Metamorphosis Alpha
Metamorphosis Alpha
Metamorphosis Alpha
METAMORPHOSIS ALPHA, its concepts, and its logo are & James M. Ward. Used with permission.
SYSTEM 26 and the System 26 Logo are trademarks owned by Jamie Chambers. All rights reserved.
Published by Signal Fire Studios LLC. 2015 Signal Fire Studios LLC. 1st Printing.
2265 Roswell Road, Suite 100, Marietta, GA 30062
www.signalfirestudios.com
Introduction . . . . . . . . . . 4
1: our world has walls 8
2: basic gameplaY
Players . . . . . . . . . . . . . . . . . . . . 12
Referee . . . . . . . . . . . . . . . . . . . 12
Dice . . . . . . . . . . . . . . . . . . . . . . 13
Rules, Action, & Results . . . . 13
Character Sheet . . . . . . . . . . . 13
Actions . . . . . . . . . . . . . . . . . . . 14
Action Points . . . . . . . . . . . . . . 14
Traits & Dice Pool . . . . . . . . . . 15
Difficulty & Achievements . . . 15
Success & Failure . . . . . . . . . . . 15
Complex Actions . . . . . . . . . . . 16
Staying Alive . . . . . . . . . . . . . . 17
Character Building . . . . . . . . . 19
Stock . . . . . . . . . . . . . . . . . . . . . 19
Humans . . . . . . . . . . . . . . . . . . . 19
Mutated Humans . . . . . . . . . . 20
Mutant Animals . . . . . . . . . . . 21
Creating a Breed . . . . . . . . . . . . 21
Sample Breeds . . . . . . . . . . . . . 21
Plants . . . . . . . . . . . . . . . . . . . . . 23
Size Matters . . . . . . . . . . . . . . . 24
Traits . . . . . . . . . . . . . . . . . . . . . 24
Qualities . . . . . . . . . . . . . . . . . . 26
Specialties . . . . . . . . . . . . . . . . . 26
Mutations . . . . . . . . . . . . . . . . . 26
Defects . . . . . . . . . . . . . . . . . . . 26
Choosing Mutations . . . . . . . . 26
Random Mutation Selection . . 26
Gear . . . . . . . . . . . . . . . . . . . . . . 26
Derived Stats . . . . . . . . . . . . . . 27
Traits . . . . . . . . . . . . . . . . . . . . . 30
Specialties . . . . . . . . . . . . . . . . . 30
Alertness . . . . . . . . . . . . . . . . . . 30
Artistry . . . . . . . . . . . . . . . . . . . 31
Athletics . . . . . . . . . . . . . . . . . . 31
Brawn . . . . . . . . . . . . . . . . . . . . 31
Constitution . . . . . . . . . . . . . . .
Crafting . . . . . . . . . . . . . . . . . . .
Deception . . . . . . . . . . . . . . . . .
Dexterity . . . . . . . . . . . . . . . . . .
Discipline . . . . . . . . . . . . . . . . .
Influence . . . . . . . . . . . . . . . . . .
Leadership . . . . . . . . . . . . . . . .
Medicine . . . . . . . . . . . . . . . . . .
Melee Weapons . . . . . . . . . . . .
Performance . . . . . . . . . . . . . .
Ranged Weapons . . . . . . . . . . .
Stealth . . . . . . . . . . . . . . . . . . . .
Survival . . . . . . . . . . . . . . . . . . .
Tech . . . . . . . . . . . . . . . . . . . . . .
Unarmed Combat . . . . . . . . . .
Qualities . . . . . . . . . . . . . . . . . .
32
32
33
33
33
34
34
34
35
35
35
36
36
37
37
38
Acquiring Mutations . . . . . . . 43
Radiation Exposure . . . . . . . . . 43
Random Mutations . . . . . . . . . 43
Physical Mutations . . . . . . . . . 46
Physical Defects . . . . . . . . . . . 54
Mental Mutations . . . . . . . . . . 56
Mental Defects . . . . . . . . . . . . 64
Plant Mutations . . . . . . . . . . . 65
Plant Defects . . . . . . . . . . . . . . 67
Economy . . . . . . . . . . . . . . . . . . 69
Gearing Up . . . . . . . . . . . . . . . . 69
Style vs. Substance . . . . . . . . . 70
Understanding Tech . . . . . . . . 71
Gear Entries . . . . . . . . . . . . . . . 72
General Items . . . . . . . . . . . . . . 72
Clothing & Armor . . . . . . . . . . 79
Weapons . . . . . . . . . . . . . . . . . . 82
Sample Characters . . . 89
7: RULES
Action Points . . . . . . . . . . . . . . 96
Rewards of Success . . . . . . . . . 97
Levels of Success . . . . . . . . . . . 97
Enhancements . . . . . . . . . . . . . 97
Failure . . . . . . . . . . . . . . . . . . . . 98
Mundane Failure . . . . . . . . . . . 98
Epic Failure . . . . . . . . . . . . . . . . 98
Time on the Warden . . . . . . . . 99
Initiative . . . . . . . . . . . . . . . . . . 99
Turns . . . . . . . . . . . . . . . . . . . . . 99
Response . . . . . . . . . . . . . . . . . . 99
Movement . . . . . . . . . . . . . . . . 100
Chases . . . . . . . . . . . . . . . . . . . 100
Attack . . . . . . . . . . . . . . . . . . . 101
Range . . . . . . . . . . . . . . . . . . . 101
Reach . . . . . . . . . . . . . . . . . . . . 102
Size . . . . . . . . . . . . . . . . . . . . . 102
Defense . . . . . . . . . . . . . . . . . . 102
Blocking . . . . . . . . . . . . . . . . . 102
Dodging . . . . . . . . . . . . . . . . . 102
Damage . . . . . . . . . . . . . . . . . . 103
Damage Type . . . . . . . . . . . . . 103
Resistance & Vulnerability . . . 103
Armor . . . . . . . . . . . . . . . . . . . 104
Consequences of Damage . . . 104
Specialized Damage . . . . . . . . 105
Conditions . . . . . . . . . . . . . . . 106
Recovery & Healing . . . . . . . 107
110
110
111
113
114
116
121
122
125
127
Introduction
Warden
Metamorphosis
Alpha
Welcome aboard the starship Warden! This volume
Science Fiction
Metamorphosis Alpha is all about science fiction.
Characters can discover suits of powered armor, blaster
rifles, and artificial intelligence gone haywire. The
action takes place aboard a generation ship carrying
thousands of colonists in suspended animation, set
to travel for countless years until the ship reaches its
destination. Mutagenic energy has given humans,
animals, and even plants altered appearances, strange
INTRODUCTION
miles wide; some areas are open and vast, while others
are crammed with tight corridors and maintenance
hatches. Most aboard the ship dont understand the
true nature of their world, but for the curious and
determined there are countless secrets to uncover and
technology to master. Understanding mutant breeds
can make the difference between life and death, as can
understanding your own mutant powers. In the future
the true secrets of the ship will be uncovered and the
keys to its control might be mastered.
5
enjoyed support from the fans and in early issues of
Dragon magazine, eventually inspiring an entire world
filled with mutants and technology. In the 1990s, TSR
published Metamorphosis Alpha to Omega, marrying the
concept to a new set of game rules.
In 2002, the Starship Warden was launched again
with its original creator at the helm. Fast Forward
Entertainment published a third edition in hardcover,
which marked a return to a system closer to its original
game rules. Those ideas were pushed forward in 2006
with the fourth edition published by Mudpuppy
Games. Fourth edition pushed the story of the Warden
forward when the vessel crashed into an asteroid
possessed of a fungus-based intelligence, and alien life
began to invade the ship.
What
You Need
Besides the copy of the game youre reading right
INTRODUCTION
8
Life
on the Warden
Warden, the first colonization starship, left the Trans-
CHAPTER ONE
9
Safety
Tech
by James M. Ward
If the characters are pure strain humans,
robots and androids are often respectful
and very willing to help, so there is little risk.
If the characters are mutants of any type,
the robots and androids can be deadly and
instantly attack, so there is great risk. Either
way, new weapons must be found or taken
from others who clearly dont need them
enough.
One of the great fun elements of the
game is learning how to use ultra powerful
weapons and equipment. Clearly a primitive
tribesman doesnt know how to use a selfcontained toaster, and they may end up
believing this toaster is a deadly heat ray
device. The same situation can happen as a
character picks up a powerful fusion blaster
rifle. Taking a risk on learning how to use
this weapon can have the adventurer shoot
himself in the chest or have him figure out
a way to send a beam of energy through a
twelve inch wall of steel.
Even when the tribesman has learned
how to use the most dramatic of power
armor with massive energy weapons, it
may not be enough. In Metamorphosis Alpha,
you could be destroying whole jungles full
of creatures and be instantly laid low by a
seven foot tall rabbit that turns all of your
armor and fine equipment to soft gray
rubber.
that can only be magic and deal with powers he is illequipped to face. His flint-tipped spear may not keep
him alive past the next hill.
Through discovery, trade, combat, and sheer luck,
a character might acquire fantastic tech weapons and
the know-how to use them properly. As she advances
in skill and equips herself for exploration and battle,
10
Adventuring
CHAPTER ONE
Where To Next
12
Players
There are central characters at the heart of any good
CHAPTER TWO
Referee
While each player usually has only one character,
13
Dice
The S
2d
...indicates rolling two dice. The dice you roll to
generate results in the game are called a dice pool, even
if you only use one die for a particular action.
Basic Roll
Character
Sheet
We talked about characters a bit by discussing
Stock
BASIC GAMEPLAY
14
Traits
Mutations
CHAPTER TWO
Traits
Qualities
Actions
Whether youre swinging an axe at a mutated
Action Points
15
adventure with 2 points and spends them as chosen
during play. They can be earned during an adventure
by succeeding at impressive actions, coming up with
crazy plans, great roleplaying, and other rewards as
determined by the referee.
Easy: 3+
Average: 4+
Hard: 5+
If the action is easy, any die roll above a 2 (i.e. 3 or
higher) scores achievements. If its average, a 4, 5 or 6
earns them. A hard action only gets an achievements
when a 5 or 6 is rolled.
Enhancements
BASIC GAMEPLAY
16
1 Enhancement
2 Enhancements
3 Enhancements:
Botching
CHAPTER TWO
Complex Actions
17
how long it takes for you to succeed. Take too long and
the point may be moot, or you could screw up so badly
that youre forced to give up.
The threshold is the number of achievements
necessary to complete the complex action. Once the
threshold has been reached, the action succeeds
assuming you made it in time.
An increment is determined by the referee and
represents how much time elapses with each roll.
The increment could be a combat turn (3 seconds),
a minute, an hour, or even longer for something
truly complicated. Difficulty and the dice pool are
determined the same way as with simple actions, but
now achievements are tracked and accumulate with
each increment.
If you botch during a complex action, your entire
attempt is a failure. The referee will let you know the
consequences and if starting over is even an option. Just
like normal botching, an action point can transform the
roll into ordinary, boring failure for that increment.
Nuts
& Bolts
The basic gameplay here is just enough to get you
Staying
Alive
The starship Warden is a dangerous place. Fire,
Where to Next?
BASIC GAMEPLAY
Character Building
19
Stock
3.1 - Stock
d6
1
2-3
4-5
6
Type
Human
Mutated Human
Mutant Animal
Plant
Humans
Human Basics
20
Physical Characteristics
Playing a Human
CHAPTER THREE
Mutated Humans
Physical Characteristics
21
Playing a Mutated Human
Mutant Animals
Creating a Breed
Sample Breeds
Felinoid
Felinoid Basics
Physical Characteristics
Playing a Felinoid
22
but it is their nature to wait until action is required.
They enjoy the hunt, stealth, stalking their prey, and
pouncing at the moment of maximum advantage.
Survival and comfort are usually top concerns of
felinoids. They look for cozy, safe places to sleep, take
their meals whenever they can, flee without shame
when faced with danger, but fight without fear when
cornered. Humor is rare for felinoids but comes across
as perverse to others when it arises.
In addition to practical and predatory instincts,
felinoids are often intensely curious. Mysteries,
whether they are strange sounds in the distance or the
origins of a mysterious relic, beg to be investigated.
