TEXT: Metamorphosis Alpha Modifications 
  by A. Mark Ratner (Dragon #16) 
  While Metamorphosis Alpha (MA) is an excellent game certain problems arise for players 
  choosing to play mutants (and for their ref’s!) One common problem is how to evaluate a 
  mutant’s attempt to figure out how to use (or what is the use of) a device, weapon, etc. Humans 
  use the rules on pp 21-22, cross indexing their leadership potential and the item’s complexity 
  level, but mutants have no leadership potential, so a new ability for mutants is needed, their 
  mechanical (or technical) aptitude. This ability is a regular three dice roll, and is used wherever 
  humans would use leadership potential on the device learning table on page 22. 
  A more serious problem arises with mutations of animals other than human. Since in the 
  unmutated form they have intelligence less than the human norm, and do not have hands or other 
  manipulative members (with a few exceptions) the ref’ should require that they use Mental 
  Mutation (MM) 1, and Physical Mutation (PM) 4, to gain human level intelligence and 
  manipulative paws or whatever. This ruling means that a mutated animal has two less useful 
  mutations than a mutated human, so why should anyone pick an animal mutation? 
  The answer here is that animals have certain advantages over men, and the ref’ must allow his 
  mutants to use them. Animals’ senses are generally better than men’s, they are often stronger 
  then men, they have natural weapons, and many have special abilities that in a human would be a 
  mutation, for example wings, natural camouflage (equal) to PM11 in their natural surroundings), 
  tough hides and outstanding dexterity and balance. 
  The table given here is not intended to be an all encompassing list, but rather a guideline for ref’s 
  to use. Referees should expand the chart as needed in their games. Indeed, since MA is a free-
  form game system the ref’ should not hesitate to modify the chart as he feels appropriate. 
  It is assumed that all player characters playing mutated animals use MM 1 to increase their 
  intelligence to human level. To increase it beyond human norm use MM34 as well. 
  Players do not have to use manipulative members. If their creature does not have them (either 
  naturally or mutated) they cannot use tools, devices, etc. Anything you can use with your hand in 
  a mitten with the thumb taped down an animal could use, but few items fall into this category. 
  Players with animals are incapable of human speech without PM4, but would still be able to 
  understand human speech and work out a system of communication. Alternately they can use 
  MM 5, telepathy. If PM 4 is used once it can alter both the paws and vocal cords to allow both 
  manual dexterity and human speech. 
  Chart Notes 
  *This is not the number of hit dice, rather it is the number of dice rolled to obtain the number of 
  hit dice, i.e. if a 3 appears in this column the animal has from 3 to 18 hit dice. Note that players 
  and important non-player characters (NPC) have twice the hit dice of normal animals or men. 
  
  Therefore a herd of horses will have only half the number of hit dice shown on this table, since 
  the table is designed for player characters. Similarly the table on page 17 of MA is designed for 
  normal NPCs, if a player becomes a creature from that table he (or she) would have twice the hit 
  dice shown. 
  **Strength is not used with damage from natural weapons (unless PM25 is used) because the 
  strength of the animal is designed into the table. The strength is used when the mutant uses a 
  club, sword or other weapon. 
  1. PM 4 giving hands or manipulative paws decreases speed by 33%.  
  2. Cold blooded animal will die of heat or cold quickly if not protected.  
  3. Good swimmer.  
  4. Natural camouflage.  
  5. Can go for long time without eating (several weeks).  
  6. Has fair manipulative organs without mutation.  
  7. Good climber.  
  8. Constriction damage varies with size, approx. 1 dice per 6’ of snake.  
  9. Has tongue that can extend to catch insects, etc.  
  10. Dexterity halved if not coiled.  
  11. Has heat sensing organ, detects warm blooded animals at 10’  
  12. Keen eyesight, equal to PM 22 except cannot see infrared or ultraviolet.  
  13. Can see infrared.  
  14. Can Fly.  
  15. Balance equal to PM 27.  
  16. Light bones and body structure, effect of PM 42 when struck with sword, axe, club, etc. 
  Arrows, darts, spears, poison, and energy attacks do only normal damage.  
  17. Nocturnal, good night vision, vision may not be as good in bright light.  
  18. Has horns or antlers.  
  19. Can jump high obstacles and broad ditches.  
  20. Needs PM 4 to become an amphibian.  
  21. Smell equal to PM 19 upwind, 1/3 as good without wind, 1/10 as good downwind.  
  22. Hearing equivalent to PM 20 with 1/2 range. Can be surprised by something that is very 
  quiet, base chance 1/12.  
  23. If PM 4 is used to gain manipulative members the animal becomes 6 limbed, with its 
  hands above the forelegs (similar to a centaur.)  
  24. Poor vision.  
  25. Can hold breath for a long time (15 min. or more.)  
  26. Color blind.  
  W = water speed 
  F = Flying speed 
   
