TEXT:  
  Metamorphosis Alpha and its concepts are trademarks owned by James M. Ward. 
  All other content is copyright © 2015 Kerry Jordan. 
  This document does not represent a challenge to any trademarks or copyrights held by James M. Ward. This document is not affiliated with James M. 
  Ward. 
  Page 1 of 14 
  COVERT AFFAIRS 
  A METAMORPHOSIS ALPHA Module, #KDJ5 
  By Kerry Jordan 
  kerry.d.jordan@gmail.com 
  March 23, 2015 
  Version 1.00 
  Based on the METAMORPHOSIS ALPHA setting by 
  James M. Ward 
  Play-tested by 
  Darren Cox, Murray Johnson, Kyle Moore, 
  Kris Reisz, Steve Sloan, Rusty Stewart 
  INTRODUCTION 
  Your once peaceful village has had enough of 
  deprivations by brutal mutant wolf-men and has declared 
  war! The help of every able-bodied man and mutant is 
  needed to defeat the wolfoid horde! Your village needs 
  YOU – will you answer the call?! 
  This module is designed for the 1st edition 
  Metamorphosis Alpha system and is intended as a 
  challenge for 4-6 player characters. It is written to follow 
  the events that occurred in module #KDJ1 Dire Straits. 
  The adventure also refers to new rules introduced in the 
  APPENDICES of module #KDJ1 Dire Straits. The 
  estimated play time is 4 hours. 
  * * * IMPORTANT * * * 
  Anyone intending to referee this module should read it in 
  its entirety before play; however, anyone wishing to play 
  a character in the adventure should read no further or 
  face the wrath of the… 
  Game Gremlins*. 
  * As most players know, Game Gremlins are those vicious little 
  beasties that enjoy jinxing your dice to roll the lowest number 
  possible at the worst possible time, whispering devilish ideas to 
  torment your characters to your game referee in his sleep, and 
  generally taking whatever steps necessary to insure the party’s 
  failure if not their deaths. And they do all that without even being 
  mad at you, so I would stop reading if I were you. 
  ADVENTURE FORMAT 
  Based on a game system developed in the late 1970’s, 
  the format of this module harkens back to the earliest 
  days of adventure writing styles. As such, you will not 
  find any blocks of text to be read to the players. Instead, 
  you as referee will be given a description of a room or 
  situation (potentially containing information of which the 
  characters are unaware) and it is left up to your 
  discretion to determine what information to convey to the 
  payers and how to convey it. 
  There are several formatting conventions followed by 
  this document. All mutation names appear in italics. 
  Additionally, whenever a creature is described in the 
  text, the relevant creature statistics are included in the 
  following format: 
  Name (number): AC; MV; HD; hp; AT type (WC, DMG) 
  and/or combat mutation; other mutation 1; other 
  mutation 2; defect mutation; CN; CR; DX; MR; LP; RR; 
  ST. 
  where 
  name is the name of the creature, 
  number is the number of creatures appearing (not 
  required if only one creature is present), 
  AC denotes the creature’s armor class, 
  DX denotes the creature’s dexterity, 
  MV denotes the creature’s land movement in map 
  spaces per combat turn followed by the creature’s 
  movement in yards per combat turn in parentheses 
  (this may be followed by other types of movement if 
  applicable), 
  HD represents the creature’s hit dice, 
  hp denotes the creature’s available hit points, 
  AT lists the various attack options available to the 
  creature which may include mutations usable in 
  combat, 
  WC denotes the weapon class of the attack, 
  DMG denotes the possible damage inflicted by the 
  attack which may be separated by slashes (/) if 
  different for humanoid beings/mutated creatures/true 
  humans, 
  CN denotes the creature’s constitution score, 
  CR denotes the creature’s computer recognition score 
  (see MUTANT-COMPUTER INTERACTION in 
  module #KDJ1 Dire Straits APPENDICES), 
  DX denotes the creature’s dexterity score, 
  
