TEXT: Page 10
  A LEVEL 1 ADVENTURE
  by Jim Wampler • Editor: Rev. Dak J. Ultimak 
  Art: Stefan Poag • Cartography: S. S. Crompton
  Playtesters: (The Mutant Murder Hobos) Todd Bunn, 
  Richard Chang, Donna L. Davidson, Julia Paige 
  Hammock, Rick Hull, Kevin McDaniel, Jason L. Napier, 
  Marcos Sastre, Micha Smith, Will Smith, Beau Walker.
  The MUSeUM AT The 
  eND OF TIMe
  
  Page 11
  R
  emember the good old days, when post-apoca-
  lyptic adventures were full of super-science, mur-
  derous robots that were there to be mastered, and 
  the finale of every underground adventure was setting the 
  fusion power plant to overload? Those days are back. Mu-
  tant Crawl Classics adventures take place in an ambiguous 
  time period after a great disaster has ravaged the world, 
  and it’s up to you and your mutant tribesmen to go out into 
  the hothouse jungles and radioactive deserts of Terra A.D. 
  and collect the artifacts of the Ancient Ones in order to at-
  tain great power and savage glory.
  This adventure is a Mutant Crawl Classics RPG charac-
  ter funnel designed for 15-20 level-0 characters, with each 
  player having 2-4 characters each. These numbers can be 
  adjusted for larger or smaller groups, but remember to al-
  low each player a minimum of 2 level-0 characters. This 
  adventure can also easily be run as a character funnel for 
  the Dungeon Crawl Classics RPG.
  BACKGROUND
  W
  ith each new generation of younglings, the Tribe 
  of Cog tests their youths’ fitness to serve their 
  neolithic society as adults by sending them out on 
  The Rite of Passage. The purpose of the Rite is two-fold. 
  First and foremost, the younglings are tasked with going 
  out into the untamed wilderness, surviving on their own 
  for over one week, and with bringing back to the tribe one 
  functioning artifact of the ancients per participant. Second-
  ly, it is to be hoped that the stresses of the Rite will trigger 
  the “Metagenesis.” For mutants, manimals, and plantients, 
  the Metagenesis is the sudden full-flowering of their mu-
  tated genetic code and its attendant mutations.
  The Rite of Passage is a generational custom, and the PCs’ 
  future position and rank within their society is largely de-
  termined by the quality of artifacts brought back to the 
  tribe. While there is no shame in returning with a “work-
  ing” ancient beverage container or a simple, stout length 
  of duralloy, those doing so tend to end up being assigned 
  the mundane adult tasks of simple hunting or gathering for 
  the tribe. Conversely, those bringing back especially useful 
  items — say a working dazer pistol — may find themselves 
  quickly promoted to the ranks of a Seeker team. Seeker 
  teams are those who’s job it is to explore the wilderness 
  in hopes of discovering even more ancient artifacts in the 
  ruins and taboo lands of Terra A.D.
  INTRODUCTION
  With an unsettling combination of eager anticipation and uneasy 
  courage, you and the friends of your youth face the portentous 
  prospect of setting out upon your Rite of Passage. Your parents 
  and extended families embrace you for what may be the last time. 
  You pat your slung leather pouch full of jerked roxen meat and 
  your overfull waterskin, making sure it’s all there, as you cradle 
  the flint dagger carried in a thigh-bound sheath.
  Your youthful exuberance and untested sense of immortality 
  would greatly distress your families if they knew of your cunning 
  plan. You and your friends have decided to gamble everything on 
  the chance to become full-fledged Seekers for the tribe. There will 
  be no wandering around in the hothouse jungles of Terra A.D. 
  only to return with a few dusty but ultimately useless trinkets for 
  you. The ambitions of you and your childhood friends is greater 
  than that. You have decided to chance the taboo lands. You have 
  decided to trek out into the forbidden Glow Desert, the better to 
  find and return with a potent and mighty device of the Ancient 
  Ones, as legend says your ancestors once did.
  An uneventful three-day journey to the northwest by foot brings 
  you to the edge of your tribe’s territory and to the edge of the mile-
  high trees of the jungle itself. Before you lies several yards of gradu-
  ally dying brush, beyond which stretches an endless waste of blue-
  white sand dunes against a cloudless turquoise firmament. Your 
  only navigation marker going forward will be the ever-present 
  “Sky Arc,” the banded and gently-curved celestial beltway that 
  stretches from east to west in both day and nighttime skies.
  The GLOW 
  DeSeRT
  T
  he Glow Desert is a radioactive wasteland of end-
  less blue-white sand dunes punctuated by occa-
  sional stretches of wind-blown blast-glass. After 
  a half-day’s travel on foot, the desert is also interrupted by 
  jagged and slanted buttes of mantle rock, as though subter-
  ranean spikes of mottled marble were thrust upwards by 
  a tremendous ancient force. The jagged spikes of rock are 
  10’- 30’ high and have been weathered by the frequent dust 
  storms. Theses angled buttes are located a mile or two apart 
  on average — just close enough to each other that from any 
  one butte, at least 2-3 more can be seen on the far horizon.
  The Glow – PCs spending more than a couple of hours in 
  the Glow Desert will notice that their skin tingles and that 
  they feel mildly nauseous. After nightfall, they will even no-
  tice that the desert sand is slightly phosphorescent, and that 
  the nighttime sky fades to an eerie blue glow at the horizon. 
  For each 24 hours spent in the radioactive desert, each PC 
  must make a DC 12 Fortitude save or take 1 hp of radiation 
  damage. This may kill level-0 characters with only 1 hp, but 
  assuming that the PCs choose to rest for at least 8 hours each 
  day (and thereby heal 1 hp), this effect largely balances out. 
  GLOW DESERT ENCOUNTERS
  It is a 2-day trek across the Glow Desert before the PCs will 
  discover the museum. The dilemma faced by the PCs is that 
  the Glow Desert is a dangerous place both at night and dur-
  ing the day, with the only relatively safe haven being the 
  infrequent rock outcroppings that dot the desert. 
  During the PCs’ two-day journey, they should encounter 
  the following creatures at least once. The additional Glow 
  Desert encounters may be used at the judge’s discretion, 
  though it is assumed the Glow Storm will occur early 
  morning before they discover the Museum.
  
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  DAYTIME GLOW DESERT 
  ENCOUNTER
  Silane Serpent — A monstrous roving silane serpent be-
  gins to stalk the party. Initially, the PCs begin to hear a low, 
  musical sound like glass tubes being vibrated. Alert PCs 
  (DC 15 Intelligence check) may notice ripples in the sur-
  face of the sand nearby that run counter to the wind di-
  rection, as the large creature circles its intended prey. The 
  silane serpent is attracted to vibrations, so if the PCs cease 
  all movement and make no sounds louder than a whisper, 
  the creature will merely circle the party for an hour or so 
  and eventually lose interest.
  Any other movement or sound will precipitate an attack 
  within 1d3 rounds. Because the creature feeds on minerals 
  instead of carbon-based organic matter, it will target any-
  one carrying metals on their person, and failing that, stone 
  implements. When this happens, the PCs witness an awe-
  inspiring sight.