   
  
  Mutated Animal Chart 
  Animal Type 
  Size 
  Dice for Abilities 
  Hit 
  Dice* 
  Armor 
  Class 
  Move 
  Damage** 
  Notes 
  RR 
  MR DX ST 
  C 
  Mammals 
    Horse 
  1500# 
  3 
  3 
  3 
  5 3 
  5 
  7 
  18 1-8 Hoof 
  19, 21, 22, 23 
    Deer 
  200# 
  3 
  3 
  3 
  3 3 
  3 
  7 
  18 1-4 Hoof 
  1-8 Antlers 
  18, 19, 21, 22, 23, 4 
    Moose 
  1500# 
  3 
  3 
  3 
  5 3 
  6 
  7 
  15 1-8 Hoof 
  1-12 Antlers 
  18, 21, 22, 23, 3, 4 
    Mountain Goat 
  200# 
  3 
  3 
  3 
  3 3 
  3 
  7 
  16 1-4 Hoof 
  1-8 Antlers 
  4, 15, 18, 19, 21, 22, 23 
    Black/Brown Bear 
  300# 
  3 
  3 
  3 
  4 3 
  4 
  5 
  8 1-8 Bite 
  1-8 Claws 
  4, 21, 22 
    Grizzly Bear 
  800# 
  3 
  3 
  3 
  5 2 
  6 
  5 
  8 1-12 Bite 
  1-10 Claws 
  4, 21, 22 
    Armadillo 
  15# 
  3 
  3 
  3 1+1 4 
  2 
  7 
  4 1-3 Claws 
  4, 21, 22, Has PM 17 
    Boar 
  350# 
  3 
  3 
  3 
  4 4 
  5 
  5 
  12 1-10 Tusk 
  4, 21, 22, 1 
    Elephant 
  1200# 
  3 
  3 2+1 
  10 4 
  12 
  4 
  12 2-24 Tusk 
  1-8 Trunk/Crush 
  6, 21, 22, 24 
    Pigmy Elephant 
  350# 
  3 
  3 
  3 
  4 3 
  4 
  5 
  12 1-10 Tusk 
  1-4 Trunk 
  6, 4, 21, 22, 24 
    Raccoon 
  25# 
  3 
  3 3+1 1+1 3 
  2 
  8 
  6 1-4 Bite 
  1-4 Claws 
  3, 4, 7, 21, 22 
    Skunk 
  20# 
  3 
  3 
  3 
  1 3 
  2 
  8 
  6 1-4 Bite 
  4, 22, Has PM 8 
    Gorilla 
  500# 
  3 
  3 2+1 
  5 4 
  5 
  7 
  4 1-6 Bite 
  6, 21, 22 
    Sea lion 
  100# 
  3 
  3 
  3 
  2 3 
  3 
  8 
  4 (12 W) 1-6 Bite 
  3, 15, 25 
  Canines 
    Coyote 
  50# 
  3 
  3 
  4 
  2 3 
  3 
  7 
  12 1-6 Bite 
  1, 3, 4, 21, 22, 26 
    Wolf 
  80# 
  3 
  3 
  4 
  2 3 
  3 
  7 12 
  1-8 Bite 
  1, 3, 4, 21, 22, 26 
    Fox 
  25# 
  3 
  3 
  4 1+1 3 
  2 
  8 
  12 1-4 Bite 
  1, 3, 4, 21, 22, 26 
    Mastiff 
  160# 
  3 
  3 
  3 
  3 3 
  4 
  7 
  12 1-8 Bite 
  1, 3, 4, 21, 22, 26 
  Felines 
    Domestic Cat 
  20# 
  3 
  3 
  4 
  1 3 
  2 
  8 
  8 1-4 Bite 
  1-2 Claws 
  1, 4, 7, 15, 17, 21, 22, 26 
    Cougar 
  150# 
  3 
  3 3+1 2+1 3 
  4 
  7 
  12 1-6 Bite 
  1-4 Claws 
  1, 4, 7, 15, 17, 21, 22, 26 
    Lynx 
  45# 
  3 
  3 
  4 
  2 3 
  3 
  8 
  12 1-4 Bite 
  1-3 Claws 
  1, 4, 7, 15, 17, 21, 22, 26 
    Lion 
  500# 
  3 
  3 
  3 
  4 4 
  6 
  6 
  12 1-10 Bite 
  1-8 Claws 
  1, 4, 7, 15, 17, 21, 22, 26 
   