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  MR denotes the creature’s mental resistance score (if 
  different for attack and defense, the scores will be 
  separated by slashes with the attack score reported 
  first), 
  LP denotes the creature’s leadership potential score, 
  RR denotes the creature’s radiation resistance, and 
  ST denotes the creature’s strength score. 
  BACKGROUND 
  Centuries ago, the disaster that befell the starship 
  Warden adversely affected many parts of the ship and 
  its inhabitants. These included a group of androids in a 
  medical lab that were exposed to the strange radiation 
  permeating the ship. The radiation caused the androids’ 
  fibrous brain cells to develop in unexpected ways, 
  granting them a sort of animal cunning. These androids 
  built more androids like themselves and began to 
  explore the ship in a quest to gain control. They 
  continued to improve themselves in many ways (superior 
  intelligence, immunity to radiation, etc.) but were always 
  limited by a built-in two-year lifespan. 
  When they gained access to Habitat Level 2 roughly 60 
  years ago, the androids found it full of mutated life; life 
  which could hold the key to extending their own limited 
  lifespans. They built a lab on the level and began 
  experimentation. The area controlled by the androids 
  soon became known as the Domain of the Faceless One 
  to the human inhabitants of the level. To go there was to 
  never be seen again. (Consult THE DOMAIN OF THE 
  FACELESS ONE in the APPENDICES for more 
  information.) 
  Over a month ago, several packs of wolfoids, tired of 
  being preyed upon by the chemical men, joined together 
  and attacked the android lab. It was a terrific success. 
  Many captured wolfoids were freed and much advanced 
  technology was pillaged. The leader of the raid even 
  took the crystalline data core for the complex (although 
  he didn’t fully understand what purpose the crystal 
  served). 
  The crystal stolen by the wolfoids held the results of the 
  lab’s experiments: invaluable information to the 
  androids. The few androids remaining summoned 
  assistance and mounted a war against the wolfoids. 
  They needed their crystal back. 
  After the raid on the android lab, the wolfoids split back 
  into their individual packs. This made it easier for the 
  androids to win battles, but harder to find the wolfoid with 
  the crystal. The androids contacted their spy within the 
  humanoid village of Habitat, Enginer Rorke, the village 
  shaman, and ordered him to incite the villagers into 
  attacking the wolfoids. He had started to build support 
  within the village when the weather for the entire level 
  went crazy. 
  A pack of wolfoids, driven from the Wolf Forest by the 
  android attacks, had stumbled upon the level’s 
  environmental control center. In their ignorance, they 
  accidentally brought down a severe winter on everyone. 
  Fortunately, this situation was set right by a group of 
  heroes from Habitat: normal weather conditions were 
  restored and hydroponic food was provided by the 
  heroes’ new ally, Habitat Control Droid HCD-31E5F3, or 
  simply Hayseed. (For more information about the control 
  center, consult module #KDJ1 Dire Straits.) 
  Since the weather disaster, more and more packs of the 
  wolf-men have moved into Birnam Wood (driven there 
  by the android attacks). Hunters from the village have 
  gone missing and people are scared. Enginer Rorke has 
  convinced the council of elders that the village must take 
  the initiative and attack the largest pack of wolfoids at 
  their lair. The beasts must be taught the fear of man. 
  SYNOPSIS 
  The party is asked by the village shaman to confront the 
  pack leader during the village’s attack on the wolfoids. 
  They are equipped for battle and then sent to prepare 
  the environmental control center for the village’s 
  wounded resulting from the attack. On the way to the 
  center, they are approached with an offer to retrieve a 
  crystal from the wolfoid pack leader. After preparing the 
  control center, the party joins the villagers in battle the 
  next day. During the attack, they slay the wolfoid pack 
  leader and claim his crystal. That night, they meet their 
  employer and receive their reward for the crystal. Their 
  employer, a mutated raccoon, arouses their suspicions 
  and they follow him to his own exchange for the crystal. 
  He is met by the village shaman and his android allies. 
  Confronting the shaman results in a pitched battle with 
  the androids, during which the shaman will be revealed 
  as an android. When the party returns to the village, they 
  discover a duplicate shaman in residence. Depending on 
  the player characters’ actions, this shaman may blow 
  himself up as well as the characters. At the end of the 
  adventure, the android data crystal will probably be in 
  the possession of the party, making them targets of the 
  androids for the foreseeable future. 
  WAR DRUMS 
  As the council of elders meet, the player characters are 
  relaxing around the village. It is mid-morning and the 
  council has been in session for almost two hours. 
  Rumors of war have been circulating for the past couple 
  of days as encounters with the wolfoids have increased. 
  Suddenly, word spreads that the council meeting has 
  adjourned: there will be war! As the news sinks in, the 
  player characters are all approached by Danell, the 
  young assistant to the village shaman, Enginer Rorke. 
  The Enginer requests their presence at his cabin as 
  soon as possible. 
  
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  ENGINER RORKE 
  Enginer Rorke is a key non-player character in this 
  adventure. He appears to be a true human around 60 
  years of age with white hair and a beard. To the people 
  of Habitat, he has been a member of their community for 
  40 years and the village shaman, or Enginer, for almost 
  30 of those years. Although friendly, he has always been 
  emotionally reserved, which is why his recent fervor 
  against the wolfoids surprised most villagers. 
  Unknown to the residents of Habitat, in reality Rorke is 
  an android patterned after a true human. Due to the 
  limited android lifespan, the persona of Enginer Rorke 
  has been played by roughly 20 generations of androids. 
  Since the player characters’ discovery of the 
  environmental control center, Enginer Rorke has met 
  with them several times to discuss their new knowledge. 
  If the characters learned and shared the revelation that 
  Habitat is on a ship travelling through space, Rorke 
  publicly expressed doubts about the story, suggesting 
  that the characters misunderstood the strange metal 
  man or that the robot is simply incorrect itself. However, 
  even if he disagrees with their findings, he has praised 
  the characters for their actions to save the village. 
  Uncertain whether the robot could detect him as an 
  android, Rorke has been very careful not to visit the 
  control center himself, explaining when asked that he is 
  too busy contemplating the problem of the wolfoids to 
  go. 
  ENGINER’S CABIN 
  Enginer Rorke welcomes the player characters when 
  they arrive at his cabin and politely thanks them for their 
  time. He also offers them refreshments before launching 
  into the reason for their visit. He explains that the council 
  of elders has finally decided to act against the wolfoids. 
  The village will launch an attack against the wolf-men 
  tomorrow afternoon! (Wolfoids are mainly nocturnal so 
  early afternoon is considered by the council to be the 
  most opportune time to attack.) 
  The characters have proven themselves both brave and 
  competent so he has a special task for them during the 
  attack: locate and slay the pack leader. Killing the pack 
  leader should throw the wolfoids into confusion, 
  potentially saving the lives of many village warriors 
  during the battle. The leader should be easy to locate 
  once the battle commences: he will be the large wolfoid 
  barking orders to the others. 
  If the characters seem hesitant to accept the task, 
  Enginer Rorke will apply pressure: explaining that this 
  mission has been approved by the village council and 
  that he doubts anyone else could accomplish it. The 
  characters will be assigned the best equipment 
  available. If pressed, Rorke will even promise that the 
  characters may keep the gear after the battle. If that is 
  still not enough, Rorke will threaten the party: explaining 
  that any villager unwilling to support the council in such a 
  time of need will be expelled from the village. 
  After the player characters agree to the mission (and 
  realistically, what other choice do they have?), the 
  Enginer will present them with their gear. In additional of 
  any equipment found in module #KDJ1 Dire Straits, 
  each character will receive the following: 
   