  An enormous serpentine creature comprised entirely of faceted, 
  translucent crystals bursts up through the sand and attempts to 
  swallow your childhood friend whole. Its head is featureless ex-
  cept for a crested spiked carapace and a giant maw lined with 
  glistening glass teeth. It greedily gulps your companion down 
  as you see the flayed body slowly passing down into its gullet 
  through its semi-opaque form. The creature immediately turns 
  and attacks the next nearest of you.
  Any attack by the silane serpent that exceeds the target’s 
  hit point total indicates that the prey has been swallowed 
  whole. The silane serpent’s crystalline armor is extraordi-
  narily tough, except against any attacks involving mois-
  ture, as its silicon-based biology breaks down rapidly in the 
  presence of water.
  Non-suicidal PCs will flee to the nearest rock outcropping. 
  The silane serpent will randomly pick off 1d3 of the PCs be-
  fore the safety of a rock outcropping is obtained. Climbing 
  to the top of a rock outcropping provides shelter from the 
  serpent, but the creature will continue to circle and wait until 
  sunset, at which point it will return to its underground lair.
  Silane Serpent: Init +5; Atk bite +5 melee (5d6); AC 18; HD 
  10d6; hp 35; MV 40’ burrowing; Act 1d20; SP swallow vic-
  tims whole, takes 1d12 damage per pint of water splashed 
  on it; SV Fort +4, Ref +2, Will -4.
  NIGHTTIME GLOW DESERT 
  ENCOUNTER
  Screamers – A roving band of screamers — glowing desic-
  cated corpses animated by a semi-intelligent fungi possess-
  ing a primitive hive consciousness — find and attack the 
  party at night. The party cannot be surprised by these crea-
  tures, as the screamers are both brightly lit and vocal. The 
  fungi animation process causes a constant air flow through 
  the empty chests of the screamers and back out their with-
  ered vocal chords, creating an unnerving and near-constant 
  keening. Anyone killed by a screamer will arise the follow-
  ing evening as a newly-born screamer. Judges should also 
  note that any surviving PCs who combat the screamers are 
  then 50% likely to track traces of the screamer fungi into 
  area A-1 of the museum, thereby possibly animating the 
  two fossilized skeletons or any other available corpses into 
  new screamers.
  Screamers (6): Init -4; Atk claw strike +3 melee (1d4, plus 
  DC 12 Fort save or take 1d3 radiation burn damage); AC 9; 
  HD 1d6; hp 4 ea; MV 20’; Act 1d20; SP undead, radiation 
  burn; SV Fort +4, Ref -4, Will +2.
  Any skin contact with a screamer (alive or dead) causes a 
  1d3 radiation burn. Weapons used against a screamer like-
  wise glow a bright blue on the surfaces that came into con-
  tact with the creature, and will cause the same 1d3 radia-
  tion damage as additional weapon damage until cleaned. 
  If handled carefully and sheathed in any non-porous ma-
  terial, a glow-enhanced weapon could be effectively em-
  ployed by a PC.
  ADDITIONAL GLOW DESERT 
  ENCOUNTERS
  Blast Glass – The PCs discover a 20’ x 30’ sheet of frac-
  tured blue-green blast glass exposed in the desert sands. 
  The blast glass is mildly radioactive and anyone stepping 
  onto or handling the blast glass in such a way that causes 
  skin-to-surface contact must make a DC 10 Fortitude save 
  or take 1d3 damage from radiation burns. The blast glass 
  is cracked and fractured, so that industrious and cautious 
  PCs could attempt to wrap a length of leather around a 
  likely shard and create a “blast glass dagger” that would 
  inflict 1d4 damage +1d3 radiation burns (DC 10 Fortitude 
  save versus radiation damage).
  Glow Storm – The PCs witness a glow storm of terrible 
  ferocity. Writhing snakes of polychromatic light and hun-
  dreds of shooting stars blanket the sky, while 50-75 mph 
  winds whip clouds of the white-blue sand into their eyes. 
  Visibility is reduced to 30’ for 4-6 hours until sunrise.
  
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  The MUSeUM AT The eND OF TIMe
  As you set out on the morning after the glow storm, you imme-
  diately spot something new to your eyes in the trackless wastes. 
  On the far horizon, you see a new kind of rock outcropping — 
  straight and shining with a reflective green light.
  The recent glow storm has exposed the upper spire of a 
  green porcelain structure, a long buried and well preserved 
  museum of the Ancient Ones. The museum is a short 1-2 
  mile trek from the PCs’ location.
  As you near the green rock, its strangeness to your eyes only 
  increases. It stands about 15’ tall, and seems to be of an odd, too-
  smooth shape — like a gigantic roxen horn that was impossibly 
  straightened out so that it did not curl. Its surface is a crazy-
  quilt of shiny green sections in which you can see yourselves, 
  as though you were staring down into a perfectly calm pond of 
  emerald water. One of the oddly shaped sections of green hard-
  water near the ground is missing, allowing white-blue sand to 
  spill inwards over its bottom lip. As you peer into the opening, 
  only a great darkness greets your sun-struck eyes.
  The missing section of perma-glass has already been re-
  moved by a party of beast things that found and entered 
  the museum earlier in the morning (see area A-2 for their 
  current location). The desert winds have removed any 
  tracks or sign of their passing.
  This new entrance into the museum leads directly to a 50’ 
  drop to the floor below. Incautious PCs who brazenly an-
  nounce that they go directly inside immediately fall to their 
  deaths below. More cautious players looking inside will see 
  utter darkness (the perma-glass is polarized and does not 
  admit light inside) except for a 10’ patch of the floor below 
  that is lit by the shaft of sunlight coming in through the 
  hole in the upper spire.
  LEVEL ONE
  Area A-1 — Atrium of the Ancients: The room below 
  the spire is the main atrium of the ancient museum. As-
  suming that the PCs use enough hemp rope, perhaps 75’ 
  or more, they can easily anchor the rope by encircling the 
  spire and then begin their descent. As the walls of the atri-
  um fan outwards from the spire, there is no purchase of-
  fered for the climb down. While shimmying down the rope, 
  only dark, shadowy shapes can be dimly made out in the 
  pitch-black darkness.
  As you expertly shimmy down the hemp rope the first 20’, you 
  are surprised to see a reptilian head the size of a small hut, with 
  teeth like flint daggers and dark black eyes nearly the size of your 
  head, hovering in the darkness right next to you. 
  Allow the PC only a few seconds to quickly react, then 
  adjudicate the results as appropriate. The fossilized T-Rex 
  skeleton does not pose any immediate threat to the PCs. 
  The use of torches or other improvised light sources, will of 
  course reveal its true nature.
  In any event, should a living PC manage to make contact 
  with the atrium floor below, the room’s interior lighting 
  will automatically activate, brightly illuminating the space 
  for all to see.
