

This fungus grows in ten-yard patches. Under the blue fungi surface are
hundreds of fist-sized blue pods that constantly release a mutated and powerful
fungi spore that floats in the area and generates a calming vibration effect. It
would be easy for any intelligent being to ignore one or two of the mentally
attacking spores, but there are billions floating above one fungi patch and the
fungus spreads like wildfire along metallic surfaces. Space suited beings are
quickly covered in the fungi and it sticks to a body causing its calming effect
until the fungi is killed. The effected being cannot make an attack they know will
cause damage to another intelligent being, this effect will not save the fungi
from attack.
Role Playing Opportunities: Be sure to instantly inform the players that they
Asteroid Id cannot attack, but never tell them why as they enter the influence of the blue
CN 12 D 12 LP 12 MR 12 RR 12 hp 80 fungi pods. They will have to figure things out themselves and then they will
AC 18 Crawls: 100 yards in 90 minutes (6 inches / turn) have to determine how to use and react to the fungi effect. Can they use it to
their advantage? Does it cause too many problems? If the characters try to
The Asteroid Id is a much stronger creature than the ones seen on the grow it in other areas it will get out of their control and cause terrible problems.
Starship Warden. This is a 5-foot long, alien worm-like creature with a 10-foot
long tentacle and a 3-foot long detachable acid sack intended for throwing (WC
152
METAMORPHOSISALPHA4THEDITION

This shy scavenger is comfortable in air or water and has been bred to be
Borlak / Bod Mod Pod of use in any environment including outer space. This creature crawls through
CN 21 D 4 LP - MR 21 RR 12 hp 80 the passageways, waterways and vents of the Asteroid devouring whatever
AC 12 Runs: Immobile (0 ft. / turn) dead biological material it can find. The Giblak is an 8 feet long and 3 feet wide
slug creature. It has an excellent sense of smell and can detect vibrations up to
This is a type of alien computer designed by the N’Treb. It is very different 60 yards away, allowing the creature to stay out of the way of approaching
from the Girakal, and Girakal Nap in its function, design and implementation. creatures. The Giblak can climb vertical walls and hang from ceilings without
This computer is designed to analyze the DNA of different species and to difficulty. The creature has a sticky soft flesh that causes many things to adhere
“rewrite” those gene sequences. to its surface often making it totally invisible in a fungi filled area. Physical
The Borlak is a giant oyster-like creature, with a hard shell. It depends attacks against it cause that weapon to stick to the body of the creature.
upon moist conditions to survive, and relies upon the aliens to feed it a special Although its tendency is to avoid the living, when cornered it will often leap on
nutrient solution. the body of its attacker in an attempt to smoother the victim in hundreds of
The Borlak functions by taking a specimen creature and engulfing it in its pounds of sticky flesh.
maw. The creature is trapped by thick muscle tissue (similar to a tongue), Role Playing Opportunities: Masses of these creatures can often be found in
which secretes a number of amino acids and other complex compounds. These the unused tunnels of the Asteroid. Often the slugs have nowhere to go but
acids get into the creature’s blood stream and attack the creature’s DNA. After over the bodies of approaching Warden crew.
the Borlak has sampled the creature’s DNA, the Borlak can deduce the
encoding sequence and start to reprogram it. This process takes two hours. Giblak Tar I / Type I Alien Tank
The resulting creature is invariably brain-dead, but able to be controlled by the CN 21 D 8 LP - MR 15 RR 21 hp 90
Id. The Ids find these creatures unpleasant, but will use them to breed more, AC 10 Crawls: 100 yards in 60 seconds (50 ft. / turn)
which will not be brain-dead. The N’Treb will never take over one of the
resulting creatures. This is the alien’s answer to the heavily armed tanks of the Bonnie Brown
Role Playing Opportunities: Imagine hundreds of these huge oyster-things and the Warden. It is a genetically modified creature resembling a giant slug.
lined up on an Asteroid level as the player characters come upon them. The The Giblak Tar I is 12 feet long and five feet wide. When it has an Id controller,
first ten Borlaks spawn ten marines with weapons facing towards the player the creature can raise its front 6 feet high. The Giblak Tar, like its unmodified
characters. Suddenly they are facing ten deadly Sergeant Dupper’s. Just base stock, can climb vertical surfaces and can hang from ceilings. The
imagine what the next 90 Borlaks are loaded with! creature has had four Yipoons grafted to its central nervous system and then
had muscular orifices and glands inserted, giving it the ability to gestate and
Dini / Gravel Guys spit a total of 6 Dagils and 6 Gachads per day. These can be spat up to 30
CN 10 D 12 LP 4 MR 8 RR 19 hp 35 yards (treat as WC 18). The Giblak Tar is the source of the Dagils and
AC 7 Runs: 100 yards in 10 seconds (300 ft. / turn) Gachads to be found on the Asteroid. It is unknown how many of these
creatures have been produced. When not controlled by an Id, the tank is a
Dini are small rock-like creatures that have been kept by the Stone Aliens defensive tool that will not retreat from the area that it is commanded to guard.
as pets. In many ways they are like the terrestrial dog in mind and loyalties, When controlled by a single Id, they are excellent trackers, using scent and
obedient to their masters when trained, with playful natures, or savage ways vibration to follow prey. The Giblak Tar eats a special diet prepared by their Id
when required. Their appearance is similar to the Stone Aliens, except smaller, masters.
and running on four “legs”. The creature has a WC20 attack doing 2d6 in Role Playing Opportunities: The first Giblak Tar tanks are meant to be
slashing damage. It likes to appear as a pile of boulders and stones until a deadly, but they are going to miss their targets often and generally appear to be
victim has come close enough for it to launch a surprise attack. Its senses allow only a minor menace easily killed by the player characters. These are designed
it to monitor a 100-yard area around its body in the dark or in light conditions to seem like nothing special.
Role Playing Opportunities: There should be piles of small boulders and
stones all over the Asteroid. 75% of these should be stones and the rest should Girakal / Fungi Overmind
be Dini ready to attack as characters pass by. CN 21 D - LP 19 MR 21 RR 21 hp 120*
AC 21 Runs: Immobile (0 ft. / turn)
Gachads / Tar Trapper *The 120 hit points is per 90 square yard patch of fungi.
CN 5 D - LP - MR 5 RR 5 hp 10
AC 21 Runs: Immobile (0 ft. / turn) This creature is the Asteroid’s master computer. It covers several
caverns, giving the Girakal a number of nodes and even a “back-up” capacity.
A Gachad is a four-foot wide and tall gourd filled with an oil-based tar. An The Girakal is actually millions of separate, linked fungi. Each separate fungus
adult Gachad is waiting for an unwitting creature to rub up against it and touch acts as a single receptor, with a limited ability to telepathically pass information
it. The gourd bursts forth with a hundred gallons of tar that sticks most and a limited capacity to process information. Combined, this fungus makes a
creatures fast to the base of the plant. The creatures die and become instant giant “overmind” which gives the fungi a remarkable level of intelligence, and
fertilizer for the plant that has covered the creature in inedible tar. Adult having been alive for eons, the Girakal is extremely smart and knowledgeable.
Gachads have been grafted to the sides of Giblak Tar and have become the The Girakal has no “eye” or normal senses, relying on input from each of its
perfect capture devices as they are thrown and explode among enemy sticking single receptors to pass information to give a complete picture. For all intents
them fast and making them helpless. and purposes, the Girakal can hear, see and smell. The Girakal was originally
Role Playing Opportunities: There should be many miles of Gachad forests developed by another race as a form of computer, but the N’Treb and their Id
in the Asteroid and these pods should often explode until the player characters allies destroyed that race. The Girakal is capable of telepathy with a number of
learn to avoid or burn them. The first few explosions should make things very races, but not the Id. For the Id to communicate with the Girakal, the Id must
difficult for the stuck characters. use the brain of an enslaved creature, through its spinal link. The Girakal
concerns itself with navigation, life support and recycling. Small colonies of
Giblak / ET Vacuum Cleaner Girakal can be transplanted into vehicles or containers and given limited
CN 16 D 8 LP - MR 10 RR 21 hp 60 amounts of data, which allows them to function as simpler computers. See
AC 14 Crawls: 50 yards in 60 seconds (25 ft. / turn) Girakal Nap, below.
The Girakal is capable of draining the memories of any creature that
remains in its cavern for over 3 hours. In seeking knowledge, the Girakal slowly
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METAMORPHOSISALPHA4THEDITION

steals memories from any being entering its caverns. In game terms, after 3 (WC 21, 1d6 in damage). They have a combined mouth / nose, which is used
hours this power will slowly strip away a victim’s memories on how to operate to suck Zilkloth into their digestive tracts, in much the same manner as the
equipment. Every 15 minutes, the memory of how to operate one piece of terrestrial anteater. Miblids are chameleons, and can change the patterns of
equipment is taken away from the victim and the only effect is a brutal their fur to match their surroundings, and being cold-blooded, they offer no heat
headache that they begin to suffer in the third hour. The Girakal is a liar and a signature, and no source of food for their prey. Miblids are immune to any
cheat and out to improve the position of the Asteroid and destroy the battling mental attack.
crew of the Warden that has unexpectedly invaded the Asteroid. The creature Role Playing Opportunities: These are to be played up as alien rats and they
is a huge mass of white fungi leaves, patches, and tentacles and is totally should be getting into everything in waves of 30-50. Normally they won’t attack
harmless by itself except for the memory stripping power. crewmembers unless they feel trapped. Begin showing them as little three-inch
Role Playing Opportunities: This creature wants to delay the player things and in later phases have them grow to their true three feet long nasty
characters and strip them of their memories. It’s a telepathic creature that will looking size.
talk and talk, trying to stall, while it makes false deals and sets up truces that it
ignores. Give its personality a very calm and pleasant voice to its Mir’ Lup / Peace Plants
communications. It is always trying to sound reasonable when it plots to stab CN 15 D 11 LP 8 MR 14 RR 11 hp 35
the player characters in the back. AC 21 Runs: 100 yards in 20 seconds (150 ft. / turn)

Girakal Nap / Holo Fungi The Mir’ Lup are a race of sentient plants. Originally of a cacti stock, the
CN 10 D 12 LP 8 MR 18 RR 16 hp 40 Mir’Lup were given intelligence through the efforts of scientists on the Starship
AC 19 Runs: 100 yards in 10 seconds (300 ft. / turn) Warden. The Mir’Lup are a race of pacifistic philosophers and students. The
Mir’Lup are masters of ethics and have a strong sense of justice and what is
The Girakal Nap is a round mass of white fungi in a two-foot tall ball. It is “right”.
able to generate perfect holograms of any creature that it sees and projects The Mir’Lup appear to be a vaguely Humanoid shape, with soft (non-
those holograms up to 100 yards from its body. The holograms are used as prickly) hairs covering their bodies. They range in color, from light green in
decoys for those trying to attack the parent fungi body. There are hundreds of warmer climates, to ark green in colder climates. For two months in every 12-
the Girakal Nap moving around the Asteroid and guarding the two levels where month period the Mir’Lup turn bright red and can reproduce with their kind. This
the Girakal can be found. These masses are also used to try to populate areas also turns them highly aggressive and all of their attack mutations (normally
on the Warden, but all of these patches have been found and destroyed. dormant) are useable during this red stage. They turn yellow and finally brown
Some Girakal Naps are used inside alien vehicles or machines to over a period of weeks when they start to die. All intelligent races can sense
facilitate telepathic control. When used in machinery and vehicles, they are the pacifistic nature of the Mir’Lup and will hesitate in attacking these plant
non-hostile and responsive to anyone at the controls. creatures making them great ambassadors.
Role Playing Opportunities: These creatures should rarely show themselves The Mir’Lup have the following racial mutations: Absorption, Alpha Wave
as they hide in the masses of the parent fungi. They are there to confuse the Generation, Backlash, Charismatic Effect, Empathy, Force Ladder, Genius,
player characters by showing their victims images of other crewmembers that Heightened Brain Talent, Heightened Intelligence, Mental Defense Shield,
they know. The holograms generated by these creatures can also be used to divisional Body Segments, Larger Than Normal, Mobility, Physical Reflection,
reflect laser attacks back at anyone firing a laser at them. Poison Thorns (Intensity Level 20), Speech, Telepathy, Ultravision.
Role Playing Opportunities: When the Mir’Lup aren’t red they are as nice a
Liggit / Metal Maggot race of beings as you can imagine being very helpful and considerate. When
CN 18 D 3 LP - MR 4 RR 21 hp 40 they are red they are the toughest and meanest bastards in the universe not
AC 10 Crawls: 20 yards in 60 seconds (10 ft. / turn) taking orders from anyone and giving out deadly orders with lots of “or else” at
the end of their commands.
These creatures resemble a six foot-long silver maggot. They are used in
the construction of alien devices. Liggits feed on minerals and metals, and have N’Treb / Zombie Makers
been genetically modified to respond to the instructions of a Girakal Nap. CN 6 D - LP 19 MR 21 RR 12 hp 20
Liggits can eat a square yard of minerals or metals in an hour. As a Liggit eats, AC 20 Runs: Immobile (0 ft. / turn)
it will excrete, leaving a smooth resin-like material that they can mould with fine
detail. This substance is impervious to vacuum, and is stable when exposed to These insidious creatures appear harmless in their inactive state. They
heat. Dozens of Liggits may be tasked with building larger projects, such as the appear to be a polyp style growth looking like a large wet, white sack about five
hull of a shuttle, or creating a permanent seal of a breach of the Asteroid. feet wide and long. The mass can move to throw spore sacks up to 50 feet
Liggits may be found in various areas of the Asteroid, employed in various from its position. Their true nature is revealed when they become active. These
tasks or in their dormant state, hibernating and insensible to the world around creatures release spores, which when inhaled enter the lungs and bloodstream
them. They reproduce by dividing into a cluster of six every year. They can of the victim. In the case of unintelligent life, the N’Treb normally kills the
work in the vacuum of space for 48 hours before having to enter an creature, allowing the corpse to provide nutrition for the fungi as the spores are
atmosphere again. They have no combat abilities but can be controlled to raise a 12 Intensity Level poison in this case. In the case of intelligent creatures, the
a defensive wall in less than an hour. N’Treb’s spores take over the creature’s central nervous system and mind,
Role Playing Opportunities: Think of these creatures as alien cows. The only linking it with the fungi when enough of the 12 Intensity Level poison kills the
way they could be harmful is if they are ordered to eat a Warden vehicle or character. This process takes 1-6 hours. Treat the spore attack as an intensity
auxiliary spaceship. level 12 poison. The spores will stay on space suits and power armor to be
absorbed by a touch of naked flesh. The N’Treb are immune to the effect of the
Miblid / Freaky Rodents Id’s neural barbs.
CN 4 D 16 LP - MR 6 RR 21 hp 12 A N’Treb will sacrifice victims in order to provide nutrients for its body, but
AC 16 Runs: 100 yards in 10 seconds (300 ft. / turn) while it controls an intelligent creature, it knows all that the creature knew.
When that creature rots away, the fungi’s knowledge is diminished. N’Treb can
These creatures are a type of alien “rodent”, which feeds upon Zilkloth. control about 40-45 individual creatures. These creatures will live as long as
The Miblids are a nuisance to the aliens, as they were an attempt by another the N’Treb remembers to feed them and keep them from danger. It is not
race to undermine the Asteroid’s disguise, but failed due to the small number of unusual for a N’Treb to work or starve a less valued creature.
Miblids that were released. They are normally 2-3 feet long with long claws
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METAMORPHOSISALPHA4THEDITION