This generally applies to the outside world only though,
as the personal lives and relationships of companions
are so much trivial minutiae as far as most felinoids are
concerned. Their own relationships are generally more
pragmatic, and genuine emotional attachments happen
only a handful of times in the course of their livesbut
once those relationships are established, the felinoid is
fiercely loyal until death or serious betrayal.
Felinoids are happy to accept companions of any race
in typical pragmatic fashion, but the appreciate those
who provide amusement or distraction while showing
patience for their true friends.
Musteloids
Musteloids Basics
CHAPTER THREE
Physical Characteristics
Playing a Musteloid
23
All musteloids demonstrate great adaptability and will
wander to find promising areas with a defendable den
and a reliable food source. The badger is almost always
alone if not with his mate or young, while weasels often
band together in packs called boogles.
Raptoroid
Raptoroid Basics
Physical Characteristics
Playing a Raptoroid
Plants
Plant Basics
24
Basic Needs: Sentient plants have no need of food,
requiring only four hours worth of bright light per
day. If deprived sunlight, the sentient plant must make
Endurance checks as if starving. A sentient plants air
requirements are measured in hours instead of minutes.
Its water requirements are normal.
Taking Root: Rather than sleep, sentient plants
anchor themselves in place for at least one hour to gain
the nourishment required for the day. The plant is fully
aware of its surroundings and requires only one turn to
unroot itself and return to normal activity.
Physical Characteristics
CHAPTER THREE
Playing a Plant
Size
Matters
Characters are generally assumed to be roughly the
Traits
A characters natural aptitude, talent, training,
25
represented by a trait that will tell you if the character
is exceptionally good or hopelessly bad at the particular
activity.
The game doesnt distinguish why your character is
amazing or embarrassing at a particular task, allowing
the player to represent it through roleplaying. Low
Influence? Your character may be awful in social
situations or has a universally-repulsive face. High
Brawn? The character might be naturally big and
strong or perhaps spends every free hour exercising
and pushing her body to the limits. The reasons can be
thought out ahead of time or made up on the fly during
play.
Traits are listed as headers on the master list at the
end of the chapter, and represent broad categories
of action. The list of words below each trait are
Specialtieswhich both detail the kinds of actions that
fall under the main trait and also more specific actions
that could be modified by Qualities (see below). For
more detailed descriptions of traits and specialties, see
Chapter Four.
At first glance, it appears there are far too many
traits to easily keep track. Remember, however, that
characters in the Metamorphosis Alpha RPG are only
defined by the ways in which they are exceptional.
Most traits will default to the standard roll (2d) and
dont need to be listed at all.
Category
Creative
Physical
Social
Combat
Mental
Preservation
Type
Artistry
Crafting
Performance
Type
Brawn
Dexterity
Constitution
Athletics
Stealth
26
3.5 - Social Traits
1d
1-2
3-4
5-6
Type
Deception
Influence
Leadership
Type
Melee Weapons
Ranged Weapons
Unarmed Combat
Type
Alertness
Discipline
Tech
Type
Medicine
Survival
Qualities
A trait is all about how good (or bad) you are at
Specialties
CHAPTER THREE
Mutations
With the exception of humans, all characters aboard
Defects
Sadly, not all mutations are about bursts of superstrength or shooting death rays from your eyes. Some
are unfortunate evolutionary drawbacks with which
characters must suffer. They can range from strange
physical characteristics that only get in the way to
radiating a strong aroma that makes the mutant smell
like a tasty meat snack to any predators nearby.
Choosing Mutations
Gear
There is no standard currency aboard the Warden, and
items are either scavenged, stolen, created, or obtained
through barter. The referee can go over the items listed
Chapter Six with the players and grant them anything
that seems reasonable based on their character concept
with the following guidelines:
Most characters will have only primitive gear and
generally only carry armor and weapons if they are
superior to those granted by stock or mutation. Human
27
characters may start with one tech item, either chosen
or rolled at random at the referees discretion. (See
Chapter 6, Table 6.2: Human Starting Tech).
Derived
Stats
If youve made it this far through the process, youre
Initiative
Dodge
Radiation Resistance
Fatigue
Wounds
Where
To
Next
If you want to better understand traits and qualities,
28
Traits
ALERTNESS
LEADERSHIP
MEDICINE
ARTISTRY
MELEE WEAPONS
ATHLETICS
PERFORMANCE
BRAWN
CONSTITUTION
CRAFTING
RANGED WEAPONS
STEALTH
DECEPTION
SURVIVAL
DEXTERITY
DISCIPLINE
TECH
UNARMED COMBAT
INFLUENCE
CHAPTER THREE
30
Traits
Traits are all about action, defining what characters can
Competent (+1d)
Weak (1d)
Good (+2d)
If the task is easy, its all but a sure thing, and even if its
hard, youve got a fair chance at success.
Hopeless (2d)
Amazing (+3d)
CHAPTER FOUR
Specialties
Alertness
You are sharp, aware, and responsive or you are often
clueless and constantly surprised. Alertness is used to
search for visual cues or find hidden objects. Its also used
to determine a characters awareness of her surroundings
and how swiftly she reacts to a surprise.
Specialties
Awareness is often a reaction roll to see if a
character notices a clue or otherwise hidden detail.
Observation is usually an active roll to see
if a characters study of person or object gleans
specialized information.
Responsiveness is called upon to determine
how quickly a character reacts to sudden danger or
a changing situationthough its about mentally
processing the danger rather than measuring physical
response time. Responsiveness is used to determine a
characters initiative roll.
Searching is rolled when a character is actively
looking for something in the area, be it a needle in a
haystack or hidden hatch in the floor.
31
Artistry
You are creative and capable of making things to
Specialties
Cooking is used to make the most horrid
scavengings palatable or to prepare extraordinary
cuisine. It might also be used to hide the taste of
drugs or poison in food or drink.
Painting also covers drawing and similar
techniques that put pictures on paper, canvas, etc.
Sculpture can either be carving images from
stone or using soft clay to create pottery or statues
from the ground up.
Writing covers the ability to convey printed
information efficiently, as well as craft a moving story
or structure a convincing argument.
Athletics
You are fit and physically prepared for almost any
New Specialties
Specialties
Climbing covers ascending ropes, scaling walls,
or going up a tree.
Jumping is used for vertical leaps or long,
running bounds.
Running is rolled for bursts of top speed or
maintaining speed while avoiding obvious obstacles,
opposed against other characters for races and chase
situations.
Swimming comes into play when the character
is in water or similar liquids, whether slicing through
with skilled strokes or diving below to search the
bottom.
Throwing involves lobbing, hurling, or tossing an
object toward a general area or specific target.
Brawn
You are physically powerful and able to exert your
32
Specialties
Grappling is rolled when attempting to grab
or hold the unwilling or engaging in some form of
wrestling.
Lifting is used to halt a descending gate, raise a
fallen object, or pick up an injured comrade.
Pushing is for heaving a dense object or pushing
an opponent off his feet.
Smashing is for breaking something with pure
violence, smashing down a door, or knocking
someones teeth out with no self-defense.
Brawn in Combat
Constitution
You are hale and hearty, able to shake off physical
Specialties
Endurance is called upon for staying awake when
exhausted, to keep moving while carrying a heavy
burden, or pushing through pain enough to slog on.
CHAPTER FOUR
Crafting
You work well with your hands (or paws, tendrils, what
Specialties
Breaking isnt about smashing something (that
falls under Brawn), but rather disassembling or
breaking something with strategic precision, as well as
bypassing mechanical locks or simple devices.
Fixing covers quick battlefield jury-rigging, as
well as intensive repair and improvement projects.
Making is the art of creating new structures or
items from raw materials, usually a complex action.
33
Deception
You can lie like an old rug, bluff your way out of
Specialties
Disguise can be a thrown-together change, small
cosmetic alteration, or an elaborate costume with all
the embellishments.
Feint does not only reflect a dirty maneuver in
physical combat, but any use of body movement or
language with the intent to deceive the viewer.
Subterfuge is the art of the lie, including verbal
trickery and simple bluffing.
Dexterity
You are nimble and limber, able to avoid danger, flip
Specialties
Acrobatics is used to dive, roll, flip, or properly
land a jumpmaneuvers that come in handy during
the heat of combat.
Contortion involves bending the body in nonstandard ways, whether to escape confinement, get
through a narrow opening, or some other purpose.
Dodging is often used in combat as a defensive
measure to avoid an attack, but it can also be used to
evade danger in other situations.
Discipline
You can focus your mind with laser-like precision, keep
your emotions in check while you handle a situation
wisely, are able to recall tiny details from long ago,
and defend yourself from psychic attack or youre
easily distracted, emotionally unstable, cant remember
breakfast, and are wide open for mental possession.
Discipline is about mental self-control and all that goes
with it.
Specialties
Concentration is mental focus, keeping the mind
from wandering away from the matter at hand.
Emotional Control prevents pain, anger, pity, or
other pesky feelings from overwhelming a character.
Memory is used to recall important pieces of
information or events from long ago.
Mental Resistance is used against psychic
assaults, to overcome possession, and dispel other
cerebral influences.
34
Influence
Youre able to win friends and sway crowds, easily
Specialties
Conversation covers one-on-one interactions
and larger social engagements in which you attempt
to steer a topic or pursue a subtle agenda.
Empathy is the art of reading social cues to
understand someones feelings and intentions, and
it is also the ability to project the sense that the
character sympathizes, whether it is true or not.
Negotiation might be high-level diplomacy,
haggling a simple deal or a complicated barter, or a
situation of give-or-take and trying to get the better
half.
Persuasion is used to convince an individual or
audience of a point of view or course of action.
Seduction is not just about convincing another to
give into carnal desires, but it also involves any act of
convincing another to surrender higher principles in
the name of baser instincts.
Social Defense is necessary to maintain ones
reputation or standing when honor, trustworthiness,
or dignity is called into question.
Leadership
You command respect, boost flagging spirits, intimidate
with a glare, and have the social staying power that works
in politics and political structures or you inspire
CHAPTER FOUR
Specialties
Command is used to convince a weak-willed
individual to obey, at least in the short term, or for
determining the effectiveness of control.
Morale is rolled when attempting to keep an allys
confidence up or maintain the positive attitude of a
group.
Presence is about having ita bearing that
stands out in a crowd or a quality that demands
attention, and it is also used for subtle intimidation.
Social Endurance is used to defend against
social slander that threatens a characters command
structure or damages his reputation as a leader.
Medicine
35
Specialties
Dentistry is called upon when the problem
relates to the mouth or teeth.
First Aid is short-term measures to keep someone
alive or to keep an injury from getting worse.
Poison Knowledge offers a chance to detect
harmful toxins and what countermeasures can
neutralize them.
Surgery is the art of cutting up a living creature to
help it recover from injury or serious ailment.
Use of Medicine
Melee
Weapons
You are deadly in hand-to-hand combat, able to block
Specialties
Melee Weapon Attack is rolled when attempting
to slash, stab, bludgeon, or otherwise harm with a
handheld weapon.
Melee Weapon Defense is used to parry, block,
or disarm using a held weapon.
Melee Weapon Knowledge is used outside of
combat to appraise a weapons quality or recall useful
information on the subject.
Performance
You come alive for an audience, bringing nuance to
Specialties
Acting is used to portray a believable character,
whether in personal situations or in front of an
audience.
Dancing is used to move the body in rhythm and
time, with or without music.
Musical Instrument allows the the character to
use one or more specialized tools to make pleasing
sounds.
Oratory is the art speech, using the spoken word
to stir emotions.
Singing is used to convey the beauty of music
using only the tools with which the character was
born.
Ranged
Weapons
You are an excellent shot who can shoot the wings off
36
Specialties
Ranged Weapon Attack is used to pick off an
enemy without getting ones appendages dirty.
Ranged Weapon Knowledge is rolled to
determine knowledge about non-tech weapons, other
than perhaps which way to point the thing. (Tech is
used for all advanced technology, including weapons.)
Stealth
Youre able to vanish into the shadows, walk with
Specialties
Hiding is rolled when a character attempts to use
the concealment of darkness, terrain, or whatever
large object is nearby to stay out of sight.