  The entire room is suddenly lit by a strange all-white light, as a 
  banded section of its curved walls glow brightly like a noon-day 
  sun. The large semi-circular chamber is over 75’ wide and its 
  floor, walls, and ceiling are made up of a smooth, pearlescent sub-
  stance like the interior of clam shells. The space is dominated by 
  two large skeletons of mutations that you are unfamiliar with — 
  one a 40’ tall bipedal reptile, and the other a 30’ long lizard-fish 
  creature with a long, pointed nose and massive fins. Above the 
  lighted band about 15’ up the curving walls are depictions of the 
  Ancient Ones performing incomprehensible feats of magic and 
  industry. Unknowable holy symbols of the ancients cover nearly 
  every other available surface of the too-smooth walls. Everything 
  in the room is covered in a thick layer of dust. 
  There are several doors that lead out of the atrium, though 
  the primitive PCs will not immediately recognize them as 
  such. Each set of doors is a barely-noticeable rectangular 
  seam in the plasteel walls. Any PC alert enough to ask if 
  the dust on the floor has been disturbed prior to their en-
  trance will note that mixed in with the party’s own foot-
  prints seem to be tracks that resemble elongated primate 
  feet, along with tiny rodent tracks.
  While the many doors in this room (and throughout the 
  museum) require a com-badge to open correctly, it is pos-
  sible for the PCs to force a door to slide open with a com-
  bined Strength check of 30. Doors opened in this fashion 
  will always shut again unless the door is spiked open by 
  jamming a fairly sturdy pointed object in the door tracks — 
  say a flint dagger or fossilized T-Rex tooth.
  Alert PCs will also note that the T-rex and Ichthyosaurus 
  skeletons are not comprised of bone but of stone. Their var-
  ious teeth and rib bones could be fashioned into 1d4 stone 
  daggers and 1d8 stone clubs.
  If opened, the southern double-door opens into a collapsed 
  section of the museum, and a wall of sand will immediately 
  spill into the room. Note that if the vibratorium machine 
  in area B-2 is deactivated for any reason, silane serpents 
  may enter the museum through this breach from the out-
  side desert sands.
  If the room is thoroughly searched, a skeletonized corpse of 
  an ancient security guard will be discovered in the eastern-
  most corner of the room hidden behind a small podium. 
  Two artifacts can be recovered from the body. In order for 
  the PCs to understand and use these artifacts, use the arti-
  fact rules in Appendix A of this adventure.
  Com-Badge (blue/security): TL 4; CM 3; Special: Audio 
  and holographic communication (100 mile range), security 
  clearance identification (varies by type and former owner); 
  AI recog: +4.
  
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  A com-badge is a small metallic disk that automatically ad-
  heres to any surface on which it is placed. While its primary 
  function is as an audio-holo communication device, each 
  com-badge is programmed to identify its user for purposes 
  of security access and clearance, as well as AI recognition.
  Dazer Pistol: TL 4; CM 4; Power: C-Cell (10 charges); Range: 
  50’; Damage: Stun DC 14/16/20 for 2d6 rounds (1/2/3 charges).
  Dazer pistols fire thin pink beams of compact electro-mag-
  netic energy that stun the neural systems of living beings as 
  well as the CPUs of robots, androids, or AIs. The dazer pis-
  tol has three settings which consume increasing amounts 
  of power; light: 1 unit of power, medium: 2 units of power, 
  and heavy: 3 units of power.
  LEaVINg ThE aTRIUm aND 
  RETURNINg
  After the PCs exit the museum atrium for the first time and 
  return, a soft-light hologram of the museum curator materi-
  alizes in the atrium, accompanied by 4 floating security bots.
  A bald-pated human in sparkling, flowing robes appears in front 
  of you with four floating chunks of smart metal hovering at his 
  side. He speaks to you in your language, but many of his words 
  are unknown to you. In a seemingly friendly tone, he says “I 
  regret to inform you that the Museum is currently closed due to 
  technical difficulties beyond our control. While it is most gratify-
  ing that your enthusiasm for science and history extends to vis-
  iting the museum after closing hours, we must now ask you to 
  leave. Should your enthusiasm continue unabated, I would like 
  to assure you that the four security-bots are merely provided as a 
  courtesy escort to ensure your brisk departure.”
  Having run continuously several thousand years over his 
  designed runtime, the Curator hologram is quite insane, 
  and is prepared to use his holo-flail to further encourage 
  the intruders to leave, all while politely explaining museum 
  attendance policies and apologizing for any inconvenience. 
  The Curator is a soft-light hologram and offensive attacks 
  made against him normally pass harmlessly through his 
  body. Attack rolls that overcome his relatively high armor 
  class are considered to have struck the tiny light-bug pro-
  jection unit that hovers around inside his quantum light 
  shell. His holo-flail weapon stuns potential victims via 
  emitted EM radiation.
  The security-bots will likewise attempt to stun the intrud-
  ers and to take any stunned PCs back outside through the 
  hole in the museum roof spire. Each security-bot can carry 
  up to two humanoid-sized bodies at a time. 
  AI Recognition Attempts
  If a PC has discovered and activated one of the security 
  com-badges in the museum, there is a chance that this PC 
  can attempt an AI recognition roll and perhaps master one 
  of the security-bots (the hologram is a fully sentient AI and 
  cannot be mastered in this way). Since an inexperienced 
  tribesman will not initially know to try this, a benevolent 
  judge might provide subtle hints, such as a slight hesita-
  tion exhibited by any security-bot attacking the com-badge 
  owner as it visibly scans the com-badge. See AI recognition 
  rules in Appendix B of this adventure for the methods of 
  conducting an AI recognition attempt.
  Curator Hologram – Soft Light: Init +2; Atk holo-flail +0 
  melee (DC 16 Fort save or stunned 1d6 rounds); AC 18; HD 
  1d6; hp 5; MV 30’; Act 1d20; SP immaterial; SV Fort +4, Ref 
  +4, Will +4.
  Museum Security-Bots (4): Init +1; Atk stun ray +1 missile 
  fire (DC 14 Fort save or stunned 1d6 rounds); AC 15; HD 
  2d6; hp 10 ea; MV 40’ flying; Act 1d20; SV Fort +2, Ref +2, 
  Will -4; AI recog 18 (Security).
  Area A-2 — Holographic History Gallery: The door 
  opens into a curved hallway which features 6 large 10’-wide open 
  doorways. Beyond each doorway only complete darkness can be 
  seen. As you enter the hallway you hear the odd squeak of a small 
  rodent that sounds like it came from one of the southern door-
  ways.
  This gallery contains an array of darkened doorways, three 
  on the curved northern wall, and three more on the curved 
  southern wall. If any of these doorways are approached, 
  the darkness beyond vanishes and a blurred kaleidoscope 
  of colors and shapes appears beyond. The view is hazy un-
  til a character steps through a doorway. Upon entering, a 
  PC must immediately make a DC 10 Willpower save. Fail-
  ing this save means the PC cannot comprehend what they 
  are seeing and runs back out through the exit in mortal ter-
  ror. Once fully activated by someone stepping inside, each 
  doorway appears to resolve into a portal to another place 
  and time.