   
  
  REPTILES 
    Alligator 
  400# 
  4 3 2+1 
  4 
  4 
  6 3 
  4 (8 W) 2-24 Bite 
  1-12 Tail 
  1, 2, 3, 5 
    Chameleon 
  2 Ft. 
  4 3 2+1 
  2 
  3 
  2 5 
  2 1-4 Bite 
  2, 6, 7, 9, has PM 11 
    Gila monster 
  2 Ft. 
  4 3 
  3 
  2 
  3 
  2 4 
  2 1-4 Bite 
  1-3 Claws 
  1, 2, 4, 5, Poison (12) 
    Komodo dragon 
  200# 
  4 3 
  3 
  5 
  4 
  5 4 
  6 1-12 Bite 
  1-8 Claws 
  1, 2, 4, 5 
    Swift Lizard 
  3 Ft. 
  4 3 
  4 
  2 
  3 
  2 5 
  9 1-4 Bite 
  1-3 Claws 
  1, 2, 4 
  Snakes 
    Constrictors 
  6-30 Ft. 
  4 3 
  4 1/6 3 to 4 2 to 6 6 
  1 1-6 Bite 
  Constriction 
  2, 3, 4, 5, 7, 8, 10 
    Pit Viper 
  4-6 Ft. 
  4 3 
  4 
  1 
  3 
  2 6 
  1 1-6 Bite 
  Poison (12) 
  2, 3, 4, 5, 10, 11 
    Viper 
  4-12 Ft. 
  4 3 
  4 
  1 
  3 2 to 3 6 
  1 1-6 Bite 
  Poison (15) 
  2, 3, 4, 5, 10 
  BIRDS 
    Eagle 
  42 In. 
  3 3 
  4 2+1 
  3 
  2+1 8 
  1 (18 F) 1-6 Beak 
  1-4 Talons 
  4, 12, 14, 15, 16 
    Falcon 
  18 In. 
  3 3 
  4 
  1 
  3 
  1+1 8 
  1 (24 F) 1-4 Beak 
  1-3 Talons 
  4, 12, 14, 15, 16 
    Owl 
  30 In. 
  3 3 
  4 
  2 
  3 
  2 8 
  1 (18 F) 1-4 Beak 
  1-4 Talons 
  4, 12, 13, 14, 15, 16, 17 
    Duck 
  24 In. 
  3 3 
  4 
  1 
  3 
  1+1 8 1 (2 W, 18 
  F) 1-3 Beak 
  3, 4, 12, 14, 15, 16 
    Swan 
  60 In. 
  3 3 
  4 2+1 
  3 
  2+1 8 1 (2 W, 18 
  F) 1-4 Beak 
  3, 4, 12, 14, 15, 16 
  MISC. 
    Turtle 
  125# 
  4 3 
  2 
  2 
  3 
  3+1 6 
  2 1-12 Bite 
  2, 3, Has PM 17 
    Octopus 
  100# 
  9’ Tentacles 4 3 
  3 
  3 
  3 
  3 7 
  2 (8 W) 1-3 Tentacles 
  2, 3, 6, 7, 20 
   
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Magazine Articles/Rewritten Dragon Articles/MA Mods 2 (Dragon #16).pdf