Moving Quietly is used for not alerting or
alarming those within earshot.
Pickpocketing is used to deftly snatch small
objects unnoticed, and other feats of sleight of hand.
Notes on Performance
Survival
You stay alive using cunning and scavenged resources,
Specialties
Camouflage is about creating a way to hide
in plain sight using the surrounding background,
though its usually less effective at close range.
Handling Animals is used to calm, tame, train,
and befriend creatures of lower intelligence.
Scavenging is about finding whatever food is
most readily available, be it plants, discarded waste, or
the recently dead.
Shelter is used to either find a suitable place to
rest or to construct one from available materials.
Tracking is used to follow a specific target over a
long distance, terrain permitting.
More than any other, the Performance trait is rather broad and covers more ground than
might be considered realistic. Its a very rare character that would be an effective public
speaker, graceful dancer, and a master on the flute, after all. However, its useful shorthand for
the game, and since it covers limited situations, there is little harm in leaving things as-is and
roleplaying out a characters talents in these areas.
Alternately, if the referee and group want more believability, these specialties can all be
treated as separate traits that do not overlap with new specialties specific to those areas. And
perhaps the group may want to make a character with a high Musical Instrument choose
specifically in which type of instrument her talents lie.
CHAPTER FOUR
37
Alternate Rule: Weapon-Specific Specialties
The listed rules make characters equally deadly or useless with all weapons based on their
traits and specialties. If the group and referee prefers, instead of having separate specialties for
attack and defense, they can refer to types of weapons: Blades, Bludgeons, Staves, etc. In this
method, its familiarity with the weapon that can be improved as a specialty, not just one facet
of hand-to-hand fighting. Both attack and defense would be rolled equally with the type of
weapon being used. For Ranged Weapons it would be Bows, Slings, Pistols, Rifles, etc.
Tech
The use of tools and technology comes instinctively
Specialties
Computer Use is rolled when a character
attempts to use a computer terminal or remote device
to gain information or accomplish some other goal.
Tech Infiltration is used to disable electronic
locks and security systems that usually require a color
band, passcode, or special key.
Tech Lore is used to identify the purpose and
use of an unknown tech artifact, preferably without
melting ones face off. Use of this facet of Tech is
covered in detail in Chapter Six.
Tech Repair is for that sad day when a valuable
tech item breaks and needs to be fixed.
Unarmed
Combat
You require no weapons to be dangerous, able to lash
38
Specialties
Stock-Specific Qualities
Qualities
Traits are all about action, defining what a character
CHAPTER FOUR
Compatibility
Specialties
Are you fast runner but awkward swimmer? Do you
Examples
39
Talents
While not the more extraordinary abilities granted
Ambidextrous (1d)
The character can use any limb equally well and does
not suffer an off-hand weapon penalty.
Brutal (1d)
Burrower (1d)
Defensive (1d)
Determined (2d)
Literate (1d)
Lucky (1d)
40
Mobile (2d)
Resilient (2d)
Speech (1d)
Sprinter (2d)
Tough (2d)
Unyielding (2d)
Vigor (2d)
Liabilities
Everyone has characteristics that get in the way of a
CHAPTER FOUR
Fixated (2d)
Flustered (2d)
Fragile (2d)
Hesitant (2d)
41
Mute (1d)
Restless (1d)
Shy (1d)
Weak (2d)
Unfocused (2d)
Unhelpful (1d)
Where
To
Next
To understand mutations and how they can impact a
Unlucky (2d)
Acquiring
Mutations
Unless youre playing a pure, unadulterated human,
43
Radiation Exposure
Random Mutations
Type
Defect (1d: 1-3 Mental, 4-6 Physical)
Mental Mutation
Physical Mutation
Special
44
5.4 - Physical Mutations
dx
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
Mutation
Biped/Quadruped
Extra Eyes
Smaller
Water Adaptation
Allurement
Chameleon Power
Dual Brain
Energy Absorption
Toxin Resistance
Hands of Power
Healing Touch
Heightened Speed
New Body Parts
Disease Immunity
Elongated Limbs
Infravision
Larger
Metamorphosis
Multiple Limbs
Rapid Recovery
Sonar
Universal Digestion
Anti-life Leech
Bodily Control
Electrical Generation
Gas Generation
Heightened Physical Trait
Kinetic Absorption
Poison Bite
Energy Metamorphosis
Energy Reflection
Heat Generation
Density Control, Self
Regeneration
Shapeshift
Sonic Blast
Levels
1d
1d
1d
1d
1d - 2d
1d - 2d
1d - 2d
1d - 2d
1d - 2d
1d - 4d
1d - 4d
1d - 4d
1d - 4d
2d
2d
2d
2d
2d
2d
2d
2d
2d
2d - 4d
2d - 4d
2d - 4d
2d - 4d
2d / 4d
2d / 4d
2d / 4d
3d - 4d
3d - 4d
3d - 4d
4d
4d
4d
4d
CHAPTER FIVE
dx
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
Mutation
Direction Sense
Telekinetic Hand
Empathy
Fear Generation
Intuition
Mental Blast
Mental Defense Shield
Mental Reflection
Molecular Disruption
Telekinesis
Thought Imitation
Pyrokinesis
Displacement
Levitation
Precognition
Telekinetic Claw
Teleport Object
Will Force
Force Field Generation
Mental Invisibility
Stunning Blast
Death Field Generation
Heightened Mental Trait
Illusion Generation
Magnetic Control
Psionic Healing
Confusion
Density Control, Others
Devolution
Mental Control
Mental Paralysis
Repulsion Field Generation
Symbiotic Control
Telekinetic Flight
Telepathy
Teleportation
Levels
1d
1d
1d - 2d
1d - 2d
1d - 2d
1d - 4d
1d - 4d
1d - 4d
1d - 4d
1d - 4d
1d - 4d
1d - 4d
2d
2d
2d
2d
2d
2d
2d - 4d
2d - 4d
2d - 4d
2d / 4d
2d / 4d
2d / 4d
2d / 4d
2d / 4d
4d
4d
4d
4d
4d
4d
4d
4d
4d
4d
45
Type
Defect (1d: 1-2 Mental, 3-4 Physical, 5-6 Plant)
Plant Mutation
Physical Mutation
Mental Mutation
Special
Defect
Diminished Sense
Allergy
Achilles Heel
Energy Vulnerability
Hyperactive Metabolism
Nocturnal
Poor Respiration
Body Change
Skin Alteration
Seizures
Doubled Pain
Levels
1d - 2d
1d - 3d
2d
2d
2d
2d
2d
2d / 4d
2d / 4d
3d - 4d
4d
46
5.7 - Mental Defects
1d
1
2
3
4
5
6
Defect
Levels
Phobia
Weakened Mental Defenses
Mental Block
Stress-Induced Amnesia
Multiplied Damage
Boomerang
1d - 2d
1d - 4d
2d
2d
2d / 4d
4d
Mutation
Levels
Plantspeak
Berries
Thorns
Cones
Hardened Bark
Vines
1d
1d - 4d
1d / 3d / 4d
2d / 4d
2d / 4d
2d / 4d
Defect
Levels
Water Dependent
Attraction Odor
Photodependent
2d
2d / 4d
4d
Physical
Mutations
Whether subtle (like immunity to disease) or
CHAPTER FIVE
Biped/Quadruped (1d)
47
Bodily Control (2d - 4d)
Mutation Entries
48
Frequency: Up to three times per 24 hours with each
use lasting for a number of minutes equal to Discipline
(Concentration).
Manifestation: Until the mutant uses this power,
there are no obvious signs. When used, the mutants
proportions tend to compress or expand slightly, along
with size.
CHAPTER FIVE
49
Energy Metamorphosis (3d - 4d)
50
Gas Generation (2d - 4d)
CHAPTER FIVE
51
Heat Generation (3d - 4d)
Infravision (2d)
52
Larger (2d)
Metamorphosis (2d)
CHAPTER FIVE
53
Tentacles (1d): This mutation grants two tentacles
in addition to the characters arms. They are 10 feet
long when stretched out and fully prehensile, though
they are too weak to be used as offensive weapons.
They may hold small items, reach into confined areas,
and deliver the power of touch-based mutations.
Manifestation: Normally, the new body parts are
very obvious, but some might be hidden or disguised.
Regeneration (4d)
Shapeshift (4d)
Smaller (1d)
Sonar (2d)
54
using a sonic attack, will negate the characters sonar
for one turn. As a drawback, the mutant suffers a 1d
penalty to defense rolls against sonic attacks.
Paired Trait: Alertness (Awareness) for sensing
farther than 30 feet.
Manifestation: Usually the character has large ears
which catch the sounds, and he emits a hypersonic
chirp to generate the echoes he senses. The chirp can be
heard by beings with any enhanced hearing.
CHAPTER FIVE
Physical
Defects
The yang to mutations ying, physical defects
55
Manifestation: When the defect is active, the
character will sneeze, cry, or suffer hideous rashes and
boils. Even stranger effects, such as skin color changes,
are possible.
Special: Plants cannot have this defect.
Nocturnal (2d)
56
Poor Respiration (2d)
CHAPTER FIVE
Mental
Mutations
Often thought of by humans as psychic phenomenon,
57
Confusion (4d)
1d
1
2
3
4
5
6
Confused Action
Takes no meaningful action.
Retreats in a random direction.
Attacks nearest creature.
Drops anything he is holding.
Attacks the mutant who used this mutation.
Acts normally for one turn.
Devolution (4d)
58
Direction Sense (1d)
Displacement (2d)
CHAPTER FIVE
59
Heightened Mental Trait (2d or 4d)
Levitation (2d)
60
Manifestation: The powerful magnetic fields this
mutant generates when using her power can sometimes
be felt and might cause mild headaches or dizzy spells
in those nearby. Sometimes the mutants power is
visible, appearing as lines of force that stretch from her
to the objects she controls.
CHAPTER FIVE
61
maintained by a Discipline (Concentration) action each
turn. If the target takes Wound damage, he may repeat
the initial opposed roll to attempt to break free.
Paired Trait: Leadership (Command), defended by
Discipline (Mental Resistance).
Manifestation: The mutation requires a small
amount of focus and concentration; a keen observer
might notice the mutant staring intently at the target.
Precognition (2d)
62
Psionic Healing (2d or 4d)
CHAPTER FIVE
63
actions applicable to the Brawn trait can be used with
telekinesis, as finer manipulation of objects (such as
pulling the trigger on a gun) are not possible. Actions
against unwilling targets are opposed and resolved
accordingly. The power cannot be used to directly
assault a target, though it could be smashed into a wall
or another object to cause damage.
Frequency: At will, though if the mutant uses it
more than once every two hours he becomes Weary
(see Chapter Seven, Conditions) as if he had gone 24
hours without sleep.
Manifestation: There are sometimes visible lines
of force which show telekinetic manipulation. The
mutation may manifest as ghostly hands lifting and
moving object or similar odd effects. Rarely does the
mutation show no outward signs other than the results
of the telekinesis itself.
Telepathy (4d)
64
Teleport Object (2d)
Teleportation (4d)
CHAPTER FIVE
Mental
Defects
Psychic energy and scrambled brains dont always
Boomerang (4d)
65
that the mutant cannot even conceive of the notion of
such a being, and he cannot detect one by any physical
sense or psychic ability. Interactions and even damage
from the blocked entity are rationalized away or come
as total surprise. To the mentally-blocked mutant,
companions interacting or fighting the listed entity
seem to be hallucinating or otherwise acting bizarrely.
Manifestation: None other than the strange
behavior caused by this defect.
Special: Humans and mutated humans are not
normally included in this defect due to how common
they are aboard the Warden, but if chosen, they
represent a 4d-level mental defect.
Plant
Mutations
The physiology of a plant is different enough
66
otherwise, that consumes them and take effect one
minute (20 turns) after consumption. Only one berry
of any kind can benefit a recipient per day.
Mental Enhancing (1d): For one hour after taking
effect, the beneficiary receives a +1d bonus to
all actions making use of mental traits (Alertness,
Discipline, Tech).
Physical Enhancing (1d): For one hour after
taking effect, the beneficiary receives a +1d bonus
to all actions making use of physical traits (Brawn,
Constitution, Athletics, and Stealth).