  plant fiber armor and a wooden shield (armor 
  class 4), 
   
  a bow with a quiver of 20 arrows, 
   
  a spear, sword, or mace (player’s choice), 
   
  a dagger, 
   
  a water skin, 
   
  flint and tender, and 
   
  a large belt pouch. 
  A character may choose to be equipped with either a 
  heavy two-handed mace or sword instead of the 
  standard shield and melee weapon. (Armor class 
  increases to 5 without the shield.) Each true human also 
  receives a dose of Berserk and a Heal Pill (see NEW 
  ITEMS in module #KDJ1 Dire Straits APPENDICES). 
  The leader of the party is given the following relics to 
  distribute as he sees fit: 
   
  a duralloy shield (armor class 3 with plant fiber 
  armor), 
   
  two slug projectors (similar to small rifles roughly 
  the size of sawed-off shotguns) with 4 dum-dum 
  rounds each, and 
   
  two doses of Blue Berry (see NEW ITEMS in 
  the APPENDICES). 
  Rorke will teach everyone the proper prayers and rituals 
  for loading and firing the slug projectors. After the party 
  is equipped, Enginer Rorke mentions he has one other 
  task for them, but as he begins to explain, he collapses 
  to the floor. Anyone who rushes to his aid will notice that 
  his entire right arm is covered in strange purplish-red 
  (magenta) splotches. The splotches quickly fade as 
  Rorke regains consciousness only a moment later. He 
  tells the characters that he is still recovering from a 
  recent illness and is on the mend. He should be 
  completely well soon. The party should focus on the 
  tasks ahead. (In reality, the color change and system 
  failure indicate that Enginer Rorke is approaching his 
  end-of-life. He will soon be replaced by another android.) 
  The Enginer finally explains that the village needs the 
  party to travel to the environmental control center and 
  ask Hayseed the robot to prepare his medical facilities. 
  
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  Those wounded in the up-coming battle will be taken 
  directly there once it is settled. The player characters 
  should leave immediately in order to return in time for 
  the attack. 
  AN INTRIGING PROPOSITION 
  As the party follows the Ranger River to the 
  environmental control center, a huge man, almost eight 
  feet tall, armed with a large rifle, and wearing glowing 
  red armor, will suddenly step out from behind a tree in 
  their path. At the same time, the characters will “hear” a 
  friendly telepathic greeting. 
  The man is not really there but is actually a hologram 
  created by a portable holographic projector (see NEW 
  ITEMS in the APPENDICES). The projector is hidden in a 
  tree knothole. The control glove is being manipulated by 
  Churr, a thief beast, as he uses his telepathy to speak 
  with the characters. He is hidden in the branches of a 
  nearby tree. 
  Churr is not actually from this level of the ship. He is a 
  wandering rogue with a taste for adventure and a steel 
  gray engineering band. He has worked with and against 
  many different groups on the ship, which led to his 
  current job. The androids hired him to act as an 
  intermediary to the player characters in order to keep 
  their existence and goals hidden. Churr will offer the 
  party a reward for obtaining the android lab data crystal 
  from the wolfoid pack leader (without explaining what it 
  actually is or how he knows the village attack details). 
  Initially, Churr will offer a full clip of dum-dum pellets and 
  a laser pistol (with a half-charged hydrogen power cell). 
  He is also willing to teach the characters how to use the 
  weapons. The weapons and knowledge will only be 
  given once the characters have returned to this location 
  at midnight with the crystal following the battle. 
  Any characters attempting to negotiate with Churr for a 
  better reward should make a leadership potential task 
  roll against a 13 resistance (hard). A mutant with the 
  economic genius mutation may add a +2 bonus to the 
  roll. A mutant with the anti-leadership potential defect 
  suffers a -6 penalty. (Consult TASK RESOLUTION in 
  the APPENDICES for more information about resolving 
  non-combat actions.) With a successful roll, Churr will 
  sweeten the pot with two Heal Pills and a fragmentation 
  grenade (see NEW ITEMS in this module and module 
  #KDJ1 Dire Straits APPENDICES). 
  During the mental conversation, alert characters may 
  notice Churr hiding in the tree. Anyone checking their 
  surroundings may detect the mutant raccoon with a 
  successful mental resistance task roll against a 16 
  resistance (difficult). A mutant with the heightened 
  hearing or heightened vision mutation may add a +2 
  bonus to the roll. A mutant with the near-sightedness or 
  double vision defect suffers a -6 penalty. If discovered, 
  Churr will fully reveal himself, complement the party on 
  their alertness, turn off the hologram, and continue 
  negotiations. It does not affect his offer at all. 
  If Churr is not spotted and negotiations have completed 
  (hopefully with the party accepting the offer), the 
  holographic man will walk around the tree and seemingly 
  disappear. Ten minutes after the party leaves, Churr will 
  climb down from his tree and telekinetically retrieve the 
  holographic projector before disappearing down a 
  hidden maintenance shaft. 
  Churr: AC 7; MV 4 (8); HD 3; hp 13; AT sword (WC 3, 
  DMG 1d6/1d4/1d8) or protein disruptor pistol (WC 8, 
  DMG 5-20d6) or fragmentation grenade (WC 5, DMG 
  3d6 area); empathy; illusion generation; light 
  generation; repulsion field; telekinesis; telepathy; CN 
  8; CR n/a; DX 13; MR 16; LP n/a; RR 10; ST 10. 
  Gear: backpack, domars (31), fragmentation grenade, 
  Geiger counter, portable holographic projector, protein 
  disruptor pistol (10 shots), steel grey engineering 
  band, sword. 
  ENVIRONMENTAL CONTROL CENTER 
  Little has changed at the environmental control center 
  since the events of module #KDJ1 Dire Straits. 
  However, the door to the main entrance has been 
  repaired. Anyone accessing the outside speaker system 
  will be greeted by Hayseed and the robot will speak with 
  the characters in person if asked. When told of the 
  impending battle, Hayseed will pledge that the center’s 
  medical facilities will be available to care for any humans 
  or their pets harmed by the wild beasts. He will also 
  suggest that the group contact ship security instead of 
  handling such a dangerous situation themselves. (His 
  programming has still not adapted to the new situation 
  on the ship.) 
  VILLAGERS ASSEMBLE! 
  When the player characters return to the village, they 
  find it a hive of activity. Villagers are gathering 
  equipment and practicing weapon drills. The village 
  guards will inform the party that Enginer Rorke has 
  asked to see them. It should not take them long to find 
  the Enginer and Vizor Toom, the village leader, in deep 
  conversation. 
  VIZOR TOOM 
  Toom was elected village leader (with the title of Vizor 
  which is derived from the original supervisor) by the 
  village council roughly five years ago. He is a natural 
  leader, a true human in his mid-30’s with fiery red hair 
  and an impressive physic. He is slow to anger and quick 
  