While under the control of the N’Treb, the victims will shamble around in a Voopah / Flying Jellyfish
zombie like state. When a N’Treb directly controls a victim, it can use that CN 10 D 6 LP - MR 4 RR 21 hp 20
victim to communicate, or can impersonate the original personality, to hide the AC 21 Runs: 100 yards in 20 seconds (150 ft. / turn)
victim’s infestation.
A N’Treb may allow a victim to partially recover and seem alive, only to be Voopahs are alien automatons. These are similar in appearance to the
used as a spy if someone tries to rescue them. The victim is still dead. terrestrial jellyfish, but with very short tendrils and a fuzzy coating. Voopah vary
Role Playing Opportunities: Generally the wet sacks of spores being thrown in size from 1 – 4 feet in diameter. Voopah float in the air due to the balance of
at the space suits of the Warden crewmembers won’t seem to do anything. But gasses within them. They can propel themselves via the use of a bladder-like
when the suits are being taken off if the spores weren’t specially treated and bag being expanded and contracted to allow the Voopah to push itself along.
destroyed the crew are going to suffer from the contact spore poison in which They are extremely light, and glow slightly.
case they put their suits back on and walk slowly back into the Asteroid. There When the Asteroid suffers a pressure loss, the air currents attract the
are lots of Bonnie Brown crewmembers captured by the N’Treb and some of Voopahs, which interlock with their short tendrils and fuzzy coats, to form a
the N’Treb delight in taking Warden crewmembers as well. Will the player patch to prevent the loss of oxygen in the event of a hull breach. When
characters blast these controlled former friends? They will have to make that interlocking, they form a rudimentary intelligence, which allows them to
decision quick. coordinate the complete blockage of the breach.
Role Playing Opportunities: These mindless creatures could cause a lot of
N’Treb Zombies / Knuckle Heads problems for the invading crew of the Warden as the Voopah mass to create
Abilities are as their original selves with a –1 in every number. sticky portable wall sections to glue up the player characters.
The average stats of a N’Treb Zombie vary. The N’Treb use creatures The creatures have the intelligence of birds, but love to gather around
from many races in order to gain knowledge and power. A N’Treb will usually energy sources and especially energy sources from the Warden. They will
have only one Id under its control. N’Treb love to control Humans. The spore constantly float toward the Warden crewmembers and extend their feather light
infection in a zombie can be cured but the controlled character will fight the tentacles to touch any batteries carried by them.
treatment. It will take several days to remove all the controlling fungi spores
from the system and if the body isn’t completely clean more spores will just re- Yipoons / Boom Bloom
infest the body. When a N’Treb controlling patch is destroyed the zombies from CN 9 D - LP - MR 19 RR 19 hp 50
the patch stand and do nothing until a new patch takes them over. AC 16 Runs: Immobile (0 ft. / turn)
Role Playing Opportunities: These zombies are malicious sources of
contamination, ruthlessly attacking with the intention of infecting others, and The Yipoon is a mutated flower with the ability to shoot a huge laser beam
capturing them, rather than killing them. There are many great opportunities for from its center when outside forces irritate the delicate senses of the bloom.
terror as player characters could be captured and carried off into the bowels of The huge beam of energy WC 5 doing 9d6 of damage has a range of 300
the Asteroid. yards and usually punctures through three or four close objects as it blasts from
the petals of the flower. The Yipoon can fire ten of these blasts in a 24-hour
Shocker Beast / Bobcat period and then must be exposed to light for 48-hours to recharge its plant
CN 18 D 21 LP 8 MR 19 RR 9 hp 100 cells. Wild versions of the plant will then send out mobile appendages to drag
AC 16 Runs: 100 yards in 10 seconds (300 ft. / turn) back to its root systems the things its laser has destroyed.
Role Playing Opportunities: The Yipoon currently only grows on the sides of
This mutant is three feet long and appears like its non-mutated relative. the Giblak Tars, but a smart player character might be able to capture and plant
Its list of mental and physical mutations is impressive: absorption (lasers), one for their own uses. There is nothing like owning your own potted laser
backlash, Cryokinesis, death field aura, heightened intelligence, mental blast, cannon to make you sleep safer at night.
dual brain, electrical generation, heightened smell, radiated eyes, physical
reflection (kinetic energy), and temperature resistance. These highly intelligent
mutants quickly made themselves useful to the crew of the Warden and now
PHASEFIVECREATURES
have become accepted members of all combat teams going into the Asteroid.
Role Playing Opportunities: It’s very possible the shocker beasts have their Dagils / Tick-Tock-Tick
own agendas and don’t trust the Human crew of the Warden. They are very CN 15 D 3 LP - MR 5 RR 21 hp 10
vocal in their demands for their own portion of a ship level where they can AC 21 Runs: 100 yards in 10 seconds (300 ft. / turn)
breed stronger versions of themselves to possibly take over the Warden when
it gets free of the Asteroid. Dagils are genetically created organic smart bombs in the form of a
thousand legged insectoid creature usually one foot long and wide with two
Sorok / Alien Cow huge eyes at the front and back of the creature. It is a parasite on the flesh of
CN 15 D 6 LP 3 MR 15 RR 21 hp 88 other creatures that are able to launch the Dagil through various means at a
AC 19 Runs: 100 yards in 10 seconds (300 ft. / turn) victim. The Dagil hits the ground running intent in exploding at whatever
creature or thing it was aimed at. Upon exploding five Dagil eggs are laid in the
This large, slow moving creature is blind and deaf. This creature has been hole made from the 9d6 explosion. If the egg’s nest is biological material they
bred to feed the Ids. The Sorok is a barely intelligent, herbivorous mammal, take 100 hours to turn into immature larva Dagils that move about trying to
with a gentle disposition. The Ids attach themselves to the Sorok, and drain attach themselves on a sympathetic organic host. Double sized Dagils have
blood from the creature, in the same manner as a terrestrial leech. When the Id been seen on larger versions of the Asteroid tank.
are sated, they simply drop off and leave the beast to continue its grazing. It is Role Playing Opportunities: The larva of the Dagil are truly disgusting tick-
not unusual to find up to a dozen Ids on a single large Sorok. The Sorok is 30 like creatures that really want to stick their proboscis into the flesh of player
feet long, 12 feet wide and 18 feet high. An adult Sorok may weigh up to 30 characters and explode quite nicely when characters try to squish them like the
tons and has a life span of 20 years. A female Sorok breeds once a month, bugs they are.
usually having a litter of 6-8 calves.
Role Playing Opportunities: Think of these creatures as cows, but imagine Giblak Tar II / Type II Alien Tank
getting a herd of them moving quickly in the same directions and a lot of CN 21 D 14 LP - MR 18 RR 21 hp 120
damage is going to happen. AC 9 Crawls: 100 yards in 30 seconds (100 ft. / turn)

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METAMORPHOSISALPHA4THEDITION

The II version is twice as large as the original model and was grown ASTEROIDALIENPRISONERS
because the Warden crew proved quite proficient at destroying the first model.
This version comes equipped with 16 Gachads and 16 Dagils. The unit was The Alien Prisoners: It is possible to encounter members of the prisoner races
also designed to capture victims and four organic capture cages are grown on at any stage from Phase Four onwards. The N’Treb and their allies have
the back of the unit with 4 large manipulative tentacles for capturing and captured specimens from many different races. Not all specimens have
placing victims in the cages. survived, some have died during experiments, others have killed themselves or
Role Playing Opportunities: In Phase Two the Giblak Tar II tank is a much been killed by other prisoners, and others died because their living conditions
different matter and individual Giblak Tar II should be tough fights for the player were not suitable. The following races are a sample of the survivors who, for
characters and there should be several at each battle making for deadly fights. whatever reason have bred true on the Asteroid and have grown strong in the
Waves of these should come storming into the Warden and attack the defenses service of their Asteroid captors. Upon being discovered these creatures are
guarding the breach in the hull. very likely to turn on their Asteroid masters if given the chance.
They are not treated well by their Asteroid masters. However, they are
Jeget / Jaguar used to serving and serving well at their assigned tasks. Generally, it will be
CN 18 D 19 LP 10 MR 10 RR 19 hp 90 necessary to communicate with them directly to get them to stop whatever they
AC 11 Runs: 100 yards in 10 seconds (300 ft. / turn) are doing. Also in role-playing terms the crew of the Warden cannot be
expected to know that these are servants of the Asteroid. Although it is true that
Jegets came from the large pride of jaguar being raised on the Warden. the Asteroid leaders are generally of various fungoid races, this difference will
They bred true after wildly mutating, becoming highly intelligent and highly be a subtle one to figure out on the part of the player characters. Several of
useful. Only two feet long and now standing upright, these creatures have the these races are used as guards and it will be almost impossible for the player
following mutations: confusion, levitation, telepathy, precognition, force ladder, characters to separate a slave race from the Asteroid true masters. It should
telekinesis, and force field generation as well as manipulative paws. also be mentioned here that there are many captured prisoners from the recent
The beasts were quickly able to realize that fighting on the side of the invasions of the Bonnie Brown. Many of these Humans have been made into
crew of the Warden was the only way that they were going to survive and they N’Treb zombies. These slaves are easy to spot and they are generally covered
have thrown their skills over to the marines and become deadly foes to the in fungi. The Id have also attached themselves to many of that Human crew. As
creatures of the Asteroid. a Game Master you need to present the killing of even captured Humans has a
Role Playing Opportunities: Jegets will obey the commands of their marine difficult decision to make. You should also let the player characters know
officers. They have a superior attitude and truly believe they can do everything through the advice of Androids and Robots that there are non-lethal options
better than Humans, Androids, or Robots. Most of the time they prove this. open to any combat situation and the more Humans the player characters can
cure the better it will be for the Warden.
Zons / Type 1 Winged Humanoid
CN 9 D 9 LP 9 MR 9 RR 9 hp 30 Billof / Type 2 Humanoid
AC 9 Flies: 100 yards in 8 seconds (375 ft. / turn) CN 14 D 10 LP 9 MR 19 RR 19 hp 58
AC 21 Runs: 250 yards 10 seconds (750 ft. / turn)
The Zons are a two-foot tall race of winged Humans. They are perfectly
proportioned Humanoids except for their large butterfly wings. In mutating they The Billof are a Humanoid species, averaging about 5 feet in height and
have lost much of their Human nature and now live in hives with a ruling male. of slim build. They have light green skin, four arms, and large eyes. The Billof
Their many mutations have helped them grow and prosper on the ship and they are extremely fearful of insect type species and have strict religious taboos
are allies with many skills who have become highly useful. It’s list of mental and against Telepathy and cybernetics. While the Billofs claim to be a peaceful
physical mutations includes: Cryokinesis, Empathy, Force Field Generation, race, they do not have any reservations about dealing violently with those who
Invisibility, Mental Blast, Phasing, Heightened Strength, Light Generation, offend their religious beliefs. The Billofs are on a technological par with Earth,
Regeneration, Shorter, Temperature Resistance, and Wings. but their culture is far older, having stagnated due to their religious beliefs. The
Role Playing Opportunities: Most of the ship’s crew consider the Zon to be Billofs are also strict vegetarians and are offended by carnivores.
like pets. The Zon resent this and will start playing nasty tricks on their larger These creatures are used throughout the Asteroid to fix the nonorganic
allies if they aren’t treated with great respect. machines that the Asteroid has stolen from other races. There are thousands of
the Billof on the 1 st level of the Asteroid. The Billof have the following racial
PHASESIXCREATURES mutations: Chameleon Powers, Carapace (total), Heightened Balance,
Heightened Precision, Heightened Strength, Immunity, Improved Metabolism,
Giblak Tar III / Type III Alien Tank Radiated Eyes.
CN 21 D 18 LP - MR 20 RR 21 hp 126 Role Playing Opportunities: The Billof are nasty and while they don’t like their
AC 8 Crawls: 100 yards in 14 seconds (215 ft. / turn) slavery to the Fungi of the Asteroid they won’t like any of the mutated crew
members of the Warden either. They will generally not fight Warden crew who
The Type III version of this creature is a monster unit 90 feet wide and are Human, Robotic, or Android, but they won’t help them much either. A truce
180 feet long. An Id controls the firing of 30 Gachads while another Id controls and talk of escape will interest them.
the firing of 30 Dagils. These are minor systems as this larger unit now sports
four huge turret thorn throwers. The thorn throwers can each fire 10 WC 8
thorns doing 2d6 each at ten different targets in one Combat Round. These Disaps / Tentacle Alien
units constantly guard every Trin Pad on the Asteroid and always reinforce the CN 14 D 14 LP 16 MR 14 RR 18 hp 84
opening between the Asteroid and the Warden. AC 12 Runs: 100 yards in 10 seconds (300 ft. / turn)
Role Playing Opportunities: In Phase Six the Giblak Tar III should be
presented as terrifying, huge military units dealing out massive damage and The Disaps are the biogenetic creation of the Yina. The Disaps were
coming many at a time. The player characters should be presented with one created to take over any hazardous or boring work, which naturally led the
and then two and then three all at once and they should wonder how they are Disaps to revolt when it became apparent that the Disaps outnumbered and
every going to survive more attacks by these creatures. out-gunned their creators. This led to a very brutal war on the Yina planet, in
 which the Yina were defeated. The Disaps are ten feet tall and five feet wide
 blocks of white flesh. They are able to generate up to 15 tentacles of flesh out