  Each of these rooms is a small holographic suite presenting 
  different historical periods for the education and entertain-
  ment of ancient patrons. The holographic inhabitants and 
  objects in each room are immaterial and cannot be touched 
  or interacted with, but anyone venturing inside further 
  than 10’ takes a chance on becoming lost inside the artificial 
  reality and unable to find their way back out. For each 10’ 
  distance traveled inside after the first, the PCs must succeed 
  at a DC 10+1 per 10’ traveled Intelligence check to remain 
  oriented and aware of where the gallery exit is located.
  This has already happened to a party of beast things that 
  have become lost in Gallery D. The various holographic 
  gallery presentations include:
  Gallery A - The Dawn of Man: Primitive man-apes strug-
  gle for survival on a barren, grassy savannah. One man-ape 
  throws a large bone up into the air in celebration of a recent 
  kill.
  Gallery B - Lost Lemuria: An advanced civilization of mu-
  tants scatter and flee as a tidal wave swamps their futuristic 
  city.
  Gallery C - Ancient Pyramid Builders: A Bronze Age cul-
  ture is shown driving thousands of slaves in the construc-
  tion a gigantic stone pyramid.
  
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  Gallery D - The Eternal Ones: A group of highly advanced 
  pure strain humans in flowing robes are shown meditat-
  ing, making art, levitating objects, and flying around a col-
  umned temple upon a cloudy mountain enclave. A group 
  of beast things have become lost in this holosuite, and will 
  be encountered as soon as a PC enters the room.
  Gallery E - Medieval Period: Thousands of humans and 
  mutants (elves, dwarves, etc.) are shown fighting a great 
  battle in metal armor.
  Gallery F - Age of Wonders: The world of the Ancient 
  Ones is depicted at its height. Pure strain humans, some 
  with cybernetic enhancements, are shown leading semi-in-
  telligent animals around on leashes in a vast technological 
  cityscape.
  Beast Things: An expedition of beast things entered the 
  museum just prior to the PCs, and became lost in the holo-
  graphic simulation in Gallery D. The beast thing champion 
  is using one of his telepathic rats to try and find the exit 
  (which is the sound the PCs heard upon entering). The tele-
  pathic rats are otherwise harmless and will scatter if freed.
  The beast things appear as blue-skinned semi-devolved 
  humans, with shocks of snow-white body hair. The beast 
  thing champion has a wicker cage strapped to his back 
  which contains several small rodents, and is also carrying 
  a working security com-badge already looted from within 
  the museum.
  If the beast things are not encountered in area A-2, they will 
  eventually find their way out of the hologram suite and 
  surprise the PCs from behind (by scouting ahead with the 
  telepathic rats) further inside the museum.
  Beast Things (7): Init +1; Atk spear +0 melee (1d6) or poi-
  son darts +1 missile fire (DC 13 Fort save or paralysis for 
  10 rounds); AC 12; HD 1d10; hp 6 ea; MV 30’; Act 1d20; SV 
  Fort +1, Ref +1, Will -1. 
  Beast Thing Champion: Init +1; Atk axe +2 melee (1d8) or 
  poison darts +1 missile fire (DC 13 Fort save or paralysis for 
  10 rounds) +1; AC 12; HD 1d10+2; hp 8; MV 30’; Act 1d20; 
  SP telepathic command of rats; SV Fort +1, Ref +1, Will -1.
  Area-A3 — Little Gift Shop of Horrors: The walls of this 
  room are dusty and lined with rows of small brightly-furred crea-
  tures with over-large eyes. On a smooth metal rock on the back 
  wall rests an artifact of the ancients exactly like the device you 
  discovered in the atrium on the skeleton corpse.
  This small room contains shelves overfull with dusty and 
  useless baubles and stuffed animal toys. Sitting on the 
  counter is what appears to be a dazer pistol. The dazer 
  pistol and three of the stuffed dolls are all in fact change-
  lings, which will sit and wait for the most opportune time 
  to attack. Although the changelings are capable of imitating 
  the appearance of any object or person touched (up to one 
  cubic foot in volume), when frightened or attacking they 
  most commonly assume the appearance of a small, spiky 
  hairball that is virtually all mouth and teeth. Changelings 
  are semi-sentient (3 Intelligence), and if more than two of 
  them are killed, the other two will attempt to assume non-
  threatening shapes in order to pass unnoticed by the PCs.
  Changelings (4): Init +3; Atk bite +2 melee (1d6, sever ap-
  pendage on crit); AC 12; HD 1d4; hp 2 ea; MV 10’-50’; Act 
  1d20; SP Mutation: Metamorph; SV Fort +1, Ref +2, Will +1.
  Area A-4 — Zero-G Experience: You enter a room with two 
  metal benches in the center and four translucent cabinets on both 
  the north and south walls. As you stare into the frosted surface 
  of a single cabinet, it appears to contain the shadowy shape of a 
  belt and a strange helmet. Another door at the far end of the room 
  beckons.
  The Zero-G Experience is two rooms — a prep room and 
  the experience room itself. The prep room contains lockers 
  with 8 sets of bubble helmets and enviro-belts total. While 
  the cabinet doors slide open at a touch, Artifact checks will 
  of course be required to correctly understand and use the 
  objects within. Note that if a PC successfully activates an 
  enviro-belt without wearing an activated bubble helm, 
  that PC will pass out from oxygen depravation in the same 
  number of rounds as the PC has Stamina points.
  Bubble Helmet: TL 4; CM 4 – This is a transparent, open 
  faced round helmet, which even in a deactivated state is 
  AC +1. Upon successful activation, the helmet will com-
  pletely enclose the head of the wearer and seal itself off at 
  the wearer’s neck. When activated, the bubble helmet sup-
  plies the wearer with a 24-hour supply of oxygen (note that 
  this will do a plantient PC no good whatsoever).
  Enviro-Belt: TL 4; CM 3 – This is an automatically self-siz-
  ing belt with a small set of controls. Upon successful acti-
  vation, the wearer is surrounded by a dim amber nimbus 
  and is effectively sealed off from the ambient environment. 
  This air-tight environmental shield is impervious to physi-
  cal objects and most forms of electromagnetic radiation. It 
  will absorb 15 points of damage before shutting down, and 
  will require 1 hour to recharge.
  When the PCs open the next door in area A-4, they see the 
  following:
  A smooth metal precipice extends out into the middle of a spheri-
  cal room 50’ wide. The precipice ends in a 10’ wide platform on 
  which rests a raised, gem-encrusted metal column.
  
  Page 16
  The control panel for the Zero-G Experience is a CM 4 
  device. Upon successful activation, the door to the room 
  will seal shut and all the air will be sucked out of the room 
  while an anti-gravity field is established. Holo-projectors 
  in the walls recreate the exact view one would have while 
  in low planetary orbit. The extended metal walkway and 
  control pedestal appear to be projecting from the side of an 
  orbital facility of the ancients.