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  to laugh at a good joke. He respects the opinions of the 
  other villagers and is, in turn, respected, but is not 
  indecisive when a hard decision is required. Overall, he 
  is simply a good leader for Habitat. 
  BATTLE PLANS 
  Vizor Toom and Enginer Rorke are discussing plans for 
  the upcoming attack when the party arrives. Rorke will 
  ask the player characters about the status of the 
  environmental control center (i.e., whether it is ready for 
  wounded). If the characters bring up their meeting with 
  Churr (see AN INTRIGUING PROPOSITION), the Enginer 
  will have very little interest in jewelry owned by the 
  wolfoid leader. He recommends they follow through with 
  the deal. Vizor Toom will seem surprised by this attitude, 
  but he lets the matter drop for the more urgent issue of 
  the attack. 
  Since the party has recent experience with the wolfoids, 
  Toom asks for their advice. The villagers will be 
  attacking with a force of roughly 50 men and women. 
  The village scouts estimate that there are around 35 
  wolfoids in the camp that can fight. Wolfoids are a hardy 
  foe and the Vizor considers the sides roughly even. 
  The wolfoid camp is comprised of large hide tents (very 
  much like tepees) surrounded by a crude thick barrier of 
  branches. There are only two entrances through the 
  camp barrier, one to the north and the other to the east. 
  The current plan envisioned by Vizor Toom is simple: the 
  villagers will approach as close as they dare without 
  being detected, then Toom will sound the attack and 
  everyone will rush the east entrance. However, the 
  player characters will approach the wolfoid camp from 
  the south and once the attack is sounded, they will hack 
  their way through the camp barrier while the wolfoids are 
  focused on the entrances. Once through the barrier, the 
  party will find and slay the pack leader as swiftly as 
  possible. His death will hopefully demoralize the 
  remaining wolfoids and throw the pack into chaos. 
  Completely exterminating the wolfoid pack could prove 
  too costly for the village so the few remaining wolfoids 
  will be allowed to flee through the north barrier gate. 
  Allow the player characters to make whatever 
  suggestions they like. If it sounds plausible, incorporate 
  the suggestion into the battle plan. However, it is 
  important to note that the villagers are not trained 
  soldiers. The plan of attack will be kept simple by the 
  Vizor. 
  WOLFOID CAMP 
  After an early lunch the next day, the village marches to 
  war. Using a well-known ford across the Ranger River, 
  the villagers reach the wolfoid camp after only an hour of 
  travel. A map of the camp can be found at the end of this 
  adventure. Only a few wolfoid guards can be seen 
  posted around the perimeter. Unfortunately, just as 
  everyone from the village has taken their positions, 
  howls of alarm break out from the wolfoid camp! (Due to 
  the pack leader’s pet winged biter, the wolfoids cannot 
  be surprised.) Having lost surprise but hoping to keep 
  the initiative, Vizor Toom will sound his horn: the attack 
  is on! 
  Once the alarm is raised, the referee should roll 2d6 at 
  the end of every round that the party is in the wolfoid 
  camp and the pack leader has not been defeated. If not 
  already in combat, a result of 12 indicates that a wolfoid 
  has stumbled upon the group. A result of 10 or 11 (or 12 
  in combat) indicates that an arrow from the larger battle 
  randomly hits a character in the area (player character or 
  non-player character). 
  Wolfoid: AC 5; MV 6 (12); HD 4; hp 16; AT sword (WC 
  3, DMG 1d6/1d4/1d8) or bite (WC 1, DMG 1d4) or 
  radiated eyes (WC 6, I10); physical reflection (energy); 
  regeneration (5 hp per round); no sensory nerve 
  endings (D); CN 10; CR n/a; DX 12; MR 11; LP n/a; 
  RR 10; ST 12. 
  1. BARRIER. 
  The defensive barrier around the wolfoid camp is 
  composed of branches from both trees and thorn 
  bushes. It is roughly five feet high and just as thick. 
  Cutting a path through the barrier requires a full minute 
  (six combat turns) of intense work by the party. 
  Fortunately, the village attack should keep the attention 
  of the wolfoids and none will notice the player characters 
  cutting through. 
  2. TEPEES. 
  These tents are the homes of the wolfoids currently 
  battling the villagers. They contain little of interest. Some 
  tents will have a litter of savage wolfoid cubs inside, but 
  no elderly or invalids will be present. (Per the wolfoid 
  way, those adults unable to fight are quickly killed and 
  eaten by rivals.) 
  Any character wandering through the tents who 
  succeeds with a mental resistance task roll against a 13 
  resistance (hard) will notice that many tents have been 
  patched within the last month. In fact, a few unpatched 
  tents have small (finger-width) holes burned through the 
  hide. This damage is a result of the laser weapons 
  employed against the wolfoids during previous attacks 
  by the androids. 
  3. EAST ENTRANCE. 
  According to the original battle plan, this camp entrance 
  is the target of the village attack. If that is still the case, it 
  