Battle Enhancing (2d): For one hour after taking
effect, the beneficiary receives a +1d bonus to all
actions making use of combat traits (Melee Weapons,
Ranged Weapons, Unarmed Combat).
Invigorating (3d): The berries relieve exhaustion
and heal bruises and scrapes. 1d Fatigue damage is
healed.
Healing (4d): The berries stop bleeding, close
wounds, and repair internal injuries. 1d Wound
damage is healed.
Frequency: Each day, any previous berries lose their
potency and visibly shrivel, eventually falling off as a
new cluster of berries grows in their place.
Manifestation: The berries grow in appropriate
places on the mutant plant, sometimes invoking
snickering and jokes among its companions that it will
never understand.
CHAPTER FIVE
Plantspeak (1d)
67
Thorns (1d, 3d, or 4d)
Plant
Defects
While some plant mutations can be highly
Photodependent (4d)
69
Economy on
Warden
the
A holdover from a dimly-remembered time, there is a
6.1 - Currency
Denomination
1 domar
5 domars
10 domars
20 domars
50 domars
100 domars
1,000 domars
Color
Red
Orange
Yellow
Green
Blue
Indigo
Violet
Gearing
Up
Characters dont usually have more than the clothes
70
Adventures aboard the Warden are often about scarcity
punctuated by sudden windfalls of resources and
opportunity, which in turn make the newly-wealthy
characters targets for anyone with reason to covet the
discovered treasure.
Characters who begin their career as primitives (be they
human or mutants) generally have the following:
A basic weapon (knife, club, or bow)
Rudimentary protection (clothing or simple
armor if they dont have a protective mutation)
Survival gear and tradable resources (food,
tools, a few domars)
Human characters usually start the game with one tech
item, chosen by the referee or rolled.
Gear
Doctors Bag
Color Band (Red)
Yellow
Metasystem Goggles
Vibroblade (Knife)
Laser Pistol
CHAPTER SIX
Ignoring
Encumbrance
The style of adventure aboard the Warden
is fast-paced action filled with surprises,
which doesnt always fit with tracking
weight carried along with the math to
figure out how much gear a character has
slung over his mandibles. Some referees
choose to not worry about carrying
capacity, and instead just use a commonsense approach to determining how much
a three-eyed human or shambling cactus
might haul around. If this is the case in
your game, enjoy one less thing to worry
about but dont abuse the privilege. If you
have a club, a knife, two swords, a pistol,
two alternate armor types, and a portable
kitchen set, you might get slapped with
arbitrary penalties, and youll deserve them.
Carrying capacity is not a reflection of the maximum
weight possible, just what can be hauled around without
impeding the character. When carrying beyond normal
capacity up to twice that weight, the character is burdened
and suffers a 1d penalty to all physical actions. If continued
for more than an hour without rest, the character becomes
weary and incurs an additional penalty (see Chapter Seven,
Conditions). A character may carry up to three times the
normal amount to be considered encumbered, with a 2d
penalty to physical actions and becoming weary after only
15 minutes. A character may spend an action point to ignore
those penalties for one hour, but carrying beyond three
times the basic weight is not allowed.
Style
vs. Substance
The descriptions in this chapter are relatively
71
6.3 - Carrying Capacity
Brawn
Normal
Burdened (1d)
Encumbered (2d)
1d
20 lb.
40 lb.
60 lb.
2d
40 lb.
80 lb.
120 lb.
3d
60 lb.
120 lb.
180 lb.
4d
80 lb.
160 lb.
240 lb.
5d
100 lb.
200 lb.
300 lb.
6d
120 lb.
240 lb.
360 lb.
Understanding
Tech
Discovering a potentially useful technological wonder is
72
Gear
Entries
Below is a template for gear entries in the game, though
not every item will have the need for each category and
different types vary as noted. Note that the names listed here
are those that might have once been used on the Warden
by the trained and educatedand still might be learned
by those with sufficient Tech. However, most would call
a flashlight a cold torch or a light stick or some other
descriptive nickname.
Item Name
General Items
CHAPTER SIX
Acid
A.I. Disabler
73
until he is able to break free. The sticky flesh ignores Fatigue
damage and may sustain 20 Wounds before dissolving into
loose red gel.
Inspection: 8 (Hard) Mishaps include accidental
discharge on self or an ally, or accidentally resetting it to
activate on the presence of a different variety of life.
Power: Small Hydrogen Power Cell (72 hours of
dormancy), cylinder is one-use only.
Weight: 5 lb.
Aquatic Breather
Atomic Torch
Autosurgeon
Chemical Defoliant
74
Color Band
Command Ring
CHAPTER SIX
Cryo Chamber
Doctors Bag
Duralloy
75
Inspection: 2 (Easy) Mishaps are not catastrophic, though
its lightness can cause some to not realize how hard the
material is and hit themselves or someone else.
Weight: 0.5 lb.
Energy Flooring
Engineering Kit
Gas Mask
Goggles, Metasystem
76
Holographic Computer Necklace
Identifier Rod
Laser Fuser
CHAPTER SIX
Liquid Flesh
77
improvised weapon penalty if used in melee combat (and is
attached/powered by a retractable cable from the kit only up
to 5 feet away) but offers a +3W damage bonus.
Inspection: 6 (Average) Mishaps include accidental injury
with the vibroscalpel, breaking the device, changing the
language setting to something unintelligible, or incorrectly
overloading the sonic scanner to deliver 1d Fatigue damage.
Power: Two small chemical power cells for up to 24 hours
of use. Doses of medication must be re-stocked.
Weight: 6 lb.
Nano-Fix Gel
Optic Bot
Pain Block
78
Inspection: 4 (Easy) Mishaps include temporarily
blinding the user or overloading the unit and frying the
power cells.
Power: 2 Medium Chemical Cells (24 hours).
Weight: 7 lb.
CHAPTER SIX
79
Smartpad
Cloth Armor
Combat Gauntlet
Combat Leggings
80
Inspection: 4 (Average) Mishaps include causing the suit
to glow in bizarre colors and patterns while active, turning
on its normally disabled audible geiger counter (which
means at the very least a constant annoying hissing sound
aboard the Warden), or causing the suit to leak radiation to the
wearer (1W radiation damage each minute worn).
Power: 3 Small Hydrogen Power Cells (10 hours)
Weight: 8 lb.
Invisibility Suit
Leather Armor
CHAPTER SIX
81
Some suits of light powered armor include a personal
force field generator or an arm-mounted laser
pistol that all work with the same power
supply.
Protection (Penalties): 4 (1d
to Athletics, Dexterity, and Stealth
actions).
Inspection: 8 (Average)
Mishaps include causing
the armor to heat to
uncomfortable levels (1F
every turn until shut off
or removed), causing it
to seal without activating
environmental filters (risking
suffocation), or causing an
overload that delivers a potentially
fatal electric shock.
Power: Medium Atomic Power
Cell (200 days)
Weight: 100 lb.
Radiation Suit
Shield, Duralloy
Shield, Large
Shield, Small
Space Suit
82
are not intended for truly independent motion (and
are useless in ship-normal gravity). If the wearer takes
enough Wounds damage to become Injured (see Chapter
Seven, Consequences of Damage) the suits protection is
compromisedcausing an alarm to sound and only 3 turns
before its protection is gone and the wearer suffers whatever
consequences are a result of his environment; if the wearer
takes enough Wounds to risk dying the suit is ruined beyond
repair. Lesser damage can be repaired quickly with adhesive
patches on the legs (3 per leg).
Protection (Penalties): 1W (1d to Athletics, Dexterity,
and Stealth actions).
Inspection: 8 (Average) Mishaps include causing the suit
to over-pressurize (1F damage per turn worn), activating the
thrusters randomlycausing the suit to skitter about until
it is caught, or causing explosive decompression of the air
supply that destroys the suit and might damage those nearby.
Power: 3 Small Hydrogen Power Cells (24 hours) power
thrusters, small tank air supply (8 hours)
Weight: 15 lb.
Weapons
Melee Weapons
CHAPTER SIX
Using Shields
While some are comfortable either
dodging attacks, relying on armor or
mutation protection, or even blocking
with a trusty weapon, a shield offers a
few distinct advantages while admittedly
suffering from a few drawbacksprimarily
because its most effective when its used
actively. A shield just hanging on your
arm is never as effective as one you put in
harms way.
Blocking: Handheld shields are used for
active defense in combat, meaning they
dont do a whole lot of good in a fight if
they are just strapped to your arm. They
are used for blocking an incoming attack,
and because they are specifically designed
for the job they offer a bonus to those
actionsenhancing the Melee Weapons
trait (Weapon Defense specialty).
Cover: If youre being shot at in an open
area the shield might be the best protection
youve got. By getting as much of your
body behind the shield it will offer at least
light cover (more if its a larger shield).
Shield Bashing: Just as a blade can parry,
a shield can be used to smash someone in
the face. It can be used as an attack action
using Melee Weapons (Weapon Attack),
with a damage bonus of +1F (small shield) /
+2F (large shield) / +3F (duralloy shield).
Breaking: Depending on the materials
the shield is made out of, they might wear
out over time without replacement or
maintenance, or break to uselessness if
an enemy rolls enhancements in combat
or the defender botches. The exception
to breaking is the duralloy shields, which
last forever without so much as a scratch
from anything other than powerful energy
weapons.
83
Axe, Large
Axe, Small
Chainsaw
Club / Staff
Knife
Improvised Weapons
Plenty of the weapons used on the
Warden are cobbled-together from bits
and pieces that were pulled from corpses,
raided from rooms, or scavenged from trash
pilesyet have been customized to be fully
functional. Many situations, however, might
find a mutant grabbing anything from a
rusty old wrench to a nearby rock. These
are Improvised Weapons.
The referee determines the properties of
an improvised weapon, usually by finding a
near equivalent among the official weapons
in this chapter. But using an old letteropener as a knife or a jagged metal strut
as an axe is not ideal, so use of Improvised
Weapons comes with a penalty.
Most of the time the Improvised Weapon
penalty is 1d for the action; extremely
cumbersome or exceptionally unwieldy
objects incur a 2d to the action. Some
items will simply prove useless in combat
except to distract or amuse otherwise
deadly enemies.
Damage Bonus: +1W if at least one enhancement is
rolled.
Weight: 0.5 - 1 lb.
Special: Knives made for throwing have the same damage
bonus with a range increment of 10 feet. Other knives can
also be thrown but suffers the improvised weapon penalty.
Long Blade
84
Sap / Brass Knuckles
Short Blade
Spear, Short
Spear, Long
Vibroblade
CHAPTER SIX
Ranged Weapons
Bow, Long
Bow, Short
85
Damage Bonus: 3W fire
Range Increment: 40 feet
Inspection: 4 (Average) Mishaps include accidentally
firing the weapon in a random direction, firing a lowerintensity beam that sets something nearby on fire, or causing
an overload that burns anyone holding it (1W fire) and melts
the pistol into slag.
Power: Small Hydrogen Cell (12 shots)
Weight: 2 lb.
Pistol, Plasma
Pistol
Pistol, Laser
86
Inspection: 4 (Hard) Mishaps include accidental firing at
self or ally, locking the safety mechanism in place and locking
the weapon semi-permanently, or triggering an overload
with a 10 second beeping warning before a 2d Wounds fleshmelting explosion (increment 10 feet) occurs.
Power: Small Atomic Cell (5 shots), power cell is
destroyed if fully drained.
Weight: 2.5 lb.
Special: Protein disruption only affects humans, animals,
and related mutants. It has no effect on plants, artificial life,
or other objects.
Pistol, Stun
Rifle
Rifle, Laser
CHAPTER SIX
Rifle, Plasma
87
Power: 2 Small Atomic Cells (10 shots), power cells are
destroyed if fully drained.
Weight: 18 lb.
Special: Protein disruption only affects humans, animals,
and related mutants. It has no effect on plants, artificial life,
or other objects.
Rifle, Stun
Shotgun
Sling
Slug Thrower
Explosives
Grenade, Frag
Easily held and thrown, once the pin is pulled there are
three seconds before detonation and flings shrapnel in every
direction to potentially rip enemies to shreds.