  Suddenly you are spinning and floating as you struggle for breath 
  and find none. As you attempt to orient yourself, you see that you 
  have been somehow transported so high in the star-filled night-
  time sky that the distant ground beneath you looks like a curved 
  blue and white ball. You notice that instead of the ever-present 
  sky-arc, you see a big white and grey ball among the stars, which 
  seems to have the face of an ancient one, staring down at you.
  PCs equipped with both bubble helmets and enviro-belts 
  that they can activate will have little trouble in this room. 
  Others will begin to suffocate and/or begin to die from 
  decompression as their blood slowly begins to boil. In 3 
  rounds any PC not fully protected will pass into uncon-
  sciousness, and after 6 rounds they will die.
  The PC at the controls will be able to maintain a grip on 
  them and attempt to shut down the device by making a DC 
  5 Agility check. Any other PC in the zero-g environment 
  may make an attempt to “swim” through the micro-gravity 
  only by burning 1 or more points of Luck and making a DC 
  18 Agility check.
  Assuming that the Zero-G Experience program is success-
  fully shut down, air is immediately pumped back into the 
  room and gravity slowly restored so that all occupants 
  slowly sink to the floor otherwise unharmed. 
  Area A-5 — Security Ops: Inside this room is the desic-
  cated corpse of a former guard, who has the following on 
  his body:
  Com-Badge (blue/security): TL 4; CM 3; Special: Audio 
  and holographic communication (100 mile range), security 
  clearance identification (varies by type and former owner), 
  AI recog: +4.
  Force Baton: TL 4; CM 3; Power: C-Cell (10 charges); Range: 
  melee; Damage: 2d8; Special: Atk +2 – When activated, this 
  small pommel-sized device emits a 3‘ long cylinder of blue 
  light. This blue light is a kinetic plasma field that delivers 
  extra blunt force damage when striking an object or person. 
  1 charge is consumed with each successful strike. 
  Area A-6 — Genetics Research Lab: As the door opens, 
  you are surprised to see another party of looters staring back at 
  you from the darkened room interior.
  Room A, Viewing Gallery – This curved gallery room’s 
  north wall is comprised of transparent perma-glass, and 
  normally allows for easy viewing of the genetics lab be-
  yond. Until a PC steps into the room and activates the auto-
  matic lighting, the PCs will only see their reflections in the 
  glassy surface. Any attacks made against the perma-glass 
  will be fruitless, as it is damage resistant to anything short 
  of particle beam weapons. Once the lighting is activated the 
  PCs can see what lies beyond.
  Through the “hard air” surface in front of you, you see a wonder-
  land of ancient artifacts and devices of all sizes and shapes, any 
  one of which would surely bring you great status when returned 
  intact to your tribe. On the western wall of the curved room inte-
  rior you see a door that is mirrored by another door on your side 
  of the hard air.
  Room B, Ante-Chamber Room – The antechamber be-
  tween the two rooms is filled with translucent cabinets 
  identical to the ones in area A-4, except that these contain 4 
  sterile clean-room suits. These pearly-white suits are only 
  wearable by pure strain humans or mutants with no major 
  body-altering mutations. The head-to-toe outfits confer no 
  AC bonus, but do come equipped with a 4-hour oxygen 
  supply and will absorb up 10 points of damage before be-
  coming shredded and useless.
  Room C, The Genetics Research Lab – The treasure trove 
  of ancient artifacts before you seem to be scattered haphazardly, 
  with some turned over, as if the Ancient Ones left this room in 
  a great hurry. Many of the artifacts have clearly been ruined by 
  the passage of time and the accumulation of an odd green crystal-
  line mold. Among the intact items are an array of opaque boxes 
  stored on the northern wall. The surface of the boxes appears to be 
  a swirling miasma of milky-white and silky-blue clouds. An up-
  right table of intact artifacts lie next to the southern hard air wall. 
  At the far end of the curved room you see a large and spectacular 
  artifact that resembles an up-turned three-legged spider, with a 
  flat circular central area raised slightly above floor level, and a 
  gem-studded metal post attached to the side facing you. 
  The boxes stored on shelves are stasis cubes, most of which 
  are activated but empty. Two contain living specimens of 
  experimental animals that have been kept in a state of sus-
  pended animation for over 10,000 years. There are 10 stasis 
  boxes in all. If a PC successfully opens a stasis cube, have 
  the player roll 1d10. On a result of 9 or 10, the cube contains 
  one of the two living specimens.
  Puppy X-107: This small canid puppy is semi-sentient (3 
  Intelligence), and has had its genome adjusted in order to 
  give it the Teleportation mutation. If frightened, the pup-
  py will randomly teleport up to 60‘ without error (if the 
  teleportation destination is a solid object, the puppy will 
  “bounce” another random 10‘ until it can materialize safe-
  ly). The puppy imprints on whoever frees it from the stasis 
  box and regards that person as its mother.
  Puppy X-107: Init +0; Atk bite +0 melee (1d3); AC 10; HD 
  1d4; hp 3; MV 30’; Act 1d20; SP mutation (Teleport, 60’); SV 
  Fort +1, Ref +1, Will +1.
  Rabbit X-241: This white-furred lupine (a species that does 
  not exist in Terra A.D.) is semi-sentient (3 Intelligence) and 
  has had its genetic code altered in such a way as to grant 
  it the Empathy mutation. The rabbit will attempt to bond 
  with whichever PC seems the biggest and the strongest for 
  protection. The target PC must make an opposed Willpow-
  er save versus a 1d20 Empathy mutation check or feel an 
  
  Page 17
  overwhelming emotional urge to protect and care for the 
  rabbit.
  Rabbit X-241: Init -0; Atk bite +0 melee (1d3); AC 10; HD 
  1d4; hp 3; MV 40’; Act 1d20; SP mutation (Empathy); SV Fort 
  +1, Ref +2, Will +3.
  The assortment of intact artifacts on the lab table are obvi-
  ously ripe for PC plunder and assorted artifact checks. The 
  judge should hand out these artifacts randomly, resisting 
  all attempts by players to actively meta-game by asking 
  questions about size and shape. To the eyes of the primitive 
  PCs, any and all ancient artifacts look equally foreign and 
  strange.
  Cortexin Cylinders (4): TL 4; CM 3; Power: Self – These 
  small cylinders function as gas grenades, enveloping a 20’ 
  diameter area when successfully activated. Any non-sen-
  tient creature or plant affected will become fully sentient 
  in 1d3 turns (roll 3d6 for INT), while sentient creatures are 
  unaffected.
  Multitool: TL 5; CL 5; Power: Self; Special: +5 to Artifact 
  checks, bypass security locks on a DC 12 Intelligence check 
  – The multitool device is a compact handheld tool combin-
  ing AI-driven diagnostic software with gravitational tractor 
  field projectors, making it highly useful for working on and 
  repairing the technology of the Ancient Ones. The device 
  emits a characteristic high-pitched whine when activated.
  C-Cells (5) - A small locked plasteel chest containing 5 C-
  cells.
  Medipac: TL 5; CM 6; Power: C-cell (10 charges) – This 
  most prized of ancient artifacts is a small, handheld medi-
  cal transmat device with an on-board medical diagnostic 
  AI and database. To use the medipac, one need merely hold 
  it against an injured living creature and activate it. This 
  miraculous device instantly takes biomedical sensor read-
  ings and activates a specialized matter replicator to restore 
  injured or diseased tissues to their original healthy state. 