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  will have a mob of villagers and wolfoids fighting in the 
  general area after Vizor Toom signals the attack. 
  Wolfoids: AC 5; MV 6 (12); HD 4; hp 16 each; AT sword 
  (WC 3, DMG 1d6/1d4/1d8) or bite (WC 1, DMG 1d4) 
  or radiated eyes (WC 6, I10); physical reflection 
  (energy); regeneration (5 hp per round); no sensory 
  nerve endings (D); CN 10; CR n/a; DX 12; MR 11; LP 
  n/a; RR 10; ST 12. 
  4. NORTH ENTRANCE. 
  The north entrance is guarded by two wolfoids. They will 
  remain at their posts during the attack and be joined by a 
  third. 
  Wolfoids (2-3): AC 5; MV 6 (12); HD 4; hp 16 each; AT 
  sword (WC 3, DMG 1d6/1d4/1d8) or bite (WC 1, DMG 
  1d4) or light bow (WC 1, DMG 1d6)  or radiated eyes 
  (WC 6, I10); physical reflection (energy); regeneration 
  (5 hp per round); no sensory nerve endings (D); CN 
  10; CR n/a; DX 12; MR 11; LP n/a; RR 10; ST 12. 
  5. PRISONERS. 
  Two prisoners, a true man and woman, are lying on the 
  ground next to this tree. They are tied to the tree by 
  ropes around their necks. Both are villagers from Habitat 
  and have obviously been treated badly. 
  Unfortunately, the man has died from his wounds. Both 
  of his arms were crudely amputated and cauterized 
  below the elbow. His name was Jord and he went 
  missing only yesterday. 
  The woman is Kenda, one of the best hunters in Habitat. 
  Her left arm is missing below the elbow and has been 
  crudely cauterized. Her right hand is tied to her body and 
  is missing the small pinky finger. She has many scrapes 
  and bruises. She was captured while on a hunt three 
  days ago. 
  Kenda can be revived easily enough with a bit of water, 
  but is in no shape to assist the party. (She only has 4 hit 
  points.) She is in a state of shock after being maimed 
  and seeing the wolfoids dine on her own flesh. If freed 
  and allowed to heal at the village, she may become a 
  follower to one of the true humans who saved her. 
  6. PACK LEADER. 
  After the alert has been sounded, the wolfoid pack 
  leader can be found outside this tent barking 
  encouragement and orders to his pack. He is a large 
  wolf-man wearing armor which resembles parts of 
  Hayseed’s metal body. (The armor is scavenged from a 
  robot destroyed at the android’s lab.) He is armed with a 
  laser pistol and a large glaive (a pole ending with a large 
  single-edged blade). Attached to the wooden pole of the 
  glaive is a brilliant red crystal (the data crystal from the 
  android lab). The pack leader also has a shoulder bag 
  containing a sonic grenade (see NEW ITEMS in the 
  APPENDICES). He will not use this grenade against the 
  player characters, preferring to keep it as a weapon 
  against the androids. 
  A small group of wolfoids (half the number of party 
  members, rounding down) are standing with the pack 
  leader. Curled on the ground next to the leader is his pet 
  winged biter. The winged biter will flap its large wings for 
  attention before any attack is launched by the player 
  characters, preventing the pack leader from being 
  surprised. 
  Wolfoid Pack Leader: AC 3; MV 6 (12); HD 4; hp 24; 
  AT glaive (WC 3, DMG 1d12/1d12/1d12) or bite (WC 
  1, DMG 1d4) or laser pistol (WC 6, DMG 5-15d6) or 
  radiated eyes (WC 6, I10); physical reflection (energy); 
  regeneration (5 hp per round); no sensory nerve 
  endings (D); CN 16; CR n/a; DX 12; MR 13; LP n/a; 
  RR 12; ST 16. 
  Gear: glaive, laser pistol (2 shots), sonic grenade. 
  Wolfoids (1/2 PCs): AC 5; MV 6 (12); HD 4; hp 18 each; 
  AT sword (WC 3, DMG 1d6/1d4/1d8) or bite (WC 1, 
  DMG 1d4) or light bow (WC 1, DMG 1d6)  or radiated 
  eyes (WC 6, I10); physical reflection (energy); 
  regeneration (5 hp per round); no sensory nerve 
  endings (D); CN 10; CR n/a; DX 12; MR 11; LP n/a; 
  RR 10; ST 12. 
  Winged Biter: AC 4; MV 3/6 (5/12); HD 2; hp 7; AT 
  poison fangs (WC 1, DMG 1d2, I13); immunity 
  (paralysis, poison); precognition; wings; CN 10; CR 
  n/a; DX 10; MR 11; LP n/a; RR 10; ST 10. 
  The winged biter will attack anyone who approaches too 
  close. If reduced to half its hit points, it will flee into the 
  branches of a neighboring tree. 
  Once the pack leader is slain, the other wolfoids in the 
  area will loose an eerie, mournful howl. Encouraged, 
  Vizor Toom will lead a final push against the wolfoid 
  pack which breaks their morale and sends them fleeing 
  to the north. The villagers will collect their wounded and 
  return to Habitat. 
  The Warden is a harsh environment. The village does 
  not have the resources to support prisoners so Vizor 
  Toom will not take any. If the party decides to take 
  prisoners, they will be the characters’ responsibility. 
  Most wolfoids in the camp are able to speak a limited 
  form of the human tongue. Any captured beast men will 
  assume that the village is working for the androids and it 
  will take some time to convince them otherwise. They 
  believe that they will be nothing more than experiments 
  