156
METAMORPHOSISALPHA4THEDITION

of their rectangular bodies. These tentacles can be used for the fine
manipulation of the tiniest objects to the carrying of large objects many times There are only 25 living Trin on the Asteroid. They are a race of living
the size of the Disaps. The tentacles have a WC of 18 and a single physical energy able to manipulate objects with their minds. They are controlled by
attack can do 5d6 of damage. The Disaps hate all forms of vegetation and their auras of fungi spores the N’Treb keep flowing around each Trin. The Trin have
Asteroid masters keep them around to keep other plant races in check. The a racial fear of being touched and will not break out of a spore containment
Disaps are asexual and walk into radiation fields and absorb all the radiation in field. The Trin are indestructible to normal forms of attack and nothing from
the area and generate an exact copy of themselves without the memories of mental attacks to the fusion of the atom has been known to harm them in the
the parent body. Disaps have the following racial mutations: Dual Brain, slightest. The Trin are highly useful to the Asteroid races in that they can see
Electrical Generation, Heightened Balance, Heightened Dexterity, Heightened weakness in all things and use their energy fields to strengthen weak areas
Hearing, Heightened Precision, Heightened Sense, Heightened Smell, permanently. As they pass away they turn into large teleportation devices. The
Heightened Strength, Heightened Taste, Heightened Touch, Heightened Asteroid rulers have no idea how or why a Trin passes away, but they can use
Vision, Infravision, Temperature Resistance, and Ultravision. the dead bodies to make more of the teleportation pads that are on every level
Role Playing Opportunities: The Disaps will make any sort of agreement with of the Asteroid. The Trin have the following racial mutations: Confusion, Death
the crew of the Warden as long as it includes the destruction of the remaining Field Aura, De-evolution, Empathy, Magnetic Control, Mental Grenade,
Yina on the Asteroid and the ship. Disaps are great liars and very capable of Telekinetic Arm, Telekinesis, Time Field Manipulation.
helping the Warden crew and then using radiation to reproduce so fast that Role Playing Opportunities: The Trin will happily join the Warden crew if
they can take over the Warden after it leaves the Asteroid. given the chance. The player characters will find them difficult to use effectively
as the Trin will not enter combat for any reason. Although they are loyal
Falahi / Spider Alien companions their sense of humor causes them to often manipulate objects
CN 12 D 16 LP 14 MR 19 RR 21 hp 55 around their allies that cause punctures to the allies’ skin.
AC 16 Runs: 100 yards in 10 seconds (300 ft. / turn)
Yina / Type I Alien Plantoid
The Falahi are an insectoid race resembling gigantic hairy spiders, CN 12 D 12 LP 12 MR 12 RR 18 hp 80
approximately 6 feet across. They are highly intelligent and technologically AC 12 Runs: 100 yards in 10 seconds (300 ft. / turn)
advanced and rely upon telepathy for communication. It should be noted, that
while they resemble spiders, they are not. The creature is capable of a physical The Yina are a race of cyborg Humanoid plantmen. The Yina were similar
attack WC 19 doing 4d6 of damage; this attack can be made on three separate in appearance to Humans, except for white skin, barky ridges around the eyes,
targets at the same time, but not all three made on the same target no matter and a complete lack of hair. The Yina were losers in a war against their own
how large that target may be. They are used for their many abilities and as long creation, the Disaps. The Yina adopted cybernetics as a means to hold their
as the Id control even one of their number on any given level, the Falahi own against the Disaps, however this ploy failed at great cost. Each Yina is
cooperate with the Asteroid creatures. Being intelligent they are constantly unique in appearance due to the variance in parts available and specializations
looking toward freedom, but have no organized plan to achieve an end to their that each performed. They will each have an energy weapon body attachment
slavery. The Fahali have the following racial mutations: Backlash, Force Field powered by an internal fusion engine. There are other mechanical powers
Generation, Heightened Mental Condition, Invisibility, Telekinesis, Electrical flowing out of their bodies depending on their daily work. The Yina hate the
Generation, Heightened Balance, Heightened Dexterity, Heightened Vision, Disaps and all artificial intelligences (Androids, Robots and AIs included), and
Swift Movement, Ultravision. will endeavor to destroy these if the opportunity presents itself. The Yina have
Role Playing Opportunities: The creatures will appear gentle and interested the following racial mutations: Alpha Wave Generation, Empathy, Heightened
in helping the crew of the Warden. They will take every opportunity to get into Intelligence, Heightened Mental Condition, Increased Senses, Mobility,
the hidden places of the Warden and lay egg masses. Their real agenda is to Manipulation Vines, Protective Skin / Bark, Regeneration, Speech, and
capture the Warden or a ship on the Warden and escape to a real planet. Ultravision.
Role Playing Opportunities: The Yina want to ally with the Warden crew and
Retal / Crustacean Alien worked with the Humans of the Bonnie Brown to try and help them survive.
CN 14 D 12 LP 13 MR 19 RR 15 hp 60 Yina wish to plant their seedlings in any soil and offers to help them will be
AC 10 Runs: 100 yards in 20 seconds (150 ft. / turn) warmly welcomed. The Yina will mark all the Robots and Androids of the
Swims: 100 yards in 10 seconds (300 ft. / turn) Warden for secret destruction when Humans and their sensing equipment are
not around. The Yina are technical geniuses able to figure out most any device
The Retal are a vaguely Humanoid species, with a yellow and green total (bonus 4 on all complexity rolls). They enjoy fabricating devices of all types and
carapace, giving them a bizarre crabman appearance. They stand nine feet tall especially cyborg parts.
with four pairs of huge pincers and smaller manipulative tentacles under each
pincer claw. The claws are WC 17 doing 3d6 in damage. The Retal are equally Zolin / Type I Alien Fungoid
comfortable in water or the atmospheres of the Asteroid, having both lungs and CN 18 D 17 LP 12 MR 12 RR 18 hp 80
gills. Their bright coloring and unusual shape serve as camouflage on their AC 19 Runs: 100 yards in 10 seconds (300 ft. / turn)
home planet. They are used as defenders in vital areas of the Asteroid, but
greatly miss the water of their own spaceships. The Zolin are the ultimate in fighting fungi. Humanoid in shape the
The Retal have the following racial mutations: Domination, Force Field creatures are fearless and enter battle with complete disdain for injuring
Generation, Heightened Brain Talent, Heightened Intelligence, Carapace themselves. Each one stands 12 feet tall with a huge mushroom cap for a head
(Total), Gills / Lungs, Improved Metabolism, Increased Size, and sporting ten different eyestalks. They are capable of speech and their arms are
Shapechanging. huge spore missile platforms capable of hurling hard steel shafts incredible
Role Playing Opportunities: The creatures will jump at the chance to swim in distances (WC 19, 2d6 in damage). Their senses allow them to fire at targets
the sea of the Warden, but will be difficult to deal with until some sort of truce up to 300 yards away. Their mutations include: Backlash, Force Field
can be figured out, as they also love defending areas of the Asteroid. They Generation, Mental Blast, Heightened Vision, Infravision, Radiated Eyes, Taller.
don’t like their slavery, but like their work. Role Playing Opportunities: Although the Zolin are fungi they don’t like the
other fungi races on the Asteroid. Given the chance they will ask for truce and
Trin try to get the crew of the Warden to allow them to live on the Warden until a
CN 20 D 12 LP 19 MR 19 RR 15 hp 110 suitable planet can be found for them.
AC 5 Flies: 100 yards in 20 seconds (150 ft. / turn)
157
METAMORPHOSISALPHA4THEDITION

RANDOMENCOUNTERS
Zymer / Type I Reptilian Alien SHIP PHASE PHASE PHASE
CN 5 D 12 LP - MR 5 RR 18 hp 20 LEVEL ONE TWO THREE
AC 21 Slithers: 100 yards in 100 seconds (30 ft. / turn) 1-4 Crazed Robots Crazed Robots Crazed AI
Crazed Robots Crazed Robots Crazed Robots
Zymers appear to be two-foot long snakes with a cobra hood and two Crazed Robots Death Growth Killer Androids
small tentacles coming out of their backs. They root through fungi for food and I 18 Radiation Eye Fungus Crazed Robot
can eat any type of fungus. The crew of the Warden quickly learned that Tank
holding on to a Zymer gave the person telepathic powers. In fact Androids and I 21 Radiation Killer Android Stone Aliens
intelligent Robots also gained telepathic powers from holding a Zymer. A Sticky Fungus Sticky Fungus Martian Crystal
breeding program has been started on the Warden to give those who need it 5-12 Black One Bear-Id Dart weed
telepathic powers. Death Growth Ids Badger-Id
Role Playing Opportunities: Sometimes it won’t be handy to know what Dream Bush Gorilla-Id Giant Mantis
others are thinking as all the petty thoughts of your surrounding friends will Eye Fungus Crazed AI Mountain Lion-Id
come out in their thoughts about you. As a GM make sure when a player I 18 Radiation Wolfoid Raptor-Id
character gets some object others don’t have that envious thoughts creep up in Crazed Robot Wolfoid Stone Aliens
their minds to bother the owner of a Zymer. Tank
13-17 Changer Wolfoid Stone Aliens
Crazed AI Killer Android Killer Android
Eye Fungus Stone Aliens Wolfoids
I 19 Radiation Jawed One Killer Android
Crazed Robot Killer Android Stone Aliens
Tank
Death Growth Tiger-Id Swarm

ASTEROID PHASE PHASE PHASE


LEVEL FOUR FIVE SIX
A 01 Stone Aliens Giblak Tar Mark Giblak Tar Mark
II’s III’s
11. ENCOUNTERS B 02 Giblak Tar Mark Giblak Tar Mark Giblak Tar Mark
Roaming through the ship are myriad beings who have either found Color I’s II’s III’s
Bands and learned how to use them, have been brought in by others, or who C 03 N’Treb Zombies Giblak Tar Mark Nothing!
are able get past the security system by using mutant powers. II’s
When PCs run into wandering encounters, there is always a chance these D 04 N’Treb Zombies Nothing! Stone Aliens
beings will have Color Bands (roll of 8 or higher on two dice). These encounters E 05 Id Human-Id Human-Id
are not only fun for the players; they also can provide important information and ambush
opportunities. F 06 Stone Aliens Stone Aliens Giblak Tar Mark
After every hour (of game time, not real time) the characters spend III’s
traveling or exploring, roll a die. On a six, the characters have a random G 07 N’Treb Zombies Girakal N’Treb Zombies
encounter. The type of encounter depends on which deck they’re on and which H 08 N’Treb Zombies Giblak Tar Mark Giblak Tar Mark
phase of the invasion they’re in. I’s II’s
When an encounter is indicated, roll a die to determine what it is. These I 09 Stone Aliens N’Treb Zombies Giblak Tar Mark
encounters don’t always need to turn into battles, but they should always be III’s
interesting. Characters should acquire useful equipment if they survive a battle. J 10 Gorilla-Id Giblak Tar Mark N’Treb Zombies
They can acquire pass codes or higher-level Color Bands. They might take I’s
prisoners who can give them important information. In other words, try to make K 11 N’Treb Zombies N’Treb Zombies Giblak Tar Mark
the encounters meaningful, not just random. III’s
In Phase Two the creatures that are encountered have had time to gather L 12 Stone Aliens Stone Aliens Giblak Tar Mark
equipment and make equipment of their own. They are experienced at III’s
surviving in the ship and sometimes might even be willing to talk to the PCs M 13 Stone Aliens Stone Aliens Giblak Tar Mark
rather than shoot it out with them. III’s
In Phase Three, all bets are off. All of the ship’s denizens are veteran N 14 Guardian Sphere Guardian Sphere Guardian Sphere
survivors and most of them are up to no good. They have armor, they have O 15 Counterfeit Crew Counterfeit Crew Nothing!
serious weapons, and they have bad attitudes. Most will shoot first and loot the P 16 Stone Aliens Stone Aliens Giblak Tar Mark
bodies later. III’s
Q 17 Girakal Girakal Trap
R 18 Giblak Tar Mark Giblak Tar Mark Giblak Tar Mark
TOO MUCH OF A BAD THING I’s II’s III’s
The Game Master must strive to be sure that wandering encounters are S 19 Stone Aliens Girikal Wrapping Fungi
not pushovers for the players. When that happens, the characters quickly learn T 20 Id N’Treb Giblak Tar Mark
to treat everyone and everything they meet as carriers of free merchandise. III’s
When a battle begins, players should feel that defeat is just one slip-up away.
Every battle doesn’t need to be life threatening. Sometimes on Starship
of failure and setback on their necks or the GM isn’t doing his job as master of
Warden, losing control of a crucial doorway or storage bin is almost as bad as
the game. Overcoming adversity is what creates a sense of accomplishment,
death. Regardless of what’s at stake, players should always feel the hot breath
and the greater the adversity, the greater the accomplishment.

158
METAMORPHOSISALPHA4THEDITION

A sense of danger can be created many ways. One way is through Phase Two: Androids are moving through this area and demanding treatment
disparity of numbers. When five characters battle five evil Robots, it looks like a from the systems. The medical AIs have learned how to treat Androids and now
balanced fight, even if it’s not. But if five characters battle 50 tiny Robots, the are confused by the differences between Human and Android anatomy and
odds look a lot more threatening, even if the Robots are individually pretty treatment.
weak. Likewise, if five characters find themselves facing just one Robot, the
players will all be wondering “what’s so special about this Robot that the GM Phase Three: Humandroids control this section of the city and they have no
thinks just one can challenge us? This must be one tough bot!” If the Robot is 9 use for Humans unless the Humans offer to help the Humandroid cause.
feet tall and bristling with weapons, they’ll think those thoughts even sooner.
Another way to challenge the players with numbers is to present them 2) DETENTIONAREA
with so many enemies that the characters could never fight their way through. Contains jail cells under 24-hour surveillance, cooking areas, offices,
Now they have a whole different problem, which is evading the enemy until exercise and recreation areas for the prisoners, and a large armory of non-
they can find a way to sneak past or search out an alternate route. This is a lethal crowd-control weapons and armor. Fifty Security Robots patrol the area.
good time to introduce a new, unknown device that lets the characters move Role Playing Opportunities: The Security Robots are very short-handed and
unnoticed or open a previously inaccessible door. always looking to add units to the security force, even Humans. Officers of the
Finally, as the GM, remember that radiation is your friend. The lone Betty law are carefully monitored, however, and no law-breaking or trouble-making
Android guarding the elevator could be a killer in disguise with 250 hit points, by the police is tolerated. The equipment issued to police is really useful, and
radiated eyes, molecular disruption, and a stash of medium missiles. These the uniforms look very nice.
types of super beings can become the stuff of great stories later on.
 Phase One: Intensity Level 5 radiation blankets the area.