Damage: 4d Wounds
Explosion Increment: 10 ft.
Throwing Range: 30 ft. increment
Inspection: 4 (Average) Because grenades are such simple
devices, the primary mishap is accidentally detonating it at
close range. If the casing is dismantled during inspection, a
more mild mishap is simply rendering the weapon a dud.
Weight: 1 lb.
Grenade, Plasma
88
Grenade, Smoke
Grenade, Stun
Multipurpose Explosive
CHAPTER SIX
Ammunition
Lobbing Grenades
Scketre
human, distrustful warrior
15 ft.
movement
initiative
3d
dodge
2d
radiation
resistance
5d
TRAITS
amazing
(+3D)
good
(+2D)
competent
(+1D)
weak
(-1D)
hopeless
(-2D)
Constitution
Discipline, Melee Combat
WOUND CAPACITY
18
Alertness, Brawn
Influence, Crafting, Survival
Artistry, Performance
FATIGUE CAPACITY
15
UNIQUE FEATURES
mutations
qualities
gear
n/a
Brutal (1d), Talented at Tech Lore & Melee Weapon Attack (1d);
Uhelpful (1d)
Long Blade (2W), Vibroblade (1W*)
NOTES
He lost most of his family at a young age, and the man who raised him taught him caution and not to trust,
which was reinforced with brutal discipline. Scketres harsh upbringing has made him physically gifted,
cautious, and tough. But years of isolation have left him lacking in social skills. He prefers interaction with
others to be brief and pragmatic, but hes grown to realize he may need information and allies in order to get
what he truly wants. More than anything, Scketre wants to find and kill the man who raised him, the man
who murdered his entire family.
Scarface
movement
initiative
1d
dodge
1d
radiation
resistance
3d
TRAITS
amazing
(+3D)
good
(+2D)
competent
(+1D)
weak
(-1D)
hopeless
(-2D)
Athletics
WOUND CAPACITY
17
Brawn, Crafting
Constitution, Tech
Alertness, Dexterity, Medicine
FATIGUE CAPACITY
Discipline, Stealth
15
UNIQUE FEATURES
mutations
qualities
gear
Biped (1d), Larger (*), New Body Parts (claws 2d, teeth 1d),
Rapid Recovery (2d)
Burrower (1d), Speech (1d), Talented at Fortitude (2d);
Inept at Emotional Control (2d)
Knives (3, 1W*), Frag Grenades (2, 4dW Explosion)
NOTES
As a bipedal honey badger who stands taller than most humans, Scarface would be intimidating enough
without his obsessive love of knives and shredding explosives. (His name was given to him for the scars he
enjoys giving to others, not for his own sleek-furred face.) The huge badger is a creature of excess, who loves
the company of others and eating until his belly aches. Hes always looking for a bigger experiencebe it a
hellacious battle, a gigantic stash of loot, or a celebration that lasts for days.
waht-am
movement
initiative
4d
dodge
2d
radiation
resistance
2d
TRAITS
amazing
(+3D)
good
(+2D)
competent
(+1D)
weak
(-1D)
hopeless
(-2D)
Survival
Alertness, Athletics
WOUND CAPACITY
12
FATIGUE CAPACITY
16
UNIQUE FEATURES
mutations
qualities
gear
NOTES
Huge for an otter but small for a human, Waht-ahm has somewhat adopted a humanoid look at dignity and
nudity, so he scrounges for clothes that will fit his small frame. He is always curious about whats around
the next corner, over the holographic horizon, or why that robot is firing lasers at him. While Waht finds most
tech beyond his understanding, he has knack for repurposing items for more primitive use. The toaster he
once used as a flail lasted a whole week before it was eaten!
SPIKE
15 ft.
movement
initiative
3d
dodge
4d
radiation
resistance
2d
TRAITS
amazing
(+3D)
good
(+2D)
competent
(+1D)
weak
(-1D)
hopeless
(-2D)
Alertness
Melee Weapons, Tech
WOUND CAPACITY
14
Crafting, Medicine
Influence, Performance, Unarmed Combat
Deception, Leadership
FATIGUE CAPACITY
14
UNIQUE FEATURES
mutations
qualities
gear
NOTES
Always curious past the point of caution, Spike enjoys figuring out how things work and has a knack
for fixing broken tech. Having barely survived a childhood encounter with a wolfoid pack she is initially
distrustful any canine mutants, but once a companion gets past her prickly nature she is a loyal friend. Spike
has heard legends about the tomb of the sleepers and will chase even vague rumors to find this mythical
place.
94
Rules
&
Action
The rules are the structure which provide fairness
CHAPTERRULES
SEVEN
94
Traits
& Actions
Anytime a character is trying to accomplish
95
is no reason a character cant do something (such as
an action that requires special training or tools the
character doesnt have), the roll automatically defaults
to the average: 2d.
Traits modify that baseline by telling us the actions at
which the character is truly awful or amazing and those
that fall in-between. Everything is listed as a modifier to
the basic roll (2d), so traits listed as Good (+2d) mean
that 4d are rolled for that particular action. Traits in a
characters Weak (1d) areas leave him with only one
die to roll for an action, while any Hopeless (2d) are
automatic failures most of the time.
Difficulty for an action defines which numbers
on the dice score achievements. Easy actions score
achievements for a result of 3 or higher. Average actions
score achievements on a 4 or higher. Hard actions score
achievements only on a 5 or 6.
Success for an action depends on the number of
achievements rolled, with one achievement meaning
the action wasnt a failure or a setback but barely
qualifies as a success. Two achievements indicate
modest success. Three achievements show that the
action was a success by anyones standards.
Enhancements are earned beyond three
achievements, and the more earned by a character
for an action mean spectacular success and additional
opportunities for things to happen in his favor as a
result.
If all dice in the pool come up as a one, the character
has botched, which leads to embarrassing failure and
some form of setback as determined by the referee.
These concepts are explained in greater detail in
Chapter Two.
Requirement-Based Actions
RULES
Unspecified Difficulties
96
Group Effort: All characters are making a direct
contribution toward getting the job done, such as
several characters surrounding a heavy object and lifting
it together. Simply add together all achievements to
determine success.
Assistance: If another character is offering advice or
some other kind of indirect aid, such as one character
trying to talk another through how to remove a power
cell from a device without breaking it, an assisting
character offers a bonus die to the pool for every 2 dice
in his own trait for the action to a maximum of 5 dice
for the character attempting the action.
Complex Actions
CHAPTER SEVEN
Action
Points
Life is brutal on the Warden, and characters have
97
Wounds are reduced first, followed by Fatigue, with any
excess points lost if the total roll exceeds the damage.
Damage may only be reduced with Action Points
immediately after it is taken, before other characters
take actions and represents extraordinary effort upon
part of the character to avoid (or at least survive) the
injury. They do not indicate healing.
Rewards
of Success
If a character rolls even a single achievement in the
Levels of Success
RULES
Enhancements
1 Enhancement
98
Exploration: You quickly find a sought-after item or
notice a hidden detail instead of taking the normal time
involved; you pick up a detail that grants you +1d to
the next time you attempt a similar action.
Roleplaying: You impress, anger, or intimidate the
object of your action, giving you the temporary upper
hand, which is represented either by the referees
roleplaying or a 1d on the next opposing roll.
2 Enhancements
3 Enhancements
Failure
While few are fond of failure, it certainly keeps life
CHAPTER SEVEN
Mundane Failure
Epic Failure
99
Time
on the Warden
The ship came from Earth of long ago, and it operates
Initiative
RULES
Turns
3 Seconds, 3 Actions
Penalty
n/a
1d
2d
When the fur and bullets are flying, its not easy to
walk and chew gum. There are many types of actions a
character may attempt on a given turn.
Response
100
far the most common, but there are many others that
occur in play. Some responses are nonactions (for
example, checking to see if you are affected by a toxin),
while others (blocking or dodging) are considered
actions which will count against total actions taken on
the next turn.
The referee may use poker chips, gaming stones,
or some other marker for an easy note on how many
extra actions will go into a characters following turn.
Variant Iniative
Movement
Movement is always considered one action within
7.2 - Movement
Movement
Speed
Penalty
Walk
Base Movement
None
Hustle
x2
1d
Run
x3
2d
Sprint
x4
3d
Chases
CHAPTER SEVEN
101
When the two sides are Close, one can attempt an
action to end the chaseusually by beginning combat
or doing something to stop the others movement. If
the two sides are Far and the pursuer loses the opposed
action, the chase ends as the one fleeing has gotten away
for now. Of course, there might be a trail or other way
to keep up the pursuit, just not in a direct chase!
Attack
Whether its slashing with a blade, blasting with a
Range
Difficulty
Easy
Average
Hard
Modifier
1d
1d
RULES
102
Any target within the range increment of the weapon
uses the attackers full available dice pool (not including
any other modifiers). For each additional increment,
the attackers die pool receives a cumulative 1d
penalty. As usual, if the action reaches zero dice, it
will automatically fail. A target thats within 5 feet is
point blank and earns the attacked a +1d bonus to
the attackthough firing a ranged weapon so close also
earns the target an opportunity to attack with any melee
options available as a response (see above).
Reach
Size
CHAPTER SEVEN
Defense
Sometimes youre the one getting shot at or your face
Blocking
Dodging
103
7.4 - Damage
Achievements Over Defense
Damage
1F
2F
3F
4F+1W
5F+2W
6F+3W
7+
Etc.
Damage
The whole point of fighting is to put the enemy
RULES
Damage Type
104
those attacks, and it sucks to be you. Flat numbers not
determined by achievements are either reduced (for
resistance) or increased (for vulnerability) by 1 for each
level.
Armor
Consequences of Damage
CHAPTER SEVEN
Breaking Stuff
105
Injured Actions
Specialized Damage
Burns
Disease
Falling
RULES
Explosions
Inhospitable Environment
106
Radiation
Suffocation
CHAPTER SEVEN
Toxins
Conditions
Bleeding
107
Plants cannot suffer this
condition.
Unconscious
If youre snoozing in a
dangerous situation, its
the game equivalent of
being prone and paralyzed
at the same time. If youre
merely sleeping you can
wake up and act normally
after a one-turn period of
being stunned (see above).
If you are unconscious for
some other reason then
you might be in serious
trouble.
Blind
Paralyzed
Weary
Prone
Starving
Stunned
Your bell has been rugn and you are dizzy, fuzzyheaded, or otherwise disoriented. A stunned characters
base movement is reduced to 5 feet and may only
attempt one action per turn, suffering a 1d penalty on
all actions until the condition is removed.
RULES
Recovery
&
Healing
If youre one of the lucky ones youll get to crawl
108
Medical Assistance
Where
To Next
If you arrived here after reading Chapter Two:
CHAPTER SEVEN
Role
of the Referee
As a combination of host, rules judge, narrator, and
CHAPTER EIGHT
Running
a
Game
Its a job that balances out the most power at the
Narrator
111
highlighted: There are some rocks that are an unusual
color, or There are glints of something reflective in the
woods. Players may ask lots of questions in response to
the initial description (though you should keep your
descriptions as brief as possible). If the answers are
self-evident (What color at the leaves? How warm is it?),
just tell them. If the answers may be hidden or obscure
(Is anyone hiding in the woods? How old is that burned-out
campfire?), you may call for a the appropriate trait to be
rolledAlertness (Observation) in this caseor you
may decide another action is required, such as moving
closer.
Actor
AEvenShip
to Explore
more than most other roleplaying games,
112
That said, many of the novels and other media that
inspired Metamorphosis Alpha did focus on a higher
level of conflictthat of knowledge vs. ignorance, with
the main characters discovering the truth of their world
and its history and having to deal with the cultures that
denied it, cloaking the past in myth and superstition.
This is a theme that often emerges organically in
Metamorphosis Alpha games, as the characters try to
tell others what theyve found and are met with doubt
or outright violence.
CHAPTER EIGHT
113
are considered mutant territory. Another option is to
have villages or settlements where humans, mutated
humans, and mutant animals work together.