  COVERT AFFAIRS 
  Page 7 of 14 
  in a lab. However, their hostile comments may contain 
  clues from the BACKGROUND about what is really 
  going on. 
  THE EXCHANGE 
  If the characters agreed to the deal with Churr, he will be 
  waiting for them at the agreed location at midnight. 
  Assuming it worked the last time, he will continue to use 
  the hologram as a front. A bag containing the party’s 
  reward will be sitting on the ground roughly 10 feet in 
  front of the hologram. The party will be instructed to take 
  the bag and leave the crystal. Churr will answer any 
  questions about using the provided items, but cannot 
  physically show the characters with the hologram. 
  At the end of the conversation, the referee should 
  request a mental resistance task roll to spot the mutant 
  raccoon. In this case, no matter the result, the player 
  character with the best result will notice Churr. If 
  confronted, Churr will reveal himself and congratulate 
  the characters on their eyesight. 
  If the characters previously met Churr personally, the 
  exchange for the crystal will still work basically the same 
  way except Churr will be willing to interact with the 
  characters physically. If the characters previously 
  rejected the deal, they will be awakened in their own 
  cabin during the night by Churr, who asks them to 
  reconsider. Churr will peacefully accept their decision. 
  However the meeting takes place, once Churr has the 
  crystal, he will shake his finger at the characters and 
  warn them not to follow him to his meet with his 
  employers. Churr actually intends the exact opposite: he 
  wants the player characters to follow him, learn of the 
  android involvement, and possibly thwart the androids’ 
  plans. He doesn’t know why the androids want the 
  crystal, but he doesn’t really want to help their agenda. 
  He hasn’t met a group yet that he trusts with control of 
  the ship. He honors his deals so he cannot overtly help 
  the party discover the androids, but he can’t help it if 
  they are sneaky enough to follow him, can he? 
  If the player characters don’t catch the hint, the referee 
  should request a mental resistance task roll. Any 
  character that succeeds against an 11 resistance 
  (challenging) will understand Churr’s intent. If all 
  characters fail, the character with the best result will 
  understand. 
  TAKE ME TO YOUR LEADER 
  Following Churr is fairly easy. Any time the party loses 
  the trail, they hear him rustling leaves or breaking twigs. 
  They eventually catch up to him as he meets his 
  employers in a forest clearing. Standing before him is 
  Enginer Rorke! Churr has already given Rorke the 
  crystal and is accepting a full bag from the Enginer. 
  Standing behind Rorke is one red android per two player 
  characters, rounding down (see ANDROIDS in the 
  APPENDICES). One android is armed with a laser pistol. If 
  two or more are present, another android is armed with 
  an activated paralysis rod. Any remaining androids are 
  armed with collapsible metal security batons. Although 
  the player characters have never encountered androids, 
  they have grown up with tales of the Faceless One (see 
  THE DOMAIN OF THE FACELESS ONE in the 
  APPENDICES). 
  Churr is mentally communicating with the Enginer so the 
  deal concludes in silence. Once the mutant raccoon has 
  his payment, he quickly leaves the clearing. 
  With a successful mental resistance task roll against a 
  13 resistance (hard), a character watching the scene will 
  notice that Enginer Rorke’s right arm seems to be lying 
  lifelessly against his body. His right hand, all that can be 
  seen of the flesh of the arm, is completely magenta. 
  If the player characters confront the Enginer, he will be 
  surprised to see them. However, he knows that no one 
  in the village can learn of the androids’ influence. He and 
  the other androids will attack in order to keep their 
  secret. Note that although the androids can be harmed 
  by the rubber rounds, they cannot be rendered 
  unconscious by slug projectors. 
  Enginer Rorke: AC 8; MV 6 (12); HD 15; hp 90; AT 
  sword (WC 3, 1d6/1d4/1d8); susceptible to sonic 
  attack (double damage); radiation immunity; CN 15; 
  CR n/a; DX 08; MR 15; LP 11; RR n/a; ST 10. 
  Gear: belt pouch, wrist radio (one hour of power 
  remaining), Enginer gown (coveralls), sword. 
  Androids (1/2 PCs): AC 7; MV 6 (12); HD 15; hp 90 
  each; AT security baton (WC 3, DMG 1d8/1d6/1d8) or 
  paralysis rod (WC 3, 3d6 hrs unconsciousness) or 
  laser pistol (WC 6, DMG 5-15d6); susceptible to sonic 
  attack (double damage); radiation immunity; CN 15; 
  CR n/a; DX 08; MR 15; LP n/a; RR n/a; ST 10. 
  Gear: paralysis rod with chemical cell (2.5 hours of 
  power remaining), laser pistol (5 shots). 
  During the battle with the androids, a character that 
  succeeds in a mental resistance task roll against a 13 
  resistance (hard) will notice that the Enginer bleeds the 
  android white fluid instead of blood any time he is 
  wounded. If the Enginer is slain, his entire body will turn 
  magenta.  
  The Enginer’s wrist radio is currently configured to 
  contact the android lab on this level or the Enginer Rorke 
  duplicate in Habitat (see CONCLUSION); however, it can 
  