12. EPSILONCITY Phase Two: Lots of mutated creatures are being brought to the cells for
Every campaign needs a place to get started. Level 14: Epsilon City can questioning. It is not much fun being locked into a cell right next to a patch of
serve as a base of operations for the players or present them with countless death fungus.
challenges as they explore its dangerous corners and meet its many
inhabitants. Any color band can gain entrance to this level. Phase Three: The Robots are in constant conflict with the Humandroids.
The Androids have run wild in this city after the radiation swept through.
These Androids haven’t actually become Killer Androids, but their attitude 3) BACHELORDWELLINGAREA
toward Humans has changed significantly. In fact, these Androids now think Each individual unit is a standard, small, furnished apartment. The main
that they are Humans—only better. They call themselves “Humandroids” and elevator system is at the south end of these apartments.
believe that Starship Warden was built for them. They aren’t quite sure how Role Playing Opportunities: The Wolfoids that dominate this zone are happy
actual Humans fit into their picture, so for the time being they are imprisoning enough to deal peaceably with Android and Robot player characters. They
any Humans they find. They are also making more and more Androids that prefer to eat Humans. However, anyone with weapons and armor to trade can
think they’re Human, trying to repopulate the city and turn it into a fascist police quickly become a friend of the Wolfoids.
state.
This situation is very dangerous for PCs. If they are clever they can still get at Phase One: Intensity Level 3 radiation fills this area and the Robots work to
least some Androids to respond to orders, but Humans won’t blend in here and clean it out.
won’t be welcome.
Phase Two: Wolfoids learn to secure this area and learn how to use some of
The map scale is one square equals two miles. the ship’s systems. A huge contingent of them lives in the apartments. At first
they are not hostile.
Phase One Influence: Frequent radiation pockets fill the level. There are no
aliens on the level. Phase Three: No matter what the Androids and Killer Androids do, they are
unable to break the defenses of the Wolfoids. The pack grows stronger and
Phase Two Influence: Radiation pockets are less frequent. There are no better armed.
aliens, but Humandroids are numerous on the level and are establishing
pockets of control. 4) FAMILY DWELLING AREA
This large section of apartments was quickly taken over by
Phase Three Influence: All radiation is cleared from the area. Humandroids Humandroids. They armed themselves and began protecting and patrolling the
are in firm control of the important zones, but aliens and Robots freely roam the area.
level. Role Playing Opportunities: Does a PC try to convince the Humandroids they
have poor programming and are not Human, or do they just play along and try
1) MEDICALAREA to benefit from the Humandroid organization?
Fully automated machines will attempt to cure anyone or anything that
lies on the bed. Thousands of beds fill this area. There are also operating Phase One: Intensity Level 7 radiation fills this area and the Robots work to
rooms, intensive care facilities, biological experimentation labs, hundreds of clean it out.
offices, apartments for the medical staff, and storage areas filled with medical
supplies and drugs that are monitored by AI systems and supplied to the proper Phase Two: Humandroids begin filling the area and acting as if they are
doctors and nurses. One large chamber is filled with emergency medical hover Human.
vehicles that travel under automatic pilot. A few of these have clearance to go
anywhere on the ship. A hundred Medical Robots are stationed in the area. Phase Three: Well-equipped Humandroids protect the area, but they are not
Role Playing Opportunities: The Medical Robots and automated surgical happy with the fascist overtones of most Humandroid groups. These are more
units love to replace wounded legs and arms with mechanical ones. They also welcoming than most to Humans coming into the area.
enjoy adding cloned parts to the bodies of their patients.

Phase One: No radiation has entered this area. The master AI has been
destroyed.
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METAMORPHOSISALPHA4THEDITION

160
METAMORPHOSISALPHA4THEDITION

5) SCHOOLSAREA 8) INCLINEDPLANE


Schools and training facilities fill this complex. Communication stations, An enormous metal door opens into the ship’s hull at this point. It is
offices, libraries, practice areas, and work stations can train anyone or anything concealed by a hologram that makes the entire wall look like more grassland
in any type of knowledge. stretching on forever. The only clue to the portal’s existence is a color band
Role Playing Opportunities: This area can train a character to be a better rectangle on a small post, apparently just rising out of the endless prairie. When
fighter, to fix equipment on the ship, to program intelligent computers, or to the door opens, it looks like a dark portal in the middle of nowhere. Beyond the
perform many other interesting and useful tasks. There are, however, lots of door is a service ramp, leading up to the left and down to the right. Following
ways this training can go wrong, too. For example, someone could train to the ramp will take you up or down to the next level (but it’s a long walk). A small
become a martial arts expert but find that their new fighting techniques only but well-armed clan of Wolfoids lives inside the passage and demands a toll
work against farm animals. Because of this area’s usefulness, all the groups on from anyone who wants to use it. They only open the door at night, to help
the deck would like to control it. So far no one does, and all the fighting has preserve the secret of their lair.
damaged a lot of the training machines. Role Playing Opportunities: These Wolfoids raid from their secret hideout
regularly. No one knows where they come from or where they go. If the PCs
Phase One: Intensity Level 9 radiation is being cleaned out by Robots. track them to their lair or discover it accidentally, there’s likely to be a fight
unless they can persuade the Wolfoids that they only want to use the ramp and
Phase Two: Humandroids begin trying to take over this area over and train are willing to pay a toll for the privilege. If the group contains only Robots, the
themselves in combat, but constant raids by Wolfoids and aliens make this Wolfoids may simply let them through. If it contains Humans, the toll will be
difficult. hefty (the Wolfoids would rather just eat the Humans). If it contains Androids, no
toll may be sufficient, because of the animosity between the Wolfoids and the
Phase Three: Wolfoids are now the strongest presence in this zone, although Humandroids (the Wolfoids can’t tell an Android from a Humandroid—neither
they can’t truly claim to control it. Humandroids continue to press into the area. can anyone else, for that matter).

6) RECREATIONAREA Phase One: Intensity Level 11 radiation floods this area and is cleaned by
This section is filled with parks, movie theaters, gyms, pools, and small Robots.
lakes.
Role Playing Opportunities: Holograms acting like people—slightly odd Phase Two: Wolfoids discover the first of these portals and quickly search out
people—fill this area. The AI running this section is quite insane and enjoys others.
trying to lead explorers to their deaths. Much of the area has been shot to
pieces, but the destruction is masked by all the pretty holograms. One day it Phase Three: Well-equipped Wolfoids are ready to defend their control of these
might look like a Victorian garden, the next it resembles an ancient Egyptian portals with energy weapons and grenades.
temple complex, and the day after that it appears as a Martian crystal forest.
9) THEATER/ENTERTAINMENTAREA
Phase One: Severe radiation wracks the area and makes any effort to enter There are many types of theaters in this section of the city. These vary
look like suicide. The AI is damaged beyond repair. from multi-media studios and music and dance complexes to sports arenas and
live-action venues.
Phase Two: The radiation is mysteriously gone. Humandroids begin exploring Role Playing Opportunities: Androids and holograms have always taken the
the area, but soon realize it is a good place to avoid. place of Human actors and athletes in these theaters. They are still here, eager
to give performances. There are also large numbers of companion Androids
Phase Three: Wolfoids constantly roam the area looking for a meal, and they ready to keep Humans entertained and cater to their whims. This is constant
can’t understand why the “Humans” have no flavor and leave them just as through all three phases, because the AI here is working perfectly and keeps
hungry after eating as before. In frustration, they fire weapons and set off replacing destroyed Androids with new ones.
explosives, but are even more confused by the apparent lack of damage. They
come less and less, but haven’t given up entirely. Phase One: IntensityLevel 14 radiation fills the area. Robots work to remove it.

7) MAINELEVATOR Phase Two: Humandroids begin infiltrating the area and taking charge of the
This is a huge set of five doors around a cylinder. The cylinder is Androids. Because this area was run by Androids, the Humandroids believe it is
hundreds of yards around. The area has become a combat zone as Wolfoids, the heart of their empire and hold it in high regard. Armed Humandroids provide
Humandroids, and others wage war for control of the elevators. protection against Wolfoids and other dangers.
Role Playing Opportunities: Just stepping out one of these doors can trigger
an adventure. Whoever controls that door on that day will have a lot of Phase Three: Humandroids hold the area in strength. They will try to trick PCs
questions for newcomers fresh off the elevator. All too often they prefer to let into aiding them, usually with the aid of companion Androids, which can be very
their weapons conduct the interrogation. Most of the smaller elevators along the persuasive. Failing that, they will just subdue the PCs and throw them into
hull have not yet been located by the Humandroids, and the Wolfoids don’t detention.
even suspect their existence. Those are much safer ways to get onto this deck.
10) DININGAREA
Phase One: Intensity Level 11 radiation is quickly cleared by the Robots, but This zone is filled with theme restaurants, nightclubs, spas, and bars. It
leaves Crazed Robots on the level, acting strangely and causing problems. was the crew’s “hot spot” for relaxation and socializing.
Role Playing Opportunities: This area is now completely ruined by radiation.
Phase Two: The Wolfoids and the Humandroids begin staking their claims to Mutants and aliens are thick here. The presence of liquor by the ton doesn’t
large sections of the level. make the mutants any friendlier or safer to be around, either.

Phase Three: All-out war erupts around the elevator. Phase One: Intensity Level 18 radiation fills this area and instantly generates a
wide variety of Mutated Plants and animals. When Robots come to try and clear
the radiation, the aggressive fungi and plants quickly wreck them.

161
METAMORPHOSISALPHA4THEDITION

Phase Two: Still filled with deadly radiation, the entire section becomes thickly 
overgrown with deadly plants and fungi and littered with the hulks of destroyed 14) EPSILONLAKE
Robots and puddles of red goo from slain Androids. The lake area has a manicured beach with lots of recreational boats and
water scooters just waiting to be played with. A misty island on the lake begs to
Phase Three: Radiation remains, but only in isolated pockets. Plants and roots be explored.
and vines and towering fungi have turned the blinking neon cityscape into a Role Playing Opportunities: Several security Robots patrol the lake shore and
literal urban jungle. It is a death trap, but because it’s so dangerous, it hasn’t they would love to send anyone who even looks like a troublemaker to the
been looted yet, either. The lure of treasure is strong. detention area, because that’s what it takes to protect the quiet beauty of the
beach. Naturally, the island is a huge, mutated monster with dozens of tooth-
11) OFFICEAREA filled mouths on its back, the better to eat foolish explorers and picnickers.
This area was devoted to business and administrative offices. It quickly
became a war zone and most of it is now in ruins. Walls are blasted open and Phase One: Radiation is quickly cleaned from this area, but not before it
pocked with bullet marks, the streets are filled with rubble and blowing paper. creates the mutated island monster, which in turn eats almost everything in the
Role Playing Opportunities: At any given moment there are Robots fighting lake.
Androids and Wolfoids fighting aliens all over this area. All are searching
intently for secret information about the ship, but none is ever found. Phase Two: Many beings come to the lake and are intrigued by the mist-
shrouded island. Many parties travel to the island, but few return. Those who do
Phase One: Radiation didn’t linger in this area, but large groups of Crazed come back tell crazy stories about their comrades simply disappearing into thin
Robots did. air.

Phase Two: Androids and aggressive Robots continue fighting in and Phase Three: The lake has a deadly reputation and the security Robots on the
demolishing this area. beach have posted “no swimming” signs everywhere.

Phase Three: Androids, Humandroids, and even Killer Androids continue


shedding goo over this “no-Android’s” land. Rumors persist of a secret, hidden 15) LANDOFTHEELVES
office complex somewhere in the zone that contains all the secrets of the ship This is a forested area where an insane artificial intelligence has created a
and allows control over all its systems. small village of holographic elves. A large team of Robots of various types
maintains the illusion and works over the forest to shape the trees and plants
12) RURALVILLAGE into suitably elf-like constructions and hollow trees for them to “live” in. Special
The rural village is a small farming community with 20 farms and 10 laser rifle emplacements have been hidden all over the forest to destroy
businesses. Everything has been taken over by damaged security Robots that anything or anyone who might ruin the illusion of the industrious elves, which
think they are farmers and react violently when told they are not. the AI enjoys immensely.
Role Playing Opportunities: The Crazed Robots just want to deliver their Role Playing Opportunities: These holographic elves are capable of roaming
mutated, radioactive produce to the city markets and would welcome anyone all over the level, but they can’t leave it. The AI of the level reacts violently when
willing to drive the loaded trucks filled with deadly fungi and lichen to the city. anyone expresses doubt about the existence of elves. The holograms “worship”
the AI (because they’re programmed too), and the computer finds that
Phase One: Radiation doesn’t last here, but it does mutate all the crops into enormously satisfying.
Intensity Level 12 poison.
Phase One: The AI in charge of this forest was badly damaged by radiation
Phase Two: Radiation-damaged security Robots come to the villages and and it quickly took over control of every Robot within its reach to begin work on
begin farming the deadly crops. The Robots, of course, aren’t harmed by the the computer’s imaginary world.
mutant fruits and vegetables in the least.
Phase Two: Many of the larger, mutated trees are shaped into homes for the
Phase Three: The Robots begin hatching a plan to plant the entire level with elves. The Robots are enlarging the forest with new plantings and cloned trees.
their poisonous crops. More and more of the grassland is being plowed under Much alien equipment is scattered about, lost by aliens who didn’t believe in
and converted over to growing lethal broccoli and tomatoes. The cultivated elves.
areas are now developing pools of Intensity Level 6-11 poison gas spores.
Phase Three: All of the groups operating on this level now leave this forest
13) COUNTRYVILLACOMPLEX alone and warn others to stay away from it, calling it “the haunted forest.”
This is a large mansion complex that the more important officers of the
ship called home. Hidden in piles of white dust are several important Color R) RADIATIONAREAS
Bands. These are totally dead regions, scorched by radiation. There is a clear
Role Playing Opportunities: The Game Master should fill this area with a little difference between these dead zones and their surroundings, which may be
of everything; aliens, Humandroids, Crazed Robots, and Wolfoids are all mutated but are still alive. The number in the area is the Intensity Level of the
exploring this area for anything of interest all the time. radiation.