  NOTE: Because the medical database is programed only 
  for humans or other pre-disaster living creatures, there is 
  a chance (5% for each hit point healed above the creature’s 
  maximum) that the medipac will “cure” (i.e., remove) one 
  random mutation or defect when used on a mutant, mani-
  mal, or plantient.
  The large artifact at the far end of the lab is a gene rese-
  quencer. The device is comprised of a set of controls on 
  a pedestal attached to a circular dais with three inwardly 
  curving metal arms. While it was once used to make careful 
  modifications to the genetic structure of test animals, the 
  millennia have not been kind to it and it is now wholly un-
  reliable, and any attempts to use it will have wildly unpre-
  dictable results. Note that regardless of the results of any 
  genetic modifications performed on a living creature, that 
  creature will also be restored to full health by the device.
  As the tech level and complexity of the gene resequencer 
  place it far beyond the limits of understanding for the tribal 
  PCs, use the special artifact table below for this device. The 
  controlling PC applies any natural Intelligence modifiers to 
  the roll (and may burn Luck, of course), but critical failure 
  and successes (natural rolls of 1 and 20 respectively) may 
  not be altered in this way.
  Gene Resequencer: TL 6; CM 10; Power: Self. 
  Artifact Roll
  Result
  1 or less
  Critical Failure: The device explodes in-
  flicting 2d6 damage to all within a 10’ ra-
  dius. One random surviving character is 
  now a non-sentient gecko.
  2-3
  Character is genetically regressed to a 
  pool of primordial soup.
  4-5
  Character is genetically regressed to 
  a primitive chordata, which must be 
  placed in water in 1d3 rounds or die of 
  asphyxiation.
  6-7
  Character is genetically modified into an 
  archaeopteryx.
  8-9
  Character is genetically modified into a 
  chicken that smells of curry.
  10-11
  Character is genetically regressed to a 
  prior evolutionary stage (man-ape, semi-
  sentient genotype).
  12-13
  Character is genetically transformed into 
  a different genotype; PSH to mutant, 
  mutant to manimal, manimal to plan-
  tient, and so on.
  14-15
  Character is genetically modified to gain 
  one additional physical mutation (if 
  PSH, character becomes mutant).
  16-17
  Character is genetically modified to lose 
  one additional physical mutation (if this 
  reduces a mutant to zero mutations, then 
  character becomes PSH).
  18
  Character is genetically modified to gain 
  one additional mental mutation (if PSH, 
  character becomes mutant).
  19
  Character is genetically modified to gain 
  1d6 additional appendages, including at 
  least one prehensile tail and/or a pair of 
  wings.
  20+
  Character is genetically modified to his 
  or her original form and genotype.
  Area A-7 — Turbo-Lift: TL 4, CM 3. This small 10‘ x 10’ 
  chamber grants access between levels. 
  Upon activation of the turbo lift, an ultraviolet decontami-
  nation ray will harmlessly scan everything within the tur-
  bo lift before ascending or descending. Any failed Artifact 
  check will result in an alarm sounding and the summon-
  ing of a soft-light hologram and two security bots (see area 
  A-1 for stats). A fumble on the Artifact check will drop the 
  turbo lift one floor to the bottom of the shaft inflicting 1d4 
  in damage to all within.
  
  Page 18
  LEVEL TWO
  Area B-1 — Turbo-lift: (Same as area A-7)
  Area B-2 — Vibratorium: The vast circular chamber con-
  tains a working artifact of the ancients the size of a large boulder. 
  The device is active and complex in a way that hurts your eyes to 
  behold, as you watch parts of it revolve around into itself, only 
  to remerge on the other side. You can feel a low vibration though 
  the soles of your feet. The device is being attended by eight small 
  mutants that look like gopher-men. The gopher-men are buzzing 
  about the ancient machine, fiddling with parts of it using hand 
  held tools of some kind. The tiny 3’ tall mutants seem to ignore 
  your entrance into the room. There is a broken gap in the east-
  ern section of the curved wall through which a wall of sand has 
  spilled into the room.
  The device is an ancient Rube Goldberg machine designed 
  to demonstrate the principles of perpetual motion. The 
  gopher-men have modified it over the centuries to emit a 
  subsonic vibration that repels the silane serpents who stalk 
  them in their underground lairs.
  The gopher-men’s sole focus is attending the machine, 
  which they hover over — adjusting controls and servicing 
  it with their tools. If the machine is approached by any of 
  the PCs, the gopher-men will move to block any access, 
  waving their hands excitedly at the strangers. If the players 
  press forward, the gopher-men will attempt to grapple and 
  shove them back away from the machine. 
  If the gopher-men are attacked outright, they scatter and 
  flee, diving head-first into the earthen gap in the room’s 
  walls as they quickly burrow away. They will return in 1d5 
  rounds armed with a sleep grenade and attempt to subdue 
  the party. Should they succeed, the characters wake up in 
  1d6 turns outside the room, and will discover that the door 
  is now barricaded from the other side. The barricaded door 
  requires a combined Strength check of 60 to shove back 
  open again.
  Sleep Grenade: When the gopher men hurl a sleep grenade 
  into the room, ask the players immediately what they do, 
  then resolve the effects of the sleep grenade according to 
  their individual responses.
  Action 
  Result
  1.) “I run out of the room.” 
  No effect.
  2.) “I hold my breath.” 
  No effect; Fort save on 
  next round.
  3.) Anything other response 
  Character sleeps for 1d6 
  turns.
  The gopher-men will continue to attempt to protect the 
  machine with their improvised tools until one or more of 
  their numbers is killed, after which they permanently flee 
  the room, screaming incomprehensible gibberish over their 
  shoulders at the party as they leave.
  Divination of the purpose of the vibratorium machine is 
  nigh-impossible for the PCs, but that is unlikely to prevent 
  them from trying to tinker with it and understand it. Treat 
  the vibratorium machine as a Complexity Modifier 10 ar-
  tifact. Almost any attempt to tinker with the fragile device 
  will break it, at which time the subsonic hum ceases.
  Three rounds later the party will detect a low rumbling 
  noise as though a minor earthquake is beginning. On the 
  next round a silane serpent will burst through the gap in 
  the walls and attack the party.
  Gopher-Men (8): Init -0; Atk crude tool +0 melee (1d4); AC 
  9; HD 1d4; hp 3 ea; MV 30’; Act 1d20; SP tunnel through 
  earth at full movement; SV Fort +1, Ref +0, Will -1.
  Area B-3 — Tetrahedron Moon Anomaly 1: This 60’ 
  wide circular room is awash in ruined and destroyed artifacts of 
  the ancients — some burnt and blackened, others merely broken 
  into tiny pieces. In the center of the room is an inert crystalline 
  pyramid over 16’ tall, surrounded on all sides by odd purple vines 
  suspended from metal poles. You think that you hear a low, barely 
  discernible hum in the room, but every time you stop to listen for 
  it, the hum is no longer there.