  COVERT AFFAIRS 
  Page 8 of 14 
  be set to broadcast or receive on many different 
  frequencies. The wrist radio has an item complexity of 4 
  and is powered by a chemical cell. The chemical cell 
  provides enough power for 12 hours of continuous use. 
  ENEMY OF MY ENEMY 
  The noise of the battle with the androids will draw a 
  group of wolfoids to the glade. These beast men are 
  survivors of the village attack and are surprised to see 
  villagers battling androids. After all, the villagers were 
  doing the work of the androids when they attacked the 
  wolfoids’ camp. They will remain hidden and silently 
  watch the battle unless the party is having difficulty 
  defeating the androids, in which case they will attack the 
  androids as well. 
  Once the battle is ended, the wolfoids will cautiously 
  approach the party. They wish to learn why the player 
  characters fought the androids. In response to the 
  characters’ own questions, the man-wolves will reveal 
  that the androids have been preying on their packs for 
  years (see BACKGROUND). Before leaving, they will 
  voice their respect for the party’s fighting abilities and 
  explain that out of respect, they will not fight the player 
  characters at this time. However, they are not allies and 
  make no promises about future encounters. 
  Wolfoids (1/2 PCs): AC 5; MV 6 (12); HD 4; hp 18 each; 
  AT sword (WC 3, DMG 1d6/1d4/1d8) or bite (WC 1, 
  DMG 1d4) or light bow (WC 1, DMG 1d6)  or radiated 
  eyes (WC 6, I10); physical reflection (energy); 
  regeneration (5 hp per round); no sensory nerve 
  endings (D); CN 10; CR n/a; DX 12; MR 11; LP n/a; 
  RR 10; ST 12. 
  CONCLUSION 
  When the party returns to the village, it is extremely early 
  in the morning and all is quiet. Vizor Toom will listen to 
  their story no matter the time if they wish to confide in 
  him. Once he hears their tale, Toom will summon guards 
  to escort Enginer Rorke to his cabin in order to address 
  the player characters’ accusations. Possibly quite 
  surprising to the characters, the guards are able to find 
  and escort the Enginer to the meeting. (This is the 
  android that replaced the previous Enginer since he had 
  almost reached his two-year life limit. The party fought 
  the dying android.) 
  Enginer Rorke will claim ignorance of the androids. He 
  suggests that the androids must have planned to replace 
  him with the duplicate reported by the party. He will 
  attempt to talk his way out of any kind of test that would 
  reveal his true nature (such as bleeding). If discovered, 
  he will set off a fragmentation grenade (see NEW 
  ITEMS in the APPENDICES) hidden in his clothing, 
  destroying himself and subjecting everyone in the cabin 
  to damage. One guard will be killed and Vizor Toom will 
  lose an eye to the blast.  
  Enginer Rorke: AC 8; MV 6 (12); HD 15; hp 90; AT 
  sword (WC 3, 1d6/1d4/1d8); susceptible to sonic 
  attack (double damage); radiation immunity; CN 15; 
  CR n/a; DX 08; MR 15; LP 11; RR n/a; ST 10. 
  Gear: belt pouch, Enginer gown (coveralls). 
  Once everyone’s medical needs are addressed, Toom 
  will order a careful search of the Enginer’s cabin. Unless 
  the player characters participate, nothing is found. 
  However, if the party is involved in the search, a 
  successful mental resistance task roll against a 16 
  resistance (difficult) will reveal a concealed compartment 
  in a cabinet. A second successful mental resistance task 
  roll against a 13 resistance (hard) is required to find and 
  disable the trigger for a trap on the compartment door. A 
  mutant with the heightened touch or heightened vision 
  mutation may add a +2 bonus to these rolls. A mutant 
  with the near-sightedness or double vision defect suffers 
  a -6 penalty. 
  Anyone who opens the hidden door without disabling the 
  trap will receive a face full of intensity 10 poison powder. 
  A wrist radio exactly like the one found on the other 
  Enginer Rorke (see TAKE ME TO YOUR LEADER) is within 
  the cabinet. It is fully charged. There are also four 
  hydrogen energy cells within the cabinet. 
  The party will have done a great service for their village 
  by exposing the android menace… and made great 
  enemies. The androids have proven that they will go to 
  any lengths to retrieve their data crystal and it is now in 
  the player characters’ hands. What happens next is up 
  to the players and you as their referee. There is a whole 
  ship waiting to be explored and plenty of mysteries to be 
  solved. 
   