Phase One: The radiation doesn’t last in this area, and the huge, many-roomed
complex is stripped clean of life. Robots continue working in the area.

Phase Two: Several groups scout this section and there is a great deal of
fighting on the grounds, but little in and among the buildings.

Phase Three: A great deal of scouting is carried out to determine exactly what
this complex is, but there have been so many battles on the grounds that a
deadly mystique is turning the villa into a battle legend.

162
METAMORPHOSISALPHA4THEDITION

163
METAMORPHOSISALPHA4THEDITION

13.ASTEROIDGIRAKALSECONDARY (hp 120, AC 9), 16 Dagils and 16 Gachads, and four capture cages since the
unit is programmed to try to capture enemies for experimentation later.
PODLEVEL
This military situation is far different from your normal exploration Phase Six: Usually three of the Giblak Tar IIIs guard the pads now as Sergeant
adventures. Each of these levels in any of the three phases of the role-playing Dupper has shot away or blown up most of the other Giblaks. (hp 126, AC 8)
experience is filled with deadly creatures and there are a lot of these creatures. The III version of this creature is a monster unit 90 feet wide and 180 feet long.
Although the Asteroid aliens don’t ever use large bombs they are capable of An Id controls the firing of 30 Gachads while another Id controls the firing of 30
flooding areas of the Asteroid with intense radiation. As the Game Master you Dagils. These are minor systems as this larger unit now sports four huge turret
should be constantly presenting lots of non-player Androids and Robots to the thorn throwers. The thorn throwers can each fire 10 WC 8 thorns doing 2d6
player characters, making these non-player characters available for the damage each at ten different targets in one Combat Round. These units
beginning battles and clearing out sections so that your player characters can constantly guard every Trin Pad on the Asteroid and always reinforce the
make the intelligent decisions behind the scenes. Often player characters are opening between the Asteroid and the Warden.
going to come into encounter areas to have aliens firing weapons at them.
Phases: The phases of the level are a special role-playing effect designed into
Consider The Situation: Two years ago the Asteroid aliens spent a great deal the Metamorphosis Alpha game. The idea is that there are six distinct time
of time and resources in capturing the Colony Ship Bonnie Brown. That starship periods within Metamorphosis Alpha, with Phases Four to Six being on the
resisted and the battles depleted the resources of the Asteroid. For the past Asteroid. Each phase is a totally different role-playing experience for the
year the Asteroid aliens have been fighting the Marines of the Warden and players. The Phase Four has the Asteroid aliens relatively unprepared for
losing. A great many of the aliens were destroyed in these battles and while invasion by the Warden crew. Such an invasion has never happened in the
more are being grown this does take time even for deadly aliens with lots of history of the Asteroid and the alien crew of the Asteroid can’t even imagine
resources. There were thousands of the aliens on the Asteroid a year ago, but others would invade them. This situation should allow the player characters to
now there are only hundreds of each type. Any given level on the Asteroid is explore the Asteroid for several months without constantly being attacked. In
going to have tough fighters but as the Game Master you might want to thin out that phase there will be a lot of unarmed combat from the aliens, but only if the
the number of defenders to give your players a fun experience. player characters get aggressive. Phase Five has far fewer aliens moving
around the Asteroid, but they are much better armed and they are only
Level 17 Scale of Miles: The map scale is roughly one and one-half miles to interested in capturing the Warden crew. In Phase Six we have very well armed
the hex. aliens on the Asteroid but there aren’t a lot of them left as the constant battle
with the Warden has greatly reduced the alien population.
The Level: This level is made up of miles and miles of maze-like tunnels. Each
of the tunnels is made of the white fungi that is the Girakal. The fungus is The Girakal: The Girakal is going to be constantly telepathically communicating
hundreds of yards thick and tall. Although it’s possible to dig into the moist fungi with the Warden crewmembers as they explore this level. Its primary objective
it’s slow going for even digging machines as the fungi is springy, thick, and is to delay the crewmembers so that they will remain on the level and in its
heavy. There are miles and miles of the fungi patches and every 90 square yard influence for three or more hours. After three hours of exposure to the Girakal it
section takes 120 hit points of damage before being destroyed. will begin stripping away memories from one Warden crewmember at random
every 15 minutes. It always strips weapon knowledge from a crewmember and
Octrim Road: The road is a 100-yard wide strip of flesh with three-foot long there isn’t a thing that character can do about it. This memory wiping attack is
tentacles all over it. The tentacles move objects along the road, but the entire effective against Robots, Androids, mutants, and Humans.
organism looks creepy and should be described in a way that really freaks out The Girakal is capable of draining the memories of any creature that
your player characters. As the player characters see the road for the first time remains in its cavern for over 3 hours. In seeking knowledge, the Girakal slowly
they should see several unescorted objects flow past on the road so they sort of steals memories from any being entering its caverns. In game terms, after 3
get an idea about what the road does. This road cuts right through the center of hours this power will slowly strip away a victim’s memories on how to operate
the maze. equipment. Every 15 minutes, the memory of how to operate one piece of
equipment is taken away from the victim and the only warning is a brutal
P = Trin Pad: This device is going to be an interesting alien artifact for the headache that they begin to suffer in the third hour. The Girakal is a liar and a
players to experiment with. In the first phase Asteroid exploration will not be cheat and out to improve the position of the Asteroid and destroy the battling
dangerous as player characters travel from level to level exploring. As time crew of the Warden that has unexpectedly invaded the Asteroid. The creature is
goes on the pads will be lightly guarded in Phase Five and heavily guarded in a huge mass of white fungi leaves, patches, and tentacles and is totally
Phase Six. harmless by itself except for the memory stripping power.
As the Game Master pick a nice, very calm sounding slow deep voice for
Important Note: As the characters come to this level via the Trin Pad the the part of the Girakal and its mental conversation tone with the player
Girakal tells the Giblak Tars not to fire on the crew while the Girakal tries to talk characters. The creature will know the name of each of the crew members
truce with the Warden crew. This will allow the crew the first attack in every invading its level and will from time to time directly address each member of the
battle on this level as time after time the innocent minded artificial intelligence team by name. The Girakal will try to set up a truce with the character party in
that is the Girakal is trying to talk them into a truce. order to delay them so that it can work its memory stealing tricks after three
Make sure to put a guarded Trin Pad very close to the large hole that hours.
connects the Warden to the Asteroid.
N’Treb Patch: N’Treb control this level with the influence of the fungi artificial
Phase Four: A single Giblak Tar I (hp 90, AC 10) guards the pad and gets intelligence that uses this level as a back up to its main memories. The patches
replaced every hour. Its Dagils are a 6d6 bug bomb. Its Gachads are a 100- change over time and become more deadly to the Warden crew. The patches
gallon tar capture bomb. The four Yipoons are each a WC 5 energy cannon can be found all over the miles of the maze of the white Girakal. Each N’Treb
doing 9d6 of damage. patch has a collection of zombies hard at work around it. The white brain fungus
is everywhere making a walking maze and the N’Treb patches of black fungi
Phase Five: A mix of the Giblaks constantly guards every Trin pad. In this are clearly visible all over. No more than one patch grows in any section of the
phase and on this level we have a Giblak Tar I and a Giblak Tar II. The II has maze and there are three times as many patches in Phase Four as there are in
the following features: Phase Six. When a patch has been destroyed the zombies of the patch do
nothing until a new N’Treb takes them over.
164
METAMORPHOSISALPHA4THEDITION

*46 right now.


Phase Four N’Treb Patch
CN 18 D - LP 19 MR 21 RR 12 hp 20* These are armed with protein disrupter rifles, IC 3, WC 10, see the
AC 20 Runs: Immobile(0 ft. / turn) Metamorphosis Alpha rules for the damage chart.
*Hit points are per a ten square yard patch.
Guardian Sphere (1 of them)
The walls of the maze make for many short corridors in the miles of the CN 18 D 15 LP - MR 12 RR 18 hp 112
level. The zombies and N’Treb in this phase will totally ignore the player AC 15 Rolls: 100 yards in 10 seconds (300 ft / turn)
characters unless they attack the fungi or the zombies. Remember the N’Treb
throw spore clouds at their victims. There is little breeze in the mazes so the They are using ten duralloy swords (WC 15, Damage 2d6, each sword is
clouds can float for many hours after being ejected from the N’Treb. capable of doing damage to power armor). They are capable of doing six
N’Treb zombies at this phase will be alien prisoners from the Asteroid and attacks a combat turn on a single individual and can do all ten attacks on
at least one Human from the Bonnie Brown. They would look like this: multiple foes in the same combat turn.

Billof (2 of them) 1) NUTRITIONAREA


CN 14 D 10 LP - MR 19 RR 19 hp 58 The several mile wide area is a huge collection of metal vats and
AC 21 Runs: 250 yards in 10 seconds (750 ft. / turn) conveyor belts. The vats are each cooking a strange soupy liquid. The crew of
the Warden will find out that the vats are preparing a special food for the Girakal
Working with digging tools the WC is 21 and the damage would be 1d6. on this level and the Billofs spray this heated mixture onto the walls of Girakal
on this level to encourage fungi growth. Keep in mind that while there are 100
Disaps (2 of them) Billof working in this area, this area is more than a mile long and filled with noisy
CN 14 D 14 LP 16 MR 14 RR 18 hp 84 machines. In any given 100 yard section of this area the characters might see
AC 12 Runs: 100 yards in 10 seconds (300 ft. / turn) one or two Billofs

Working with alien laser tools the WC is 11 and the damage would be Billof (1 of them)
3d6. CN 14 D 10 LP - MR 19 RR 19 hp 58
AC 21 Runs: 250 yards in 10 seconds (750 ft. / turn)
Human – Bonnie Brown Crewmember (1 of them)
CN 15 D 15 LP 15 MR 15 RR 15 hp 88 The Billof are a Humanoid species, averaging about 5 feet in height and of
AC 21 slim build. They have light green skin, four arms, and large eyes. The Billof are
extremely fearful of insect type species and have strict religious taboos against
Working with barrels and digging tools they would be weaponless, but Telepathy and cybernetics. While the Billofs claim to be a peaceful race, they
they would try and wrestle their victims to the ground. do not have any reservations about dealing violently with those who offend their
religious beliefs. The Billofs are on a technological par with Earth, but their
Phase Five N’Treb Patch (1 of them) culture is far older, having stagnated due to their religious beliefs. The Billofs
CN 8 D - LP 19 MR 21 RR 12 hp 40* are also strict vegetarians and are offended by carnivores. These creatures are
AC 20 Runs: Immobile (0 ft. / turn) used throughout the Asteroid to fix the non-organic machines that the Asteroid
*Hit points are per a ten square yard patch. has stolen from other races. There are thousands of the Billofs on the 1st level
of the Asteroid. The Billof have the following racial mutations: Chameleon
In this phase the Asteroid aliens are vitally interested in capturing all Powers, Carapace (total), Heightened Balance, Heightened Precision,
invading Warden crewmembers and always try to make the Warden crew give Heightened Strength, Immunity, Improved Metabolism, Radiated Eyes.
up with telepathic requests to surrender.
Phase Four: 100 Billof work in this huge area. There are organic machines that
Retal (3 of them) work like forklifts that carry tons of chemicals and organic matter into the vats.
CN 14 D 12 LP 13 MR 19 RR 15 hp 60 There are huge organic machines that also fill themselves up with the hot liquid
AC 10 Runs: 100 yards in 20 seconds (150 ft. / turn) and go out at the control of the Billofs to spray the level. In this phase the Billofs
Swims: 100 yards in 10 seconds (300 ft. / turn) completely ignore the Warden crewmembers even if the Girakal doesn’t.

Two attacks with claws a combat turn (WC 17, damage 3d6) Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
all invading Warden crewmembers and always try to make the Warden crew
Human – Bonnie Brown Crewmember (2 of them) give up with telepathic requests to surrender. All of the Billofs are armed with
CN 15 D 15 LP 15 MR 15 RR 15 hp 88* Bloom Tars and there are several N’Treb patches in the area with their zombies
AC 21 armed with Bloom Tars and Zentas.
*40 right now. Bloom Tar: IC 8, WC 16 Dmg. None, sticky capture weapon.
Zenta: IC 6, WC 20, Dmg. None, fungus capture bomb.
These are armed with Bloom Tar capture weapons (WC 16, IC 8, Dmg.
None). Phase Six: The Billofs of this phase are armed with Coral Ack, but let the
Giblak Tar III do the combat.
Phase Six N’Treb Patch (1 of them) Four Giblak Tar III guard this large open area.
CN 10 D - LP 19 MR 21 RR 12 hp *60
AC 17 Runs: Immobile (0 ft. / turn) Giblak Tar III (1 of them)
*Hit points are per a ten square yard patch. CN 21 D 18 LP - MR 20 RR 21 hp 126
AC 8 Crawls: 100 yards in 14 seconds (215 ft. / turn)
Human – Bonnie Brown Crewmember (4 of them)
CN 15 D 15 LP 15 MR 15 RR 15 hp 88 The III version of this creature is a monster unit 90 feet wide and 180 feet
AC 21 long. An Id controls the firing of 30 Gachads while another Id controls the firing
165
METAMORPHOSISALPHA4THEDITION

of 30 Dagils. These are minor systems as this larger unit now sports four huge Retal
turret thorn throwers. The thorn throwers can each fire 10 WC 8 thorns doing CN 14 D 12 LP 13 MR 19 RR 15 hp 60
2d6 each at ten different targets in one Combat Round. These units constantly AC 10 Runs: 100 yards in 20 seconds (150 ft. / turn)
guard every Trin Pad on the Asteroid and always reinforce the opening between Swims: 100 yards in 10 seconds (300 ft. / turn)
the Asteroid and the Warden.
The Retal are a vaguely Humanoid species, with a yellow and green total
2) RADIATIONPOWERPODAREA carapace, giving them a bizarre crabman appearance. They stand nine feet tall
This very large area is filled with 21 different and brightly glowing radiation with four pairs of huge pincers and smaller manipulative tentacles under each
filled pods. Each pod is several hundred yards long and glows in a different pincer claw. The claws are WC 17 doing 3d6 in damage. The Retal are equally
color. The more intense the radiation, the brighter the glow of the pod. The pods comfortable in water or the atmospheres of the Asteroid, having both lungs and
with 19, 20, and 21 Intensity Level radiation glow brighter than the sun and gills. Their bright coloring and unusual shape serve as camouflage on their
should be difficult for the player characters to even look at. The pods have a home planet. They are used as defenders in vital areas of the Asteroid, but
thick membrane that takes 50 hit points of damage to even create a small leak. greatly miss the water of their own spaceships. The Retal have the following
Once broken open the pod leaks a liquid goo of deadly radiation that the Disaps racial mutations: Domination, Force Field Generation, Heightened Brain Talent,
are quick to repair, ignoring everything else. Heightened Intelligence, Carapace (Total), Gills / Lungs, Improved Metabolism,
Note: There is a wonderful opportunity to spill a lot of radioactive goo here Increased Size, and Shapechanging.
if the player characters start throwing around explosives.
Phase Four: There is a continual stream of Retal leaving the lake with huge
Disap tanks of water on their backs. These tanks are used to spray down the fungi on
CN 14 D 14 LP 16 MR 14 RR 18 hp 84 every level. The Retal will communicate with the Warden crew if asked
AC 12 Runs: 100 yards in 10 seconds (300 ft. / turn) questions.