To Roll or Not
Slinging
Dice
The S
26 rules were designed to be quick to
ystem
Problems of Probability
114
Easy Actions
Average Actions
Hard Actions
CHAPTER EIGHT
Description
& Rules
Which sounds more exciting? Your action point
115
Qualities
Action Points
Enhancements
Specialized Damage
116
mewling and helplessness in the most powerful warrior.
Environmental dangers might leave characters gasping
or disoriented. Poisons might manifest as mysterious
effects from an unknown source, or they might be a
devastating secondary consequence of an enemy. The
cultural memory of the long-ago disaster leaves most
residents of the Warden fearful of radiation, so even
the rumor or possibility of a flooded zone will keep
humans and mutants away until it has somehow been
confirmed as safe.
Designing
Adventures
Part of the referees job involves coming up with
CHAPTER EIGHT
Adventure Concepts
117
As the group hunts the thief who stole their
artifact, they learn his motivations may have been
more pure than their ownas his parents are hostage
to a strange android that demands technological
tribute that it keeps grafting to its body.
Adventure Structure
Establishment
Action
118
Resolution
CHAPTER EIGHT
Encounters
119
What this means is that constructing an encounter has
the same skeletal framework as an adventure but with
a more narrow scope and smaller scale. Youll need to
figure out what establishes the encounter, what action
might occur in the midst of it, and the ways it might
be resolvedand where things will go from there into
other encounters. And while there are no hard rules
on how an encounter might be defined, here are a few
commonly used in adventure design.
Location
Timed
Triggered
Random
120
3-4: A robot is smashed to pieces on the floor,
hammered by something immensely strong, wires
still sparking and smoking.
5-6: A small sub-pack of 4 wolfoids stalks the area,
sniffing and searching for something thats more
important to them than prey.
Event
Adventure
CHAPTER EIGHT
Campaign
121
group or the death of a favorite character might be
extremely frustrating after months or even years of
investment.
Playing
the Parts
Its not only the referees job to describe places and
Important Characters
Stock Characters
122
Monsters & Robots
CHAPTER EIGHT
Tips
of the Trade
The two best ways to learn the art of the referee are
Pacing
123
Its important to note that even though dangerous and
interesting situations need more detail, you dont want
the game to grind to a halt. You always want to keep the
action moving forward and in dangerous situations you
want a feeling of limited time and forward momentum.
The characters dont have ten minutes to think on an
immediate threat, so neither do the players. Push the
action forwardeven if you judge that an indecisive
player means the character is paralyzed with indecision
for a turn. (Such an event usually happens only once,
as players do not enjoy losing out on their characters
chance to act.) Make sure you always have a handle on
what each players immediate plans are for a character
and move back and forth so that everyone is engaged.
124
but especially so in Metamorphosis Alphaa game
with a fine tradition celebrating fast-paced action and
adventure.
Disruptive Players
CHAPTER EIGHT
125
rather than kill them, and sometimes offer subtle (or
sledgehammer-obvious) suggestions on how the players
can take advantage of such opportunities.
Long-time referees and game masters know the
initialism TPK (total party kill), but it should be the
rare exception rather than the rule. When designing
encounters you should think not only of the characters
abilities that help their odds of victory and survival,
but offer refuge, healing, or escape if things go bad.
Also remind players that one of the great uses of
action points is to turn a deadly injury into something
survivable, and that keeping one or two in the bank for
that purpose isnt a terrible idea.
Character Death
The
Starship Warden
For all intents and purposes, the Warden is the
History
Standard Knowledge
126
CHAPTER EIGHT
127
Enlightened Knowledge
The Truth
Other
Campaign Ideas
There is endless variety to be found in the standard
128
referee must help create characters and hand out game
information without giving them a copy of the book to
speed things up. But it offers some fun surprises and a
big reveal to pay off the extra work.
In this setup, you tell the players you are going to
run a post-apocalyptic campaign in which they can
play primitive mutants. You start them in a simulated
environment in which there is no reason for the players
to suspect they arent somewhere on Earth. A few red
herrings might even have the players building an idea
in their minds about just where the characters are in
the real world, but clues will build up to the moment
in which they find the wall at the end of the world, an
elevator, or even a porthole looking out into space.
Their blown minds and mouths hanging open can be
all the reward a referee needs to manage the setup for
this campaign scenario. The groups expectations and
understanding of a larger in-game mystery will inform
the rest of the campaign as the players become more
interested in understanding what happened and how
they can take over the ship.
A Different Ship
CHAPTER EIGHT
A Mutant World
Where
To Next
If you read straight through after Chapter Seven: Rules
130
Format
The entries presented here follow the same structure
Black One
Attacks
Description
Influence, Leadership,
Performance, Tech
Weak (1d):
Competent (+1d):
Good (+2d):
Amazing (+3d):
130
ACHAPTER
MUTANTNINE
MENAGERIE
131
Variations
Tactics
Notes
Brain Spider
Buzzer
Deception, Tech
Weak (1d):
Competent (+1d):
Good (+2d):
Amazing (+3d):
Attacks
Description
Variations
Tactics
Notes
A MUTANT MENAGERIE
132
additionally take 1d Fatigue damage and be stunned for
2 turns. It may use the stunning blast attack up to once
every other turn, but takes 1 Wound for each use. A
buzzer may use its stinger as an unarmed attack.
Eyeball Fungus
Tactics
Weak (1d):
Athletics
Competent (+1d):
Brawn, Dexterity
Good (+2d):
Amazing (+3d):
Variations
Alertness, Discipline
Attacksttacks
Description
CHAPTER NINE
Notes
133
Grabber
Variations
Artistry, Tech
Weak (1d):
Competent (+1d):
Good (+2d):
Amazing (+3d):
Alertness, Discipline,
Unarmed Combat
Incredible (+4d):
Brawn, Constitution
Attacks
Description
Tactics
Hillfolk
Artistry
Weak (1d):
Competent (+1d):
Athletics, Constitution
Good (+2d):
Amazing (+3d):
Attacks
Unarmed
Melee Weapons: Club (+2F)
A MUTANT MENAGERIE
134
Description
Variations
Tactics
CHAPTER NINE
Breed
Hisser
Tech
Weak (1d):
Competent (+1d):
Athletics, Brawn
Good (+2d):
Alertness, Constitution,
Unarmed Combat
Amazing (+3d):
Attacks
Description
135
Hissers are generally solitary and rarely attack larger
preybut all bets are off during mating season, in
which they become aggressive to the point of frenzy.
During this time groups of hissers (from a few
individuals to more than a dozen) might leave watery
areas and rampage. A frenzied hisser swarm will tear
through anything even as the males fight each other in
nonlethal contests to impress potential mates.
Variations
Tactics
Savape
Attacks
Description
Variations
Hopeless (2d):
Stealth
Weak (1d):
Deception
Competent (+1d):
Good (+2d):
Athletics, Constitution,
Unarmed Combat
Amazing (+3d):
Brawn
A MUTANT MENAGERIE
136
Tactics
Breed
Sword Bush
Variations
Tactics
Hopeless (2d):
Weak (1d):
Brawn
Competent (+1d):
Constitution, Dexterity
Good (+2d):
Amazing (+3d):
Melee Weapons
Attacks
Description
CHAPTER NINE
Breed
137
Ursoid
Weak (1d):
Discipline
Competent (+1d):
Good (+2d):
Brawn
Amazing (+3d):
Tactics
Attacks
Description
Variations
Breed
Winged Biter
Crafting, Tech
Weak (1d):
Brawn
Competent (+1d):
Good (+2d):
Amazing (+3d):
Stealth
Attacks
A MUTANT MENAGERIE
138
Description
Variations
Tactics
Wolfoid
Medium mutant animal (gray wolf)
Move 20 ft. Initiative 3d
Dodge 2d Armor
Fatigue / Wounds 15 / 20
Description
Hopeless (2d):
Crafting
Weak (1d):
Competent (+1d):
Good (+2d):
Amazing (+3d):
Attacks
CHAPTER NINE
Variations
139
mutations. A wolfoid pack might also contain several
adolescent cubs that are learning the hunt, with weaker
traits.
Tactics
Breed
Movement
Artificial Life
Reasoning
A MUTANT MENAGERIE
140
Wheels are ideal for smooth terrain and are included
for artificial life intended for such areas and have a need
for speed.
Mutations
Faceless One
CHAPTER NINE
Hopeless (2d):
Weak (1d):
Competent (+1d):
Good (+2d):
Athletics
Amazing (+3d):
Brawn, Constitution,
Discipline
Reasoning: Literal
Communication & Sensors: Wireless
Qualities: Determined (2d), Fixated (2d),
Vigor (2d)
Attacks
Unarmed: Grapple
Description
141
Androids will be given appropriate clothing and tools
when they leave the production center, but depending
on how long theyve been loose on the ship, may be
equipped with almost anything.
The above statistics are for a Labor android designed
to tirelessly complete repetitive, physical work.
Variations
Tactics
Warrior Android
Weak (1d):
Crafting, Medicine
Competent (+1d):
Good (+2d):
Athletics, Brawn,
Unarmed Combat
Amazing (+3d):
Reasoning: Analytical
Communication & Sensors: Infrared, Wireless
Mutations: Force Field Generation (4d)
Qualities: Agile Combatant (2d), Tough (2d)
Attacks
Defense Borg
Stealth
Weak (1d):
Dexterity
Competent (+1d):
Tech
Good (+2d):
Alertness, Discipline
Amazing (+3d):
Reasoning: Rational
Communication & Sensors: Infrared, Telescopic, Wireless
Mutations: Telekinesis (5d, twin tractor beams that can
function simultaneously and independently)
Qualities: Agile Combatant (2d), Determined (2d), Tough
(2d), Vigor (2d)
Attacks
A MUTANT MENAGERIE
142
Description
Variations
Tactics
Repair Bot
Hopeless (2d):
Weak (1d):
Competent (+1d):
Good (+2d):
Amazing (+3d):
Reasoning: Analytical
Communication & Sensors: Microscopic, Wireless
Mutations: Telekinesis (Telekinesis (6d, tractor beam)
Qualities: Talented at Tech Repair (+1d) & Fixing (+1d)
Attacks
Description
Variations
CHAPTER NINE
143
still roam the ship, the job they were built for longforgotten. Some have extra-long arms; others spray
powerful adhesive; still others carry swarms of
much-smaller worker bees that spread out around
a damaged area to perform a dozen repair operations
concurrently.
A rare few have had full consciousness accidentally
uploaded into their systems by the malfunctioning
computer network. These self-aware models make
their way through the world, doing what they can.
Many bargain their ability to fix broken weapons or
technological gear for access to power, lubricant, and
the raw materials they need to make replacement parts.
Tactics
Veterinary Bot
Variations
Hopeless (2d):
Weak (1d):
Competent (+1d):
Alertness, Dexterity
Good (+2d):
Amazing (+3d):
Medicine
Tactics
Reasoning: Analytical
Communication & Sensors: Infrared, Microscopic,
Wireless
Mutations: Electrical Generation (2d, touch only), Poison
Bite (2d, injection)
Qualities: Talented at First Aid (+1d) & Surgery (+1d)
Attacks
Description
Brawn: Grapple
Melee Weapons: Laser Scalpel (+1W fire), Electric Prod,
Sedative Injector
A MUTANT MENAGERIE
144
Introduction
The Petting Zoo of Death is a short adventure for
ADVENTURE
Background
145
One day a maintenance bot performing its endless
duties cleared away enough debris to reveal the
entrance and inspected the facility. It restored power
to the Petting Zoos localized computer system,
which within nanoseconds became corrupted by the
Wardens primary computer core. The Petting Zoo
computer defensively cut its network off from the rest
of the ship, but it was too lateit now had a fractured
understanding of its function and the purpose of the
Zoo. The computer took control of the maintenance
bot and began restoring the Zoo.
While the simulated environments could be repaired
easily enough, a Zoo requires living exhibits. The
computer instructed the maintenance bot to rebuild
itself for the purpose of wrangling living creatures to
be placed into the various exhibits. For at least a dozen
years, unwilling victims have been brought into a
Petting Zoo that is happy to allow visitors in, but will
not let exhibits escape.