  This chamber contains the laboratory used by the Ancient 
  Ones to study a large, crystalline tetrahedron found buried 
  on their moon. There is a plethora of technical equipment 
  strewn haphazardly about the lab, but all of it has been ren-
  dered powerless, broken, and inert by the TMA-1. Inevita-
  bly, the PCs will examine the tetrahedron. At the slightest 
  touch, a character finds himself mesmerized by the friction-
  less surface of the tetrahedron and unable to break contact 
  with it for 1 round, after which one of the following things 
  will happen to the character:
  1st touch: PC gains 1d3 Intelligence (to a maximum of 18).
  2nd touch: PC gains 1d5 Intelligence (to a maximum of 20) 
  and ages 6d10 years.
  3rd touch: PC further ages and drops to the floor in a coma, 
  surrounded by a glowing envelope of pure white light. The 
  brightness of the light increases over the next round until 
  the PC can no longer be seen inside. On the third round 
  the PC emerges from the cocoon of light transformed into a 
  gigantic fetal version of his or her genotype — a Star Child 
  (or Star Welp or Star Sprout, as the case may be). The trans-
  formed PC is now ostensibly under the control of the judge, 
  though a willing player may continue to role play the char-
  acter with special instruction from the judge. 
  STaR ChILD REaCTIONS
  If the newly transformed Star Child is left alone and un-
  molested, it will spend 1 round contemplating its new ex-
  istence, then extend a hand towards the tetrahedron and 
  cause it to begin glowing as each of its three exposed faces 
  falls inwards into infinite corridors of star light. The Star 
  Child will then fly onto one of these star gates and begin a 
  journey of exploration across the multiverse.
  Star Child: Init +20; Atk paralysis ray +0 missile fire (pa-
  
  Page 19
  ralysis for 1d6 rounds, see below); AC 30; HD 10d12 60; 
  MV 100’; Act 2d30; SP artifact power drain; SV Fort +10, 
  Ref +10, Will +10.
  If the Star Child is attacked or interfered with by any of the 
  remaining PCs, it will initiate combat, always going first 
  in initiative order. The Star Child will respond to any at-
  tack by paralyzing the attacker and draining any powered 
  items of all charges. If the attacker has an Intelligence above 
  12, the paralysis will place the attacking PC into the same 
  type of coma as the TMA-1, eventually turning that char-
  acter into another Star Child. Targets below 12 Intelligence 
  merely remain paralyzed for 1d6 rounds.
  Note that this encounter could easily escalate into a TPA 
  (Total Party Ascension). While the entire party may be 
  wiped out, the players can at least console themselves that 
  their once Level-0 characters are now the equivalent of 
  transcendent gods freely exploring the planes of existence.
  CONCLUDING The ADVeNTURe
  However events in area B-3 transpire, the tetrahedron’s 
  star-gate will remain open for another 2 turns. Adventur-
  ous PCs may decide to willingly enter the star-gate and be 
  instantly transported to another location in or outside Terra 
  A.D. Malicious judges may wish to simply have the party 
  swept up by the star-gate and transport them to the next 
  adventure scenario and/or game system.
  APPeNDIX A: 
  ARTIFACTS OF The ANCIeNTS
  DESCRIbINg aRTIfaCTS 
  fOR ThE PLayERS
  Because your players are members of a 21st century society, 
  describing the Artifacts of the Ancients to their primitive 
  characters can become problematic. If you and your group 
  enjoy a play style unconcerned with issues of metagaming, 
  then no caution in this matter need be exercised.
  If, however, you and your group enjoy game sessions filled 
  with elevated levels of mystery and suspense, as well as a 
  decided “Appendix N” flavor, then it is up to the judge to 
  describe artifacts to the players in the most abstract terms 
  possible. This will simulate the very real sense of the un-
  known that primitive tribesmen would experience when 
  discovering lost artifacts from before the Great Disaster. 
  When the PCs stumble upon a new item, it’s best to de-
  scribe it simply and in extremely general terms of size and 
  shape, always comparing it to something within the char-
  acters’ realm of experience.
  TECh LEVELS aND 
  COmPLExITy mODIfIERS
  Tech Levels (TL) are only used to generally categorize ar-
  tifacts, sometimes placing an upward limit on the ability 
  of player characters to understand and master technolo-
  gies too far removed from their understanding. Even the 
  most brilliant of tribesmen cannot learn how to pilot a star 
  shuttle or program a heuristic quantum computer, at least 
  not without years of experience in dealing in such arcane 
  super devices.
  The maximum Tech Level that a PC can understand is 
  based either on Intelligence score or class level, whichever 
  is higher.
  Complexity Modifier (CM) on the other hand, represent 
  a more specific and concrete measurement of an artifacts’ 
  inherit accessibility to the untutored user. For example, a 
  stun grenade may only have a CM of 1 (you push a button 
  and throw it away), whereas a dazer pistol with its multiple 
  settings and optional power sources has a CM of 4. 
  aRTIfaCT ChECkS
  The knowledge and forces used to create the artifacts of the 
  ancients may be forever lost, but that doesn’t mean that a 
  savage mutant tribesman can’t pick up a dazer pistol and 
  figure out how to fire it. In order to attempt to understand 
  and use an artifact, characters make an artifact check roll of 
  1d20 +Intelligence modifier +class Artifact bonus -the ar-
  tifact Complexity Modifier, then take the total rolled and 
  consult the table below for the result. Each standard Arti-
  fact check requires 3 turns (30 minutes) to complete.
  For example, Mangarr the Mighty, a 1st level Rover with a 
  16 Intelligence, finds and attempts to understand a dazer 
  pistol. Mangarr rolls a d20, adds his Intelligence ability 
  modifier of +2, his artifact bonus at 1st-level of +2, and sub-
  tracts the Complexity Mod of the dazer pistol (CM 3). Man-
  garr rolls a 12 +2 Intelligence, +2 artifact bonus, -3 CM =13. 
  Mangarr successfully activates the dazer pistol and fires a 
  shot, but does not yet understand how to use the artifact. 
  He may elect to spend an additional 3 turns attempting to 
  better understand how to use the dazer pistol and make 
  another artifact check.
  Should players attempt to collaborate and have multiple 
  characters examine the same artifact, the Artifact check will 
  be that of the highest Intelligence character +1 for each ad-
  ditional character with an Intelligence above 12 to a maxi-
  mum total artifact bonus of +4.
  
  Page 20
  TEaChINg OThERS
  Once a character understands the basic functioning of an 
  artifact, he can share this knowledge with any other char-
  acter. In order to learn how to use an artifact when being 
  taught by someone who already understands the device, 
  the second character must make a successful DC 10 Intelli-
  gence check. A failure means that the character cannot learn 
  to use that artifact for the next 24 hours. On a critical fail-
  ure of 1, the artifact breaks irreparably and inflicts damage 
  as though the mutant had rolled a fumble on the Artifact 
  check table below.