The Disaps are the biogenetic creation of the Yina. The Disaps were Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
created to take over any hazardous or boring work, which naturally led the all invading Warden crewmembers and always try to make the Warden crew
Disaps to revolt when it became apparent that the Disaps outnumbered and give up with telepathic requests to surrender. The Retal still try to go about their
out-gunned their creators. This led to a very brutal war on the Yina planet, in business and will still communicate with the crew of the Warden. There are now
which the Yina were defeated. The Disaps are ten feet tall and five feet wide many N’Treb zombie patrols working the area trying to capture invaders.
blocks of white flesh. They are able to generate up to 15 tentacles of flesh out
of their rectangular bodies. These tentacles can be used for the fine Phase Six: The Retal are still doing their jobs, but now would like to talk to the
manipulation of the tiniest objects to the carrying of large objects many times crew of the Warden about the chance of leaving the Asteroid. N’Treb zombies
the size of the Disaps. The tentacles have a WC of 18 and a single physical and Giblak Tar III are guarding the area.
attack can do 5d6 of damage. The Disaps hate all forms of vegetation and their
Asteroid masters keep them around to keep other plant races in check. The 4) REGROWTHAREA
Disaps are asexual and walk into radiation fields and absorb all the radiation in In this section the white fungi has turned a nasty shade of yellow and all of
the area and generate an exact copy of themselves without the memories of the the height and thickness of the normal maze has been reduced to just a few
parent body. Disaps have the following racial mutations: Dual Brain, Electrical feet tall as the growth has obviously suffered from something. If sections of this
Generation, Heightened Balance, Heightened Dexterity, Heightened Hearing, growth are taken back for study it will be shown that a blight has affected the
Heightened Precision, Heightened Sense, Heightened Smell, Heightened area (and yes that blight can be injected into the entire Asteroid with some work
Strength, Heightened Taste, Heightened Touch, Heightened Vision, Infravision, on the part of the player characters).
Temperature Resistance, and Ultravision.
Falahi
Phase Four: There are hundreds of Disaps ignoring the player characters in CN 12 D 16 LP 14 MR 19 RR 21 hp 55
this phase. However, if one of the player characters is a plant character the AC 16 Runs: 100 yards in 10 seconds (300 ft. / turn)
Disaps react violently as they discover this fact. Again it’s a huge area and only
one or two Disaps will see the characters at a time. The Disaps will not be using The Falahi are an insectoid race resembling gigantic hairy spiders,
weapons as their tentacles can do more than enough damage. approximately 6 feet across. They are highly intelligent and technologically
advanced and rely upon telepathy for communication. It should be noted, that
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing while they resemble spiders, they are not. The creature is capable of a physical
all invading Warden crewmembers and always try to make the Warden crew attack WC 19 doing 4d6 of damage; this attack can be made on three separate
give up with telepathic requests to surrender. The law of this section of the level targets at the same time, but not all three made on the same target no matter
is that no weapons doing hit points of damage may be used. The Disaps and how large that target may be. They are used for their many abilities and as long
the N’Treb zombies are all armed with Bloom Tar and Zenta. as Ids control one of their number on any given level the Falahi cooperate with
the Asteroid creatures. Being intelligent they are constantly looking toward
Phase Six: There are ten Giblak Tar III patrolling this area, but they have been freedom, but have no organized plan to achieve an end to their slavery. The
commanded to only use their Gachads while in this area. If the Giblak Tar III Fahali have the following racial mutations: Backlash, Force Field Generation,
can move the player characters back into the tunnels then they change their Heightened Mental Condition, Invisibility, Telekinesis, Electrical Generation,
tactics. Heightened Balance, Heightened Dexterity, Heightened Vision, Swift
Movement, Ultravision.
3) WATERAREA
This is a large, clear water lake, the only such body of water on the entire Phase Four: The Fahali are shifting through the fungi mass digging it up and
Asteroid. It’s two miles wide and long and hundreds of feet deep. There is a using their electrical generation to destroy great piles of the infected fungi. They
steady rain of dark fungi filled water coming down from the drainage system in completely ignore the player characters and the characters can see hundreds of
the roof of this section of the Asteroid. There is lots of fungoid life swimming the Fahali in the miles long open area. There are three Ids controlling three
and floating in the water. At the bottom is a small village of Retal. different Fahali and while these are controlled the rest of the Fahali will follow
orders.

166
METAMORPHOSISALPHA4THEDITION

Phase Five: In this phase the Asteroid aliens are vitally interested in capturing Phase Four: The guards are prepared to combat any group that tries to free
all invading Warden crewmembers and always try to make the Warden crew the prisoners while using the front gate. The gate guards will not notice any
give up with telepathic requests to surrender. The five Id controlled Fahali will other part of the cage that is damaged. The gate only opens with exposure to
eventually see the player characters in this area and come and attack. The rest N’Treb spores.
of the Fahali will continue with their work until the five Ids are destroyed and
then the Fahali will request a truce to talk about joining the crew of the Warden. Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
all invading Warden crewmembers and always try to make the Warden crew
Phase Six: There are ten Id controlled Fahali in this section and five Giblak Tar give up with telepathic requests to surrender. The outer gate area is now
III patrolling the area. It is vital to the Girakal to get this area completely cleared. patrolled by Giblak Tar II.
Game Masters should remember that it will take a little while for the Id
controlled Fahali or the Giblak Tars to get to where ever the player characters Phase Six: In this phase there are many Giblak Tar III patrolling the area and
have come to this area. there are a lot of Warden crewmembers caged with the Bonnie Brown crew.

5) N’TREBSTAGINGAREA 7) TRINAREA


There are an unusual number of N’Treb and their zombies working all Ten Trin are being caged here against their will. Their cages consist of
over this area of the maze. They are digging into the maze and airing out special fungi machines that spew forth a blast of spores that surround each
sections of the maze. While there is generally one N’Treb patch and its zombies Trin. The Trin won’t move into those spore clouds. Several hundred yards
in several miles of maze on this level in this section there is a patch every three separates each of these Trin in their odd spore containment fields.
hundred yards.
Game Masters should be using the sample zombies at the front of this Trin
section for what the player characters see in each phase. CN 20 D 12 LP 19 MR 19 RR 15 hp 110
AC 5 Flies: 100 yards in 20 seconds (150 ft. / turn)
Phase Four: Although the N’Treb are ignoring the player characters in this
phase, it should be noted that there are Humans among each zombie group There are only 25 living Trin on the Asteroid. They are a race of living
and that should cause some role-playing concern for the characters. Those energy able to manipulate objects with their minds. They are controlled by
Human zombies will talk right along with the crew of the Warden as they go auras of fungi spores the N’Treb keep flowing around each Trin. The Trin have
about digging into the maze walls. a racial fear of being touched and will not break out of a spore containment
field. The Trin are indestructible to normal forms of attack and nothing from
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing mental attacks to the fusion of the atom has been known to harm them in the
all invading Warden crewmembers and always try to make the Warden crew slightest. The Trin are highly useful to the Asteroid races in that they can see
give up with telepathic requests to surrender. In this phase every time the weakness in all things and use their energy fields to strengthen weak areas
player characters come upon a N’Treb patch in this section of the level all of the permanently. As they pass away they turn into large teleportation devices. The
N’Treb zombies attack and try to capture the crew members and turn them into Asteroid rulers have no idea how or why a Trin passes away, but they can use
zombies as well. the dead bodies to make more of the teleportation pads that are on every level
of the Asteroid. The Trin have the following racial mutations: Confusion, Death
Phase Six: In this last phase there are far fewer N’Treb patches. Place them Field Aura, De-evolution, Empathy, Magnetic Control, Mental Grenade,
one every mile in this section, but they still try to capture the crew of the Telekinetic Arm, Telekinesis, Time Field Manipulation.
Warden and turn them into zombies.
Role Playing Opportunities: The Trin will happily join the Warden crew if
6) BONNIEBROWNPRISONERAREA given the chance. The player characters will find them difficult to use effectively
A one-mile circular cage has been erected here. The bars of the cage are as the Trin will not enter combat for any reason. Although they are loyal
made of massive fungi tentacles. Each tentacle takes 100 hit points of damage companions their sense of humor causes them to often manipulate objects
and is covered in 18 Intensity Level contact poison. There is only one gateway around their allies that cause punctures to the allies’ skin.
and that is guarded by four N’Treb and their zombies and the zombies change
in every phase. The cage holds Bonnie Brown crewmembers who have had Phase Four: In this phase there are no guards around the Trin. The only way to
their memories stripped. These crew don’t remember anything about weapons communicate with these creatures is to have telepathy. If a player character has
or armor, but can learn these skills again. This holding area will be used when telepathy they discover the Trin really want to leave the Asteroid and will join
Warden crew are captured any where on the Asteroid. the crew of the Warden, but won’t fight.

Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
all invading Warden crewmembers and always try to make the Warden crew
give up with telepathic requests to surrender. There is a N’Treb patch guarding
each of these Trin.

Phase Six: In this phase there is a N’Treb patch guarding each of the Trin and
there is a patrol of two Giblak Tar III’s roaming the area. The Tars can only use
capture weapons in this area, as they don’t want to rupture the containment
fields.

8) IDCAPTUREAREA
Id hide among the fungi folds in an effort to capture creatures wrongfully
wandering the maze. In this section there are Ids hiding every two or three
hundred yards. They are impossible to find unless the crew are using mutations
or other highly special equipment to detect life forms.
The prisoners here were caught off-guard and are generally of little help.

167
METAMORPHOSISALPHA4THEDITION

Asteroid Id Phase Six: In this phase the Zolin will begin by talking truce and try to convince
CN 12 D 12 LP 12 MR 12 RR 12 hp 80 the Warden crewmembers that the entire Zolin race should be taken on the
AC 18 Crawls: 100 yards in 90 minutes (6 inches / turn) Warden as useful allies. There are only a few Zolin left on this level.

The Asteroid Id is a much stronger creature than the ones seen on the 10) CAPTIVEWARDENCREWAREA
Starship Warden. This is a 5-foot long, alien worm-like creature with a 10-foot Warden crew is having their memories stripped here. Already they can’t
long tentacle and a 3-foot long detachable acid sack intended for throwing (WC use weapons or defensive equipment. This area has large fungi couches and
18, acid damage 5d6). The Id is intelligent and vicious. It uses its tentacle to 15 Warden crewmembers lay in these fungi couches having their memories
position itself often in high places and then it drops on a victim’s back and sinks wiped while beside them fungi pods are creating five clones of the
neural barbs into a host’s spine. Once attached the host is no more than an crewmember. Each of these crew are being held in a 100-yard long and wide
extension of the Id’s body, reacting to its every whim. Ids remember everything fungi machine. The entire area should be a horror for the players as they realize
their ancestors knew. that eventually they will be captured and placed in these clone making fungi
machines.
Role Playing Opportunities: The Ids are the terror inspiring creatures of the
Asteroid. These beings are designed to take over the minds of Warden Phase Four: In Phase Four there are only 15 Warden crew here being worked
crewmembers and the take over is almost instantaneous. These creatures are on and a N’Treb zombie patch guards each crewmember.
constantly hiding and leaping out to try and capture crewmembers.
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
Phase Four: In this phase the Ids attack in three Id groups. all invading Warden crewmembers and always try to make the Warden crew
give up with telepathic requests to surrender. In this phase there are 100 crew
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing of the Warden being worked on in this area with a N’Treb patch guarding them.
all invading Warden crewmembers and always try to make the Warden crew
give up with telepathic requests to surrender. In the second phase the Ids Phase Six: In this phase there are 200 Warden crew being copied with a
attack in two Id groups. N’Treb patch guarding each one of them and a patrol of a Giblak Tar III in the
area.
Phase Six: In this phase the Id attack one at a time, as time and Master
Sergeant Dupper have been unkind to their numbers. 11) CRYSTALPILLARSOFLON
A thousand years ago the crystal intelligence that is the Lon was loaded
9) AlienWeaponsStorageArea on the Asteroid and placed on this level for the Girakal to figure out. The AI of
Large supplies of Bloom Goths, Bloom Harkens, and Bloom Tars are the Asteroid still hasn’t figured it out. This is a crystal computer (IC 10) that can
stored in this section of the maze. There are thousands of each of these be used by the Warden player characters. There are ten huge crystal pylons
weapons on fungi shelves. For a mile there are large planted patches of the and when all of them are used properly they reveal an intelligence that is a
weapons being grown in gardens and maintained by Zolins. thousand years ahead of what Humans have attained now. The Lon has an
agenda that demands it get placed on a world by a great deal of sand. It wants
Zolin to recreate the Lon civilization and when that happens organic beings across
CN 18 D 17 LP 12 MR 12 RR 18 hp 80 the galaxy aren’t going to be happy. The Lon trades vital information for guards
AC 19 Runs: 100 yards in 10 seconds (300 ft. / turn) it can control and placement out of the Asteroid, but only after the player
characters have figured out how to use it (see the complexity rules in
The Zolin are the ultimate in fighting fungi. Humanoid in shape the Metamorphosis Alpha).
creatures are fearless and enter battle with complete disdain for injuring
themselves. Each one stands 12 feet tall with a huge mushroom cap for a head Phase Four: The crystal pillars are unguarded in this phase.
sporting ten different eyestalks. They are capable of speech and their arms are
huge spore missile platforms capable of hurling steel hard shafts incredible Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
distances. They fire spore missiles from their arms (WC 19, 2d6 in damage). all invading Warden crewmembers and always try to make the Warden crew
Their senses allow them to fire at targets up to 300 yards away. Their mutations give up with telepathic requests to surrender. A single Giblak Tar I guards this
include: Backlash, Force Field Generation, Mental Blast, Heightened Vision, area and it has been instructed to only use its capture weapon.
Infravision, Radiated Eyes, Taller.
Phase Six: A patrol of three Giblak Tar III’s roams this area every three hours.
Role Playing Opportunities: Although the Zolin are fungi they don’t like the
other fungi races on the Asteroid. Given the chance they will ask for a truce and 12) KILLERANDROIDVATAREA
try to get the crew of the Warden to allow them to live on the Warden until a The Killer Androids (see Page 66) saw that they weren’t going to gain
suitable planet can be found for them. control of the Warden so they allowed themselves to be moved to the Asteroid.
Their vat system is now located here. The Androids are well armed and
Phase Four: In this phase there are hundreds of Zolin spread thinly in this supporting the aliens of the Asteroid as long as it suits their expansion plans.
area. They are natural fighters and will demand that the Warden crew, who The vat complex is large and well supplied with all the equipment several
don’t belong in this area, leave the area. If the crew talks with the Zolin at all thousand Androids might need. Killer Androids are red skinned as opposed to
they will discover these creatures want to leave the Asteroid. the white skin of normal Androids. These creatures are extremely selfish and
programmed to control all intelligent creatures.
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
all invading Warden crewmembers and always try to make the Warden crew Phase Four: In the first phase there are hundreds of Killer Androids being
give up with telepathic requests to surrender. In this phase the Zolin will begin created here in this area. There are 20 well-armed male companion Killer
by talking truce and try to convince the Warden crewmembers that the entire Androids (hp 90, AC 11) using Forman Arms Ltd. Laser Rifles (IC 4, WC 5, 50
Zolin race should be taken on the Warden as useful allies. shots, Dmg. 9d6). The ten female companion Killer Androids will approach the
player character party first in an attempt to fool the party into thinking this
Android vat system was captured by the terrible aliens.