Overview
Establishment
Encounter 1: Containment
146
Note: If using the Abduction scenario to establish
the adventure, mutant animal and mutant humans will
be in spread among the four energy cages (A), humans
in the middle of the room (B), and plants dumped
unceremoniously in the compost heap (C).
Description: This large room is mostly metal and
construction-grade plastic, constantly lit by lights inset
in the 15 ft. high ceiling. The four main corners of the
room have tiny aligned holes in the floor and ceiling
that activate to create energy cages as needed to contain
new specimens. A smaller, open side-chamber is used as
a compost-heapcontaining plants, bones, and random
junk. One wall of the main chamber has been carved
open by claws to form a small, jagged cave, the den of a
dangerous creature.
A. Cages. There are two energy-cages, each 10 ft. x
15 ft., in the corners of the room. Every half houror
at the touch of a lighted blue buttona section of wall
will rotate to offer a basin of purified water (except one,
which is malfunctioning, and reveals only brownish
stains). Every 8 hours another section of wall rotates
and reveals a large, shallow bowl filled with a nearly
tasteless but nutritional feed appropriate for carnivores
and omnivores (except one that reveals the old,
mangled remains of an animal that found its way into
feed containment and got caught in the machinery).
The bars of the cage are composed of blueish
energy and are spaced about 18 inches apart. Large
creatures are unable to get out of the bars at all, while
Medium can try to squeeze through with a Hard
Dexterity/Contortion action (Average for Small
creatures, Easy for Tiny). Success allows the character
to escape confinement but they still get singed for 1
Fatigue damage. Failure means 1d Wound fire damage
and being driven inside the cage. A creature simply
flinging itself through the bars will suffer 2d Wound
fire damage but will be free.
B. Main Room. The room is mostly empty, save for
sliding double-doors for exit, requiring either a keycard
within 5 feet of the control panel or a code manually
entered on the touchpad next to it. A section of wall
seems black and glassy, but will activate at a touch to
reveal a computer panel that can potentially be used
with a Tech/Computer Use action to deliver food and
water to the cages (Easy), open the door (Average),
or deactivate the cages (Average). A Botch on any of
these actions will shut down power to the entire room,
ADVENTURE
Conclusion
148
Description: This large room is mostly metal and
construction-grade plastic, constantly lit by lights inset
in the 15 ft. high ceiling. A large examination table sits
3.5 feet off the floor, and a blue-colored area of the
floor near the wall has a readout screen that serves as a
scale and takes basic three-dimensional measurements
which are displayed on the wall along the computers
best-guess at identifying the specimen. One side of the
room has a desk that is built in as part of the wall, and
includes a computer terminal, drawers and shelves that
are all locked (Average Tech/Tech Infiltration action to
open by using the computer terminal, or Hard Brawn/
Smashing action to rip things open). If opened, the
supplies can be cobbled together for the equivalent of a
Doctors Bag (see Chapter 6). If the exam history of the
computer is searched (Easy Tech/Computer Use) they
can see many different types of animals that relate to
those that can be encountered in this adventure, plus
others that didnt survive.
The VetBot
ADVENTURE
Conclusion
Encounter 3:
Administration & Feed
Locations. Areas 3 & 4. The administrative offices of
the zoo are abandoned and sit in ruins, yielding little
useful information or items. The lift has been repaired
but is controlled by the local Zoo computer. They are
briefly described below.
3A. Hallway. Once a generic, business-like hallway,
marks on the floors and walls might reveal (Hard
Alertness/Observation or Easy Survival/Tracking) that
many animals were dragged against their will through
this area. Any enhancements show that some came
from the double doors in the middle of the hallway
149
and go into Area 2, while others come from the Lift.
The artwork still hangs on the wall in permanently
mounted frames, howeverdrawings of adorable
animals (bunnies and billy goats and cows and such)
made with crayon by the hands of young children.
An old bloodstain on one picture of a donkey is only
slightly disturbing.
3B. Administrative Offices. There are a few desks,
tables, chairs, and evidence of cracked and ruined
computer access panels. It appears that some huge beast
raged through here at some point, as there is evidence
of damage with a large faded bloodstain on the floor
near the executive office and a scorch mark on the wall.
(Any character with an electricity-based mutation can
identify it as caused by a powerful electrical discharge.)
3C. Lift. The cylindrical elevator rotates and the
doors are built into its shape and slide outward. It is
controlled by the Zoo computer system and currently
deactivated and rotated so the door is inaccessible. This
can only be changed by deactivating the computer
itself (see Encounter 6). Note that the Lift might be a
possibly entry point for the adventure.
3D. Access Hallway. This hallway leads out to the main
portion of the Zoo, both doors easily opened.
4A. Feed Fabricator, Storage, & Mechanism. The Fabricator
chamber has no actual door but can be accessed
through a maintenance crawlspace with a Hard Tech/
Tech Infiltration action. This machinery converts base
compounds into various feeds distributed throughout
the Zoo. The Storage area is just that, where dry feeds
are stored until they are distributed, which is why the
access door is locked (locking mechanism broken,
requiring a Hard Brawn/Smashing action or Average
Crafting/Breaking to trip the mechanical components
of the lock itself without power). Nothing inside but
food, though. The Mechanism is what sorts, portions,
and distributes the food. The door is locked but opened
with an Average Tech/Tech Infiltration check, and if a
character gets too cozy she might have to dive out of
the way before being mangled in the works. Its why
safety indicator signs line the room.
Conclusion
The area offers clues, but the real action lies outside.
Encounter 4:
The Great Outdoors
Locations. Areas 5 9. The same systems that
create vast simulated Earth-like environments and
entertaining illusions on the rest of the ship are
compacted here to make small habitats that combine
real and artificial life, holographic visions, and prerecorded looping sounds to make each area seem
both believable and far larger than they truly are. The
illusion fades near the edge and the path is always easy
to see as long as you dont wander too far. A referee
might require some checks or actions if a character
decides to go exploring too far on her own.
If any character steps too close to the pond, note that
they might make themselves a target for the hissers
that have claimed it. See Encounter 5 (area 12) if that
happens or for a better description of the pond.
150
a boulder and demands the surrender of adequate
treasure (in his adorable bleating voice) if they wish
to pass through the area. He brings out his brothers,
one larger and one (apparently) smaller to emphasize
the point. While the gruffoids are greedy and always
hungry, they might be fooled or negotiated with
otherwise there is a fight on everyones hands and at
least a few surprises waiting.
ADVENTURE
Near the pond there is a small area with prebuilt rabbit nests and soft grass. One small, white
rabbit nibbles on clover near its shelter. The rabbit
is completely ordinary, though at this point paranoid
players might make a big deal out of the rabbit and
offer obligatory jokes. Other bunnies will emerge
from the warrens laterthough a Hard Alertness/
Observation check might offer insight that the bunnies
are careful not to get closer to the water, nor allow
themselves to be within easy line of sight of the water
unless they are farther away from the shore.
151
Area 9: Hokey Smoke, A Dark
Forest!
The Forest Zone is really just a grove of trees,
but once past the bench and into the treelike it seems
impossibly vast and large and exists in perpetual
twilight. A few mutant flying squirrels known as
colugoids that were brought into the area ended
up carving out a territory by harassing and driving
away other creatures who wander in. They maneuver
between the trees and shoot slings and screech awful
warnings, their leader uses a fearsome sonic attack.
Colugoid Leader. Identical to the others except
Alertness +3d, Leadership +2d; Sonic Blast (4d). His
mutation (only usable once) emits a powerful burst of
focused sound in a cone 60 feet long and 30 feet wide
at the end. 4d attack vs. Constitution/Endurance, all
damage is sonic, and any character who takes 2 or more
Fatigue are also deafened for 1d turns.
Conclusion
152
to be eaten by those waiting below. They will attempt to
grab anyone on the Lily Pads by dragging them into the
water and then tearing them apart.
The Bridge is sturdy and virtually indestructible,
but the walls are only four feet high to allow for easy
viewing of the water below. The Lily Padsanchored
in place and able to hold virtually any weightare Easy
(Athletics) to cross and the water below is only 3 feet
deep, though the hissers might make falling in a much
more dangerous proposition.
The stream leading off the north end of the pond has
a current that gets increasingly strong (going from Easy
to Average to Hard) to swim against before it reaches a
grate below the surface that pulls the water and might
trap a creature up against it until it drowns. The hissers
avoid the stream.
ADVENTURE
Conclusion
Encounter 6:
Robotic Education
Locations. Areas 15 18. If the characters are unable
to escape through the exit, isnt distracted by dinosaurs,
doesnt stop to take in a play, they might discover the
source of the automated systems that have turned the
Zoo into a deathtrap.
153
not even reaching the waist of an average human. The
scene is intimidating, but a soothing male voice rattles
off facts about the ancient, extinct animals and assures
visiting children that the exhibit is completely safe.
(Spared no expense.)
Triggered. If the computer system has determined that
rogue specimens are loose in the Zoo or attempting to
escape, it can override the endlessly-repeated pattern
of the dinosaurs. The T-Rex will suddenly turn and
attempt a bite on a character within reach (which
is Hard to avoid, inflicts 1d Fatigue damage from
blunted teeth, and is an opposed 5d Grapple to escape).
Sufficient damage to the fake dinosaur will cause it to
spark and crackle and release the creature caught in its
jaws. The other dinosaurs do not change their behavior
but can be destroyed if the characters are so inclined.
Area 18:
The Bots Youre Looking For
This building is in obvious disrepair, as the computer
and robotic systems were intended to be maintained
by living personnel while the automation attended to
Optional Encounters
154
Encounters can also be used to keep tension and
pacing during the course of the adventure. If the group
tends to stop, rest, and regroup after each and every
time something happens use an existing or improvised
encounter to mix things up and encourage the players
to keep their characters moving. The Wrangler might
patrol looking for escapees from Containment, or any
number of mutant animals may go looking for a snack
of lounging characters.
ADVENTURE
Encounter Statistics
Armored Horror
Dexterity, Discipline
Competent (+1d):
Athletics
Good (+2d):
Attacks
Description
Tactics
155
Gruffoid, Little
Weak (1d):
Discipline
Competent (+1d):
Good (+2d):
Unarmed Combat
Amazing (+3d):
Melee Weapons
Weak (1d):
Brawn
Competent (+1d):
Good (+2d):
Attacks
Amazing (+3d):
Leadership
Description
Attacks
Description
Tactics
Tactics
Gruffoid, Biggest
Dexterity
Competent (+1d):
Good (+2d):
Amazing (+3d):
Gruffoid, Bigger
Attacks
156
Description
Tactics
Colugoids
Brawn, Constitution
Competent (+1d):
Athletics, Alertness
Good (+2d):
Attacks
Notes
Description
ADVENTURE
Tactics
Wrangler Bot
Amazing (+3d):
Reasoning: Analytical
Communication & Sensors: Telescopic, Wireless
Mutations: Telekinesis (Telekinesis (4d, tractor beam
projector)
Qualities: Agile Combatant, Mobile
Attacks
Description
Tactics
BIOLOGICAL
ANALYSIS
PHYSICAL DESCRIPTION
ROUGH APPROXIMATION
player
concept
stock
breed
OBSERVED TRAITS
amazing
(+3D)
WOUND CAPACITY
good
(+2D)
competent
(+1D)
FATIGUE CAPACITY
weak
(-1D)
hopeless
(-2D)
MOVEMENT
PERSONAL EFFECTS
INITIATIVE
DODGE
NOTES
RAD. RESISTANCE
OBSERVED MUTATIONS
OBSERVED QUALITIES
GAME BASICS
A standard action roll is 2 dice (2d).
Traits modify the number of dice rolled. The normal maximum is 5 dice (5d).