  For example, after having finally mastered the dazer pistol, 
  Mangarr decides to instruct his comrade Canus, a manimal 
  dog with an Intelligence of 12 (no ability bonus), in its use. 
  Canus rolls a d20 and gets a 10 — success! Canus now also 
  knows how to use the dazer pistol, which could be handy 
  knowledge to have later on.
  COmbaT aRTIfaCT ChECkS
  There will arise occasions when a player character will 
  wish to grab an unknown artifact in the middle of combat 
  and attempt to quickly guess its function and use it. These 
  are called Combat Artifact checks. In order to make a Com-
  bat Artifact check, the player character must immediately 
  burn 1 point of Luck. This earns the character a one-time 
  Combat Artifact check that takes only 1 round to execute 
  (as opposed to the 3 turns a standard artifact check normal-
  ly requires), and to which no normal bonuses apply except 
  further Luck expenditures, i.e., a Combat Artifact check is 
  a straight roll that does not include any Artifact Check bo-
  nuses from genotype, level or ability modifiers.
  For example, the mutant Ro-Jeck is being attacked by a 
  hard-light hologram armed with a maser pistol. Ro-Jeck’s 
  holographic opponent rolls a 1 on his ranged attack and 
  fumbles, dropping the mazer pistol to the floor. Ro-Jeck 
  has never seen a mazer pistol before, but decides to scoop 
  it up and attempt to fire it back at his opponent. Ro-Jeck 
  grabs the mazer pistol, burns 1 point of Luck, and spends 
  his round attempting a Combat Artifact check on the pistol. 
  Ro-Jeck is a 1st-level mutant, so his action die is 1d20, which 
  he rolls for his Artifact check with no additional bonuses. 
  The mazer pistol is CM 5, and Ro-Jeck rolls very well with 
  an 18, so 18-5 = a Combat Artifact check of 13, meaning that 
  Ro-Jeck manages to activate and fire the mazer pistol for 
  one use, but still does not understand how it works. Fortu-
  nately for Ro-Jeck, the mazer pistol was already set on high 
  and he subsequently rolls a successful ranged missile at-
  tack against his opponent, resulting in 3d6 of heat damage 
  to the hard-light hologram’s projection device, and it dies. 
  Because Ro-Jeck did not roll high enough on his Combat 
  Artifact check to fully understand the mazer pistol’s opera-
  tion, he would need to spend another point of Luck and 
  make an additional Combat Artifact check if he wished to 
  attempt to continue to use the mazer pistol during the same 
  combat.
  Table 2-1: Artifact Checks
  d20
  Result
  1
  Artifact breaks irreparably and inflicts maxi-
  mum damage possible (or 1d6, whichever is 
  greater) to all characters within a minimum 
  range of 10’ (or greater range, if applicable).
  2-8
  Artifact breaks irreparably, inflicts 1d3 damage 
  to user.
  9-11
  Artifact breaks — part falls off; must make a DC 
  12 Intelligence check to replace part.
  12-13
  Artifact activates for one use; but its operation is 
  still not understood.
  14-16
  Artifact activates and its operation is minimally 
  understood; DC 10 Intelligence check to first 1d3 
  uses; artifact operation is basically understood 
  afterwards.
  17-19
  Artifact activates and its operation is basically 
  understood; additional ammunition or power 
  sources may used if available.
  20-22
  Artifact activates and its operation is well un-
  derstood; minor repairs may be attempted with 
  successful DC 12 Intelligence check and correct 
  tools and materials.
  23-26
  Artifact activates and its operation is well un-
  derstood; minor repairs may be attempted with 
  successful DC 10 Intelligence check and correct 
  tools and materials.
  27-31
  Artifact activates and its operation is precisely 
  understood; major repairs may be attempted 
  with successful DC 8 Intelligence check and cor-
  rect tools and materials.
  32-33
  Artifact activates and its operation is precisely 
  understood; major repairs may be attempted 
  with correct tools and materials.
  34-35
  Artifact activates and its operation is precisely 
  understood; major repairs may be attempted 
  with correct tools and materials. With a success-
  ful DC 10 intelligence check, proper materials, 
  parts, and tools, a duplicate artifact may be con-
  structed.
  36+
  Artifact activates and its operation is precisely 
  understood; major repairs may be attempted 
  with correct tools and materials. With proper 
  materials, parts, and tools, a duplicate artifact 
  may be constructed.
  
  Page 21
  APPeNDIX B: AI ReCOGNITION
  aI RECOgNITION ROLLS
  W
  henever a player character attempts to interact with an artificial intelligence, the first step is to make an AI rec-
  ognition roll to determine if the artificial intelligence even regards the character as a human being — a neces-
  sary precursor to any further attempts at communication. Many factors can potentially affect the AI recognition 
  roll, from how closely the player character physically resembles a pre-disaster human to how functionally intact the AI’s 
  programming remains after centuries of time has passed.
  The AI recognition roll is accomplished by the player calculating the PC’s AI recognition check roll (1d20 ± genotype 
  modifier ± other modifiers), rolling the appropriate die, and comparing the result against the artificial intelligence’s cur-
  rent AI recognition target number. NOTE: Plantients do not receive AI recognition rolls, and are never recognized as 
  humans by artificial intelligences.
  The following chart gives some common examples of AI recognition modifiers.
  afTER ThE 
  aI RECOgNITION ROLL
  I
  f the player character is successfully recognized as human by the AI, communication with the artificial intel-
  ligence can commence. While the diversity of role playing options is of course rightfully left to the auspices of 
  individual judges, it should be noted that a successful AI recognition roll only makes open communication with 
  the AI possible — it does not guarantee sufficient security clearance to exercise authority over the AI, nor does it ensure 
  mastery over the unit. Some AIs possess full sentience and are therefor treated as NPCs and cannot be mastered at all. 
  Judges are encouraged to use these role playing opportunities to negotiate with the player characters for any control over 
  an AI, as such beings can become powerful allies and perform game-changing functions for the PCs.
  Table 2-2: AI Recognition Roll Modifiers
  Condition
  AI Recognition Roll Modifier
  Genotype:
     Pure Strain Human
  +2
     Mutant
  -
     Manimal
  -4
     Plantient
  No AI recognition possible
  Player Character is:
     Mutant with no visible mutations
  +1
     Mutant with visible mutations
  -1 to -4 (judge’s discretion based on severity)
     PSH is dressed as Ancient One
  +1
     PC possesses functioning com badge
  +2 to +4 (depending upon type and security 
  clearance) 
     Manimal is primate sub-type
  +1
  Artificial Intelligence is:
     Household appliance, toy, household-bot, or household hologram
  +1
     Civilian vehicle or personal computer
  -
     Governmental vehicle, Industrial robot, or governmental hologram
  -1
    Medical or scientific computer, robot, or hologram
  -2
     Military vehicle, robot, or hologram
  -3
     AI is damaged or insane
  -4
     AI is currently mastered by living being
  -6
  
  Page 22
  
SOURCE: textdata/thevault/Mutant Crawl Classics/Mutant Crawl Classics Adventures/MCC00 Museum At the End of Time.pdf