168
METAMORPHOSISALPHA4THEDITION

Phase Five: In this phase the Asteroid aliens are vitally interested in capturing every other hour. They have been given strict orders to only use capture
all invading Warden crewmembers and always try to make the Warden crew weapons on invaders.
give up with telepathic requests to surrender. In this phase there are many
squads of five Killer Androids patrolling the miles long area. All of these squads Phase Six: In this phase the area has been stripped clean of all the pods as the
are armed with Forman Arms Ltd. Energy Prods (IC 3, WC 20, Dmg. 8d6 AI needed to germinate all of the creatures that were stored here. Now nothing
energy) and Forman Arms Ltd. Paralysis Darts (IC 3, WC 21, Dmg. Paralysis). can be found in this area of empty racks.

Phase Six: Life has been hard on this vat complex and in this phase there are 15) BONNIEBROWNEQUIPMENTAREA
only ten active Killer Androids and they are madly working the vats to try to There are a large number of puzzling Bonnie Brown equipment parts here.
create more of themselves. Each of these Androids is armed with a JAC Shaver The Asteroid alien filled this area with Bonnie Brown devices it couldn’t figure
Mark I pistol (IC 3, WC 13, Dmg. 1d6 per sliver) but they are each spread thinly out. Since the Bonnie Brown was a ship filled with talented musicians there are
across the area. a lot of electronic band instruments in this area as well as a huge number of
unusual Robots that the crew of the Bonnie Brown were experimenting with at
13) MASTERSERGEANTDUPPERCLONINGAREA the time of their invasion.
The fungi intelligence wants to clone Dupper and see if they can make as
effective a fighter as the Human sergeant is. In this section there are huge Phase Four: All of the equipment in this area is covered in strange fungi
hanging fungi pods unlike anything the characters have seen so far. This area webbing to keep it secure. There are no guards in this area. There are
is meant to be chilling. As one of the pods is ripped open they will find the thousands of fungi shelves filled with this material.
growing, naked body of Master Sergeant Dupper in the pod. Apparently the
Asteroid aliens have gotten enough genetic material for the Sergeant to clone Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
him. all invading Warden crewmembers and always try to make the Warden crew
Have the player characters meet one Dupper who thinks he is the original give up with telepathic requests to surrender. There are several N’Treb groups
marine. He will begin giving the characters instructions and expect to be guarding this area, but they are few and far between.
obeyed.
Phase Six: One Giblak Tar III patrols this area, but has been ordered to only
Cloned Sergeant Dupper use its capture weapons on invaders for fear of harming the stored devices.
CN 21 D 12 LP 20 MR 20 RR 20 hp 120
AC 21 16&19)TUNNELSTOLEVELSIXTEENANDLEVELNINETEEN
This is a special unguarded area of the Asteroid. Each of these tunnels
The first cloned sergeant is wearing heavy powered armor (IC 7, 100-point was abandoned centuries ago when the Trin Pads were discovered. The
force shield, armor has 500 hit points, the suit can detect infrared and tunnels were filled with fungi and now the creatures of the Asteroid are
ultraviolet. There is a lForman Arms Ltd. Laser Assault Rifle (IC 4, WC 5, Dmg genetically designed to ignore these tunnels and people in them. There are
9d6) mounted on the shoulder and a Forman Arms Protein Disruptor Pistol (IC tunnels on every level leading to other levels in the Asteroid and they are great
3, WC 11, see Page 135 for damage details) on the left wrist. The suit allows travel areas for invaders if they can be figured out.
the wearer a great deal of lifting capability. This sergeant thinks nothing of the
pods creating more clones of himself. Acid Fungi
CN 19 D - LP - MR 10 RR 10 hp 30
Phase Four: In Phase Four the Warden crew only has to deal with one clone. AC 20 Runs: Immobile (0 ft. / turn)
The area should be described and be as horror filled as the Game Master can
make it. Acid fungi grow in four-foot patches and can establish itself from spores
on a metal floor in one night of darkness. The fungi patch generates four head-
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing sized pods capable of shooting acid at any being that steps on the patch. The
all invading Warden crewmembers and always try to make the Warden crew acid from one of the pods does 4d6 of acid damage to whatever it touches. It
give up with telepathic requests to surrender. In this phase there are five takes the patch 24 hours to regrow an acid pod. A patch forms from spores and
different cloned Dupper’s walking around in heavy power armor. These are if left alone doesn’t grow larger than four feet across. Whenever an acid pod
armed with paralysis rods and are trying to capture all of the crew to place them bursts spores are transported with the acid and a new patch has the potential to
in pods to be cloned. grow. There is a radiated red version of the fungi that shoots Intensity Level 12
radiated acid from its pods. This version only grows on the edges of radiated
Phase Six: In this phase there are ten different cloned Duppers all in power areas.
armor and all wanting to give orders as if they were real.
Phases Four & Five: These tunnels never get any Asteroid creatures in them.
14) STORAGELAYERAREA
A special several miles long storage shed has been designed to store Phase Six: There are many ways for the crew of the Warden to clear these
many of each type of fungoid life on the ship. There are lots of alien prisoner tunnels including plant defoliant and horticultural Robots.
eggs and young webbed up and stored here. Consider this a section of the level
with miles and miles of strange fungi pods all racked and ready to be used if the 17) YinaWorkArea
Asteroid has problems. Large numbers of Yina are busy in this area growing mile after mile of
organic weapons. In this wide open space the player characters can see at
Phase Four: In this phase, six Giblak Tar I units patrol the entire area and least 20 Yina working the various fields.
appear in each section of this several mile wide area every six hours.
Yina
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing CN 12 D 12 LP 12 MR 12 RR 18 hp 80
all invading Warden crewmembers and always try to make the Warden crew AC 12 Runs: 100 yards in 10 seconds (300 ft. / turn)
give up with telepathic requests to surrender. In this phase there are several
Giblak Tar II squads of three patrolling the area and appearing in any section The Yina are a race of cyborg Humanoid plantmen. The Yina were similar
in appearance to Humans, except for white skin, barky ridges around the eyes,
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METAMORPHOSISALPHA4THEDITION

and a complete lack of hair. The Yina were losers in a war against their own 14.DESIGNINGYOUROWNSHIPS
creation, the Disaps. The Yina adopted cybernetics as a means to hold their
In Section 1, a number of "lost ships" are listed. This section allows GMs
own against the Disaps, however this ploy failed at great cost. Each Yina is
to design their own versions of these ships, or completely original ships to
unique in appearance due to the variance in parts available and specializations
conduct gameplay in. The vessels described in this section are the most
that each performed. They will each have an energy weapon body attachment
common types to be encountered, and do not include space stations or
powered by an internal fusion engine. There are other mechanical powers
manufacturing complexes. This section is an aid for the GM to develop vessels
flowing out of their bodies depending on their daily work. The Yina hate the
to suit his or her own campaign.
Disaps and all artificial intelligences (Androids, Robots and AIs included), and
will endeavor to destroy these if the opportunity presents itself. The Yina have WHERETOSTART?
the following racial mutations: Alpha Wave Generation, Empathy, Heightened
Intelligence, Heightened Mental Condition, Increased Senses, Mobility, A. DecideTheOriginOfTheShip.
Manipulation Vines, Protective Skin / Bark, Regeneration, Speech, and
Ultravision. Number Abbreviation FullTitle
1. Alien Alien
Phase Four: In every phase the Yina are more than happy to talk about leaving
2. EU European Union
the Asteroid and joining forces with the Warden Crew.
3. MEU Middle-Eastern Union
4. OC Oceanic Confederation
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
5. PAEB Pan-Asian Economic Bloc
all invading Warden crewmembers and always try to make the Warden crew
6. UAS United African States
give up with telepathic requests to surrender. There are patrols of three Giblak
7. UF United Federation
Tar II roaming this area and they have orders to only use capture weapons on
8. UWSC United Western Starship Cartel
any invaders.

Phase Six: This area is totally empty of everything, as all of these resources Depending upon the country or countries building the ship, the language
have been used in the battle against the Warden crew. spoken may not be English. For instance on EU ships, it is German, while on
PAEB ships, it is generally (but not exclusively) Chinese. There will be different
18) N’TREBCOMBATAREA weapons and equipment available on board these ships. If the players are from
This section is filled with well-armed N’Treb ready for battle in any phase. another country, unless invited, boarding the vessel may be viewed as a hostile
The mazes of this section have a N’Treb patch per every 1,000 yards and they act. Additionally, the different countries may have other laws in force (weapons
want to fight to the death with the crew of the Warden. may be outlawed completely, all AIs are illegal, mutants are a "crime against
God", etc). There may be cultural, legal, technological and language differences
Phase Four: Use the described N’Treb for this phase. to overcome. Some of the generation ships may have even reverted back to
savagery.
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing United Federation ships are built under contract by combinations of
all invading Warden crewmembers and always try to make the Warden crew several different manufacturers from multiple countries, often working together
give up with telepathic requests to surrender. Use the described N’Treb for this on various areas. Generally speaking, these vessels are the most culturally
phase. diverse of all Earth’s ships.

B. DecideTheClassOfTheShip.
Phase Six: In this phase all of the N’Treb zombies are badly damage and have
been sent here to rest up. The zombies of these groups will only have one hit
point each, but will still battle fiercely. Number Abbreviation FullTitle
1. CS Colony Ship
20)PrimeNodeArea 2. MS Medical Ship
This is a massive fungi section of solid Girakal. If the area is destroyed it 3. MV Military Vessel
will cause serious damage to many systems of the ship including the outer 4. RS Rescue Ship
space defensive systems. 5. RV Recreational Vessel
6. Sh Shuttle
Phase Four: Consider this one solid block of fungi taking several thousand hit 7. SS Science Ship
points. Only a rather large bomb will do damage to this section of the level. 8. SV Survey Vessel
9. TP Transport Ship
Phase Five: In this phase the Asteroid aliens are vitally interested in capturing
all invading Warden crewmembers and always try to make the Warden crew As a general rule, many alien races can be assumed to have vessels
give up with telepathic requests to surrender. There are Giblak Tar II patrolling approximating the same functions as their Human counterparts.
around this area constantly and they have been ordered never to use their
damaging weapons in this area. Colony Ship: These types of ships vary greatly in design. Some are generation
ships, which do not allow (or were launched before the development of)
Phase Six: There are a constant patrols of Giblak Tar III’s in this area now and cryogenic suspension. These ships are large, to allow for a growing population
they can only use their capture weapons for fear of damaging the AI. with numerous backup systems and a high degree of automation. Those with
cryo-suspension facilities are generally large to allow the transport of many
frozen colonists, as well as all of the materials required to set up a thriving
colony on a new world. Due to their bulk and slower speeds, Colony Ships are
required to have an anti-debris system to prevent collisions and damage from
Asteroids, space junk and even other vessels. Many of these systems include a
defensive missile system, armed with explosive warheads.
There have been many classes of colony ship, but each have some things
in common. These vessels are designed to carry large volumes of people,
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METAMORPHOSISALPHA4THEDITION