Achievement Thresholds
Easy: 3+ Average: 4+
Hard: 5+
Index
Achievements 15, 97
Acrobatics 33
Acting 35
Actions 14, 94
Requirement-Based 95
Rushed 99
Action Points 14, 96, 115
Adventures 116, 120
Alertness 30
Amazing 30
Ammunition 88
Androids 139
Armor 104
Artificial Life 139
Artistry 31
Athletics 31
Attacking 101
Attack Difficulty 101
Awareness 30
Basic Roll 13
Biting 38
Bleeding 106
Blind 107
Blocking 102
Botch 16, 98
Brawn 31
Breaking 32
Breaking Stuff 104
Breed 21
Burns 105
Camouflage 36
Campaign 120
Carrying Capacity 71
Chases 100
Clawing 38
Climbing 31
Command 34
Competent 30
Complex Actions 16, 96
Computer Use 37
Concentration 33
Conditions 106
Constitution 32
Contortion 33
Conversation 34
Cooking 31
Crafting 32
Dice 13
Dice Pool 15
Difficulty 15, 95
Discipline 33
Disease 105
Disguise 33
Dodge 27
Dodging 33, 102
Doing the Impossible 115
Domars 69
Economy 69
Emotional Control 33
Empathy 34
Endurance 32
Enhancements 15, 16, 97, 98,
115
Event 120
Explosions 105
Failure 98
Falling 105
Fatigue 17, 27, 104, 108
Feint 33
Felinoid 21
First Aid 35, 108
Fixing 32
Fortitude 32
Gear 26
Clothing & Armor 79
General Items 72
Ranged Weapons 84
Starting 70
Weapons 82
Good (Trait Level) 30
Grappling 32
Grenades 88
Handling Animals 36
Healing 107
Hiding 36
Hopeless 30
Human 19
Human, Mutated 20
Improvised Weapons 83
Increment (Time) 17, 96
Influence 34
Inhospitable Environment 105
Initiative 27, 99
Injured Actions 105
Jumping 31
Kicking 38
Leadership 34
Liability 14
Lifting 32
Making 32
Medicine 34
Melee Weapons (Trait) 35
Memory 33
Mental Resistance 33
Morale 34
Movement 100
Movement, Types 139
Moving Quietly 36
Musical Instrument 35
Musteloids 22
Mutant Animal 21
Mutations 14, 26
Defects 14, 26
Negotiation 34
Observation 30
Oratory 35
Painting 31
Paralyzed 107
Performance 35, 36
Persuasion 34
Pickpocketing 36
Plants, Mutant 23
Poison Knowledge 35
Presence 34
Prone 107
Pushing 32
Radiation 106
Radiation Resistance 27, 32
Range 101
Ranged Weapons 35
Attack 36
Knowledge 36
Trait 35
Raptoroid 23
Reach 102
Reasoning, Artificial 139
Referee 12, 110
Resistance 103
Response 99
Responsiveness 30
Robots 139
Running 31
Scavenging 36
Sculpture 31
Searching 30
Second Wind 108
Seduction 34
Shelter 36
Shields 82
Singing 35
Size 24, 102
Smashing 32
Social Defense 34
Social Endurance 34
Specialized Damage 105
Specialties 26, 30, 38
Starving 107
Stealth 36
Stock 19
Striking 38
Stunned 107
Subterfuge 33
Suffocation 106
Surgery 35
Survival 36
Swimming 31
Talent 14
Talents 39
Tech 9, 37
Infiltration 37
Lore 37
Repair 37
Understanding 71
Threshold 17, 96
Throwing 31
Time 99
Toxins 106
Tracking 36
Traits 14, 24, 30, 94
Trauma 108
Turns 99
Vulnerability 103
Warden 125
Weak 30
Weary 107
Wounds 17, 27, 104, 108
Writing 31
NTRPGCon, Gavin Meredith, Louis Srygley, Tom McCambley, 8bitnerdy, Andrew Beirne, Bastian Flinspach, Brett Easterbrook,
Bryon Osarious Petrie, Cassady Toles, Chrysantas, Crystal Frasier, Dan Vorpal T. Blade Young, Dan Skogstad, Daniel Stack, Darren Bulmer,
David DeRocha, David Reilly, Dion Dowling, Drew Wendorf, Ed Courtroul, G*M*S Magazine, Hector Varela Rios, J. Patrick Walker, Jared Eaton,
Jeff Imrie, Jeff Zitomer, Jennifer and Mark Martin, John William Ford Jr JJ, Jussi Myllyluoma, Justin S. Davis, Jyan Delamotte,
Ken Professor Thronberry, Mark Boase, Matthew Wasiak, Morgan Hazel, Phil Ursillo, Raf Blutaxt, rems, Richard Logue, Rick Summers,
Ronald Tang, Russell Hoyle, Ryan Percival, Scott Maynard, Sebastian Dietz, Shawn P, Steve Teh Slipperboy Donohue, TAFMSV,
Tim Ollie Cahoon, Tim Snider, Todd Showalter, Walter F. Croft, WekThor, Big Robot Games, Black Diamond Games, David Miller,
Dragons Lair Comics & Fantasy, Games Plus (Mount Prospect, IL), Modern Myths, Inc., Noble Knight Games, Sphaerenmeisters Spiele,
Valhallas Gate, Adam Waggenspack, Adrian Stein, Andy Barrett-Venn, Anonymous, Blake Thomas, Brendan Meara, Bret Sheeley, Brian Benoit,
Brian R. Bergdall, Bryan Manahan, Bryce Zacherle, C. Russell Stone, Charles Spangle, Chis Downes-Ward, Chris Snyder, Christian Lindke,
Craig Johnston (flash_cxxi), Damian Caruana, Dan Luxenberg, Dave Eat2surf Crowell, David Lai, David Reeves, Douglas Snyder, Eric Bash,
Frank Mentzer, Galahad de Corbenic, Geert-Jan Willems, Gordon Duke, Grandpa Chet, Grandy Peace, Harry Culpan, J. K. Hoffman, James Brett,
James H. Lewis, James M. Yager, James ME Patterson, James Van Horn, Jason Buchanan, Jason F. Broadley, Jeff Jeppesen, Jennifer Brozek,
Jim Wilmanric Pacek, John B, John P. Seibel, Jon Michaels, Jonathan Finnegan, Joseph Gifford, Karl The Good, Ken Taylor, Kennon Ballou,
Kevin Watson, Legion, Leslie Sedlak, Luke Gygax, M. Sean Molley, Mark A. Siefert, Mark Gallicchio, Mark Mckay, Michael A. Gee, Mike Fontana,
Mike Mearls, Neal Dalton, Nestor D. Rodriguez, Old Creeper Mandias, Owen Meldrim Moore, Owen Thompson, Pat Ransom, Patrick W,
Paul Jackson, Pete Hurley, Phil Wathan, PJ Fiero, Randall Porter, Randy M. Roberts, richard w. spangle, Rob Wolfthulhu, Robert Payne,
Ryan Simm, Scott James Magner, Scott Sutherland, Stefan Jones, Stephan Szabo, Tim Rudolph, Todd Babberl, Trentin C Bergeron, Turk,
Wayne Coburn, Wolfgang Baur, Zack McGinnis, Alan Clark, Alan Millard, Alan Winterrowd, Andrew Byers, Andy Erickson, Andy Tepper,
Antti Lax, apis furioso, battlegrip.com, Ben Kohanski, Ben McFarland, Ben Mund, Ben P. Balestra, Bill Beane, Bob Huss, Borgar Olsen,
Brandon Paul Salinas, Brennan OBrien, Bryan Lord Theo Dean, Buzzurk Manning, C. Paul Counts, Caleb Jensen, Calvin Chou, Carl Rigney,
Carson Hill, Chad Skrymir hughes, Chad Ries, Charles Myers, Chris Pepsiman Saguisag, Chris Thompson, Christian A. Nord,
Christopher Ju Ju Merrill, Corby Kennard, Craig Duffy, D. Ray Case Jr, Daniel Steadman, Darren Reynolds, David Ackerman, David Bowers,
David Starner, Dennis Kadera, Diego Kartones, Eben Alguire, Edouard Contesse, Edward Green, Eric Christian Berg, Eric Coates, Eric Schurger,
Frank Laycock, Geoffrey Sperl, Greg Walters, Gurbo, Hal Greenberg, Hans Kre Oppigrd, Herman Duyker, Hob Nickerson, Hyrum Savage,
Ingo Beyer | obskures.de, Jack Emmert, James F tillman jimthegray, James Floyd Kelly, Jason Mical, Jason Paul McCartan, Jay MacBride,
Jay Peters, JCWWONG, Jeff henson, Jeff Palmer, Jeff Schultz, Jerry D. Grayson, Jim Auwaerter, Jim Gresham, joey mullins,
John Evernevermore Scheib, John Cochrane, John Morrow, John Overath, John Paul Ashenfelter, John T Bailey, Jolly Blackburn,
Jonathan Buddha Davis, Jonathan G. McAnulty, Jonathan Jordan, Jonathan M. Thompson, Jonathon Dyer, Juhani Seppl, Kevin Donovan,
Kieth Bentel, Krellic, Kwyndig, Kyle Fiddy Pinches, Kyle Bentley, Larry Srutkowski, Lawrence Saker Collins, Lee DeBoer, Lester Smith,
Marc17, Mark Hanna, Mark R. Shipley, Matthew Edwards, Matthew Starch, MaxMahem, Michael Babich, Michael C. Dougherty, Michael Kwan,
Michael Ramsey, Mike Bowie, Mike McGannon, Monte Cook, NotoriousBKC, Omer G. Joel, OutlawKnightZero, P-A Beaulieu, Paul May,
Peter Aronson, Peter Dommermuth, Petri Wessman, Philip Beverley, Philip Minchin, Phillip Bailey, Ralph Mazza, Raymond Paul Holmes,
Rick Hull, Rick Watkins, RMF, Robert Challenger, Robert De Luna, Roderick Edwards, Russell Street, schizoid from rpggeek.com,
Scottie K. Taylor, Sean Blanchard, Sean M. Dunstan, Sean T. DeLap, Shane Harsch, Stephen D. Sullivan, Stephen Wark, Sterling Brucks,
Steve Huntsberry, Steven D Warble, Steven Ellis, T.S. Luikart, Tavis Allison, Thomas SurfingHalfOrc Shuler, Thomas Kelley, Tom Headley,
Tom Ladegard, Travis Stout, Werner H. Hartmann, William John Swann III, Zakharov Zaksquatch Sawyer, Zero Esgate, Alex Crouzen,
Andy Antolick, Balzs Cseke, Benjamin The Benj Davis, Bolognesus the First, Bruce Anderson, Chris Manning, Chris Miles, Chris Perrin,
Christian Eilers, Christophe SAURA, Corrado Muzi, Craig S Janssen, Curt Meyer, D. Brown, Daniel Winterhalter, Darren Watts, Dave Walsh,
David E. Mumaw, David Freireich, Derek Lynch, Drew (Andrew) South, Duncan vadersson McEwen, Eloy Lasanta, Eric C. Magnuson,
Erik Parker, Erwin Burema, Ethan Hedman, Franois Lalande, G. Hartman, George Fields, Guy Hoyle, Iestyn, J. Alva, J. Meander, Jaime Fenton,
Jan Mkinen, Jarrod Farquhar-Nicol, Jeff Dee, JenMon, Jesse Reynolds, Joe Barnsley, John Rogers - Kung Fu Monkey, Jon Jones, Jon Leitheusser,
Joseph C. Wolf, Josh Medin, Josh Thompson, Justin, K-Slacker, Karen J. Grant, Kerry Jordan, Kevin Bender, Kirt Dankmyer, Kristian Cee,
Lee Langston, Leslie J. Furlong, Lester Ward, Mark Kadas, Martin Greening, Matt Forbeck, Mauvaisours, Michael Brightbill, Michael Medlock,
Morgan Ellis, Norman Gross, Osye E. Pritchett III, P. Dennis Waltman, Paul Allan Ballard, Rafe Ball, Randall Dederick, Randy Mosiondz,
Reverance Pavane, Rich Warren, Rick Ernst, Robert Morris, Robert Stehwien, Robert Thomas, Robert Towell, Sam Wright, Scott Baker,
Seany Connor, Stephen R. Brandon, Steve Kenson, Steven K. Watkins, Steven S. Long, Tevel Drinkwater, Tiago Marinho, Tim Partridge,
Tim Soholt, Todd Zircher, Tug Starhumper, Andrew Quarex Huntleigh, Bryan Allen Hickok, Christy Everette, Don Dehm, EK Lytle,
James A. Cooley, Kairam Ophiocordyceps plurilateralis Hamdan, Paul Walker, Tiny Tarrasque