plants and animals. They are designed to operate for long periods of time in Command Ships fulfill a number of roles in battle, such as coordination and
space and are generally slow. Most are sponsored by an economic faction on communications. These ships are generally well armored, but poorly armed,
Earth, however a few have been launched by large corporations, and are depending upon their fleets to defend them. Commonly, these ships are fast
independent of the factions. All colony ships are designed to allow a self- and large. Without exception, these ships have multiple levels of onboard
sufficient colony to be placed on a new planet, and most operate alone, not defenses in case of being boarded, in the event that they are captured. Most of
relying on a supply ship to arrive at a later date. these ships have (as a last resort) a self-destruct mechanism of some sort.
Common designs include, huge automated freezer ships, “bubble” ships
with gardens etc, “ring world” ships that have one or more habitation rings, Fighters / Interceptors have not changed roles since the 21 st Century; they
allowing for a spacious environment with earth-like conditions. Many contain are still used to protect assets and destroy targets, as well as to deter. These
mini-cities and factory complexes, nearly all have mining equipment in storage, craft are limited in their ranges, but are normally highly maneuverable, fast and
or the plans and capacity to construct mining equipment. Larger Asteroids that well armed (for their size). Being relatively small as well, adds to the difficulties
have been recovered from Jupiter and Saturn have also been used. of anyone defending against such craft. Many fighters can carry missiles,
Many of the ships with cryo-suspension capability have a “watch” system, torpedoes and / or bombs in addition to their normal armaments. In some
in which a number of crew members are periodically kept unfrozen to ensure cases, additional fuel sources can be added to extend the range of these craft.
the safety of the vessel. Even on ships equipped with a sophisticated AI, this is It is rumored that the EU have developed a stealth variant of their standard
common practice, and now a requirement of UF registered vessels. fighter. Fighters are seldom capable of inter-system travel and normally rely
upon a carrier to operate.
Medical Ships: These vessels are travelling hospitals and research labs. They
are designed to travel quickly to respond to disasters and emergencies. They Gunships are the most heavily armed and armored vessels in any of the
are not armed or armored. These vessels range in size but are generally factions’ fleets. Normally armed with a variety of weapons and defenses, these
capable of providing medical treatment equal in quality to that provided by the vessels are slower than many others and rely upon their armor and weapons to
best hospitals on Earth. act as a deterrent to others. The presence of one of these vessels has settled
“policy debates” on more than one occasion.
Military Vessels: These include the following types of vessels:
Maintenance Vessels, much like a fleet’s tankers are essential for the
Number Type continued functioning of a fleet. These vessels are designed to repair damage
1. Blockade Ships and fix problems. In order to do this, these vessels carry quantities of spare
2. Bombers parts and repair materials, and always have a number of sophisticated
3. Carriers Engineering Robots on hand. These vessels come in many sizes, most are
4. Command Ships unarmed (or lightly at best), with adequate armor. Typically, these vessels are
5. Fighter / Interceptors fast, to allow them to keep up with the fleet and to get to where they are needed
6. Gunships quickly. This class of vessel includes salvage craft.
7. Maintenance Vessels
8. Missiles Frigates Missile Frigates are lightly armored vessels, capable of unleashing a
9. Q-Ships devastating barrage of guided ordnance upon a target. What these vessels lack
10. Reconnaissance Vessels in armor, they make up for with speed and firepower.
11. Tankers
12. Troop Ships Q-Ships are very large vessels, nearly the size of a carrier. They are heavily
armored, and generally armed lightly. There are exceptions to this. Q-Ships
Each economic faction on Earth has a number of each of these craft and carry everything a fleet could require (depending on the fleet’s task), and if it
vessels to protect their interests in the colonies (in theory). Generally speaking, does not carry it, it can manufacture it. The largest Q-Ship to date is the MV
the vessels are manned by highly trained Space Navy crews. There are some Steadfast, currently in transit to Zeta Doradus, in order to establish a military
automated vessels, and others have emergency automation capability installed. outpost.
Few factions are willing to field a fully automated vessel under the sole control
of an AI, but the PAEB is known to have two such vessels, while other factions Reconnaissance Vessels come in a variety of sizes, but typically are very fast,
are rumored to have experimented with some designs with varying degrees of lightly armed and armored, and have very good sensors. It is rumored that the
success. EU has developed a stealth variant of this vessel, but it is impossible to confirm.

Blockade Ships are normally used to control problem “situations” like piracy Tankers are large, slow and vulnerable. These vessels are the life-blood of any
and smuggling. These vessels are capable of carrying a couple of fighters, have fleet. Often, tankers are automated, and may be strategically placed months
adequate armor and good weapons, and are quite fast. Blockade ships are and sometimes years prior to being required. These vessels are vulnerable to
designed to wait for long periods of time in order to achieve their mission. many forms of attack, and rely upon either not being seen, or being heavily
defended to survive in battle.
Bombers have largely fallen into disuse as the damage that they are capable
of, often destroys any prize worth keeping. However, some factions do still have Troop Ships are designed to transport large numbers of armed troops to the
large numbers of these craft in storage. Most of these craft can carry a payload battlefield. Although the troops don’t travel in luxury, they are reasonably
of precision as well as unguided bombs in their heavily armored hulls. comfortable. Troop Ships are lightly armored, and are normally protected by
Generally, bombers are far larger than the fighters that are often employed to other vessels. Some factions have built troop ships with cryo chambers with the
protect them, and need to be fast to make them less of a target. stated intent of garrisoning some of their colonies. The actual intent is a matter
of speculation.
Carriers allow fighters and bombers to be transported long distances. Carriers
typically carry up to 100 fighters or (very rarely) 20 Bombers, or even a mix of Recreational Vessels: The most famous RV is the Monte Carlo, a giant
both. Most factions within the UF have at least one carrier. Other vessels floating casino that cruises the Sol system. There are numerous RV types, such
normally escort carriers, but these massive vessels are well armored and as yachts, cruisers and racers. RVs are generally privately owned and most are
armed. incapable of inter-system travel.

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Rescue Ships: These vessels are generally very fast, unarmed and on various sites on the internet, which should provide a GM with an ample
unarmored, with very good sensors. A rescue ship will generally have medical number of choices.
facilities and repair facilities, as well as being capable of towing vessels much
larger than it. These vessels are being taken out of service for deep space E. DeterminingETA.
rescue as experience has proven that they are inadequate to the task of
assisting or recovering Colony Ships. These vessels are still used for aiding ETA at Destination is determined by dividing the distance to be traveled
smaller vessels. by the speed of the ship (expressed as a percentage of C) and adding the result
to the year the vessel was launched. This is modified for delays, etc.
Science Ship: Equipped with surveying and exploration equipment, these ships
are designed to conduct experiments in space. Often these ships are tasked to F. DecideStatus.
investigate unknown and unusual phenomena or occurrences. They may also
be sent to further investigate planets and systems for habitability. Science ships The GM decides what the current status of the vessel is. Did it arrive? If
usually have large areas for conducting experiments of all sorts, extensive not, why not? If it was destroyed, then how? The UF Member Vessel Roster
laboratories and computers, as well as containment areas for samples and Timeline have been made deliberately vague enough to allow a GM to
collected. Additionally, living space and recreation facilities for the crew and create their own interpretation of events, but as a GM designing your own ship,
scientists, as well as their families must be incorporated into the design. more detail will be required. Of course, if the ship arrives, or it is destroyed, this
Generally, these ships are designed to operate away from Earth for years if dramatically lowers the potential for adventure.
necessary.
1. In Transit
Shuttles: These small craft are designed to enter planetary atmospheres from 2. Lost
orbit to ferry goods or people backwards and forwards. Generally, these craft a. Accident
are short range only, incapable of travelling much further than from the nearest b. Attacked
moon and back. c. Computer / Navigation Malfunction
d. Damaged
Survey Vessel: These come in two types, manned and unmanned. Unmanned e. Deliberately Changed Course
vessels are sent further into space, normally to investigate distant regions f. Destroyed
expected to be more dangerous, but of interest. These vessels have no crew g. Forced Off Course
areas, and are heavily automated. They have extensive sensors and backup h. Hijacked
systems for the transmission of data. These vessels are designed for speed 3. Arrived
and to travel extensive distances, having large engines with plenty of fuel. a. Converted
Manned vessels are similar, but have crews up to 250 personnel. Each b. Crashed
survey vessel has a hefty sensor and communications array, and is designed to c. Decommissioned
weather the “rougher” areas of space, that is with shielding and solid d. Destroyed
construction. All survey vessels are designed to collect data and transmit it back e. Mothballed
to Earth. Generally, Survey Vessels are smaller than Science Ships and Military f. Recycled
Vessels. g. Scrapped
h. Scuttled
Transport Ship: These vessels range in sizes and capabilities. They are the i. Sold
vessel of choice for commerce, capable of transporting goods and / or people 4. Destroyed
vast distances at a relatively low cost. Transport ship runs have been a. Accident
established to some of the closer colonies. Pirates have been known to hijack b. Attacked
these vessels (such as near Jupiter) using other transport vessels that have c. Hijacked
been modified and armed. Merchants have begun arming their vessels as a d. Malfunction
defensive measure, but the UF discourages this practice. e. Natural Disaster
f. Sabotaged
C. DecideOnTheLevelOfTechnologyAndDate
Launched. G. CrewandPassengers.

When a ship is launched, generally it uses commonly available Not every ship needs a crew and / or passengers. As GM, you may have
technology, rather than cutting edge science. An example of this is the invention decided to make the ship a “Ghost Ship”, like the Mary Celeste, or it may be
of artificial gravity plates. It was two years after the invention of artificial gravity controlled by an AI. If it is a military ship, there may still be survivors of its crew
plates before the first vessel equipped with them was launched. who are hostile and trained to fight any boarding party. This will be especially
When designing a vessel, ensure that it uses only technology that has true if the ship if from another faction or is an alien vessel. At the very least, you
already been invented by the vessel’s launch date. Alien vessels are the will need to decide who is in charge of the vessel, who is defending the vessel
obvious exception to this rule, as they have their own technological timeline, and any important NPCs that you want the players to encounter. Vessels from
and it’s up to the GM to decide the technology involved. Depending on the year different factions offer plenty of opportunity for adventure, and may seem fairly
that the vessel was launched, decide on % Light Speed (C) that the ship is alien in their own right.
capable of. This will have an effect upon when a ship arrives at its intended
destination. H. AlienVessels.

D. DecideOnDestinationAndDetermineDistance. Alien vessels may conform to similar types to those used by the UF and
the various factions that make it up. However, this may not always be the case.
Use the UF Approved Colonization Systems table to select the destination Some Alien vessels may be carrying prisoners, either Human or other Aliens, or
and record how far the vessel must travel. Optionally, you could select another have evidence of having encountered Humans before. Additionally, some Alien
system that is not listed. You will need to come up with a plausible reason for vessels may be automated or mostly operated by Robots. Depending on
why the vessel was sent there. Details of tens of thousands of systems are held species, an Alien vessel may have a different atmosphere, level of gravity or
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use different sorts of technology and its crew might even see in a different
spectrum of light. All of these factors can have an effect on Human explorers. K. InspirationandIdeas.

I. ShipDesignChecklist. Books and movies (and of course TV) are terrific sources for ideas. If not
for the actual plot, then for inspiration for trying to capture some sort of
The following checklist is a rough guide to areas on your own ship that atmosphere in your game. The works of some of the classic sci-fi writers like
you may or may not wish to include in your own ship design. This list is not Blish, Niven and Asimov are very good sources of inspiration, as well as some
complete and the GM should feel free to expand upon it. of the old sci-fi TV shows. Many of these stories or shows provide excellent
ethical issues that can be set up for the players in your game, such as “Do we
AI / Main Computer interfere with the culture that has developed on this Generation Ship or not?”
Air Lock Colony ships have been the subject of many TV shows and stories, while
Armor / Shields abandoned warships have featured in many novels and short stories. Given the
Armory wide variety of ships available, the GM has plenty of scope to design a ship to
Auditorium run nearly any sort of an adventure that he or she desires.
Bathrooms
Bridge
Briefing Room 15.SECRETSOFTHESTARSHIP
Brig
Communications WARDEN
Community Area
Crew Compartments This section is for the GM’s eyes only. These are a few design notes that
Cryo Chambers should be used by the GM to keep the players on their toes.
Decontamination
Docking Facilities Not all Humans are onboard because they wanted to be, some Humans
Drives are convicts, and are being deported. This could cause problems when people
Engineering begin to regain their memories!
Environmental Areas
Escape Craft Unknown to most Androids and people is the fact that there are special
Fuel Android batteries that can be installed to prolong an Android’s life by 365 days.
Galley If a supply of these batteries could be located, an Android’s lifespan could be
Gardens extended indefinitely. These batteries are very rare, but some are stored on the
Generators ship. These batteries reset the Android’s lifeclock and nanobot healing systems,
Gravity Generator / s preventing the Android from deactivating and breaking down into chemical
Gymnasium compounds.
Hydroponics
Laboratories Jack O’ Lantern is an Android, and a limited number of NPC Androids
Landing Bay suspect this. Jack possesses one of the few special Android batteries on the
Life Support ship.
Navigation
Observatory The Killer Androids have found a depot full of military Robots that they
Passenger Cabins have been able to reprogram to obey them.
Planning Room
Quarantine Robots (unbeknownst to the players and player characters, until they find
Raw Material Storage out the hard way) can fit an extra system onto their bodies for every two feet of
Recycling Facilities cubic storage space that they are willing to sacrifice. This is not covered in the
Robots sample Robots, as it is meant to be a “surprise”. It is possible that astute
Sensors players may work this out for themselves.
Shops
Shuttle / s The Bonnie Brown is located only a short distance away (less than 100
Shuttlebay miles) and has been dealing with the same problem that the Warden has, with
Sickbay mixed results. Most of the crew of the Bonnie Brown are now on the Asteroid as
State Room slaves of the Id and N’Treb.
Storage Facilities
Theatre Removing the Starship Warden from the clutches of the Asteroid can be
Weapons achieved in a number of ways. Players might use explosives, negotiate (from a
position of strength) with the Alien intelligence running the Asteroid, or even find
resources on the nearby Colony Ship, the Bonnie Brown that will allow them to
J. InfrastructureDescriptions. release their ship. There are many possibilities which may or may not succeed.

To save yourself a lot of work, figure out the basic descriptions of standard Once freed from the Asteroid, the adventures do not have to stop there. It
ship’s fittings, such as doors, computer terminals, etc. List these objects, with is possible to design other ships for players to explore, such as vessels from
complete descriptions, and keep it handy. Always be prepared to revise and other factions on Earth and Alien vessels. Players may even decide to return to
update this list, especially since players tend to break a lot of things that GMs the Sol System to warn Earth of the danger posed by the N’Treb, the Id and
may not anticipate. their allies.

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