   
  
  COVERT AFFAIRS 
  Page 9 of 14 
  APPENDICES 
  A. ANDROIDS 
  The Metamorphosis Alpha rule book provides a basic 
  description of androids but leaves much about them 
  (such as general appearance) to be defined by the 
  referee. This appendix seeks to fill in a few of these 
  blanks and insure compatibility with later editions of the 
  Metamorphosis Alpha system. 
  Advancements in nanotechnology in the 23rd century led 
  to the development of android life. Highly advanced 
  nanobots injected into a specialized chemical soup could 
  actually grow the synthetic men. The nanobots built the 
  bodies and minds of the androids to pre-programmed 
  specifications, allowing the android abilities and skills to 
  be adjusted as needs varied. 
  The standard android design on the Warden is 
  humanoid and light-grey in color. Although it has a head, 
  it has only has a vague outline of a human face – having 
  only smooth skin instead of eyes, nostrils, mouth, or ear 
  canals. An android communicates through a speaker 
  impeded in its chest. It has a built-in radiation detector 
  and can see within the visible light spectrum as well as 
  infrared and ultraviolet. It has 90 hit points and when 
  wounded, leaks a white milky fluid instead of blood. An 
  android cannot be rendered unconscious, but may suffer 
  a temporary system failure at the referee’s discretion. 
  Although artificially grown, the android brain has thought 
  patterns that may be detected and manipulated by 
  mental mutations as described in the rules. 
  A variant android design is the companion model. These 
  androids appear human, either male or female. Its 
  synthetic skin is indistinguishable from normal flesh and 
  is kept at a human-normal temperature. Although this 
  model still does not have blood, internal fluid is pumped 
  near the surface at specific points to simulate blood flow 
  so it is possible to actually feel its blood pressure. 
  Additionally, the android mind is programmed to simulate 
  a personality and more easily interact with humans. 
  Growing a companion android requires almost triple the 
  amount of time, programming, and other resources as 
  the standard model. 
  Each android is powered by a hydrogen power cell. This 
  cell can be accessed by a hidden compartment in the 
  android’s back. Finding the compartment requires a 
  successful mental resistance task roll against a 16 
  resistance (difficult). (Consult TASK RESOLUTION for 
  more information about resolving non-combat actions.) 
  When an android is rendered inoperable, the nanobots 
  in the body will begin to render it back to its basic 
  components. After only 30 minutes, all that remains are 
  a power cell sitting in a crystalline powder. As a safety 
  precaution, the power cell is drained of all energy during 
  this process. 
  The adventure BACKGROUND describes a faction of 
  androids intent upon taking control of the Warden. These 
  androids were first introduced by James M. Ward in an 
  article entitled “Notes on Androids on The Starship 
  Warden” in The Dragon, issue 4. A note not mentioned 
  in that article is that the altered minds of the androids 
  invoked a fail-safe in their design. As a warning of their 
  aberrant programming, the androids of this faction are all 
  red in color instead of the standard light-grey. 
  B. THE DOMAIN OF THE FACELESS ONE 
  The Domain of the Faceless One is an area depicted on 
  the Warden level map which appeared in the module 
  #KDJ1 Dire Straits. According to the villagers of 
  Habitat, It is an area controlled by the Faceless One, a 
  terrible red mutant with the body of a man without a face. 
  He has only been seen at a distance by a foolhardy few 
  since any who enter his domain are never seen again. 
  Legend has it that long ago, the Faceless One had a 
  wonderfully handsome face but ventured too far into the 
  wilds of Warden and saw something so horrible that his 
  face simply melted away. The village shaman tells this 
  story as a warning to those who don’t keep their curiosity 
  in check and wander too far from Habitat. 
  In reality, the Domain of the Faceless One is controlled 
  by the androids described in the adventure 
  BACKGROUND. It is the site of their research lab. The 
  village shaman propagates tales of the Faceless One in 
  order to insure no curious villagers wander too near. 
  C. TASK RESOLUTION 
  Since the 1st edition Metamorphosis Alpha system does 
  not provide any methods to resolve non-combat actions, 
  the following simple system was developed. Whenever a 
  player character attempts a non-combat task where 
  success is not guaranteed, the referee should determine 
  the difficulty level and relevant ability score and then ask 
  the player to roll 3d6. This roll may be modified by 
  helpful mutations, defects, or even by the situation as 
  determined by the referee. 
  The player’s 3d6 roll is treated as a mental attack with 
  the relevant ability score replacing the power of the 
  being attacking on the Mental Strength Chart. The 
  mental resistance is replaced with a target number 
  based on the difficulty level. 
  
  COVERT AFFAIRS 
  Page 10 of 14 
  TASK CHALLENGE 
  Difficulty Level 
  Target Number 
  Easy 
   average character fails 16% of 
  time 
  8 
  Challenging 
   average character fails 50% of 
  time 
  11 
  Hard 
   average character fails 74% of 
  time 
  13 
  Difficult 
   average character fails 95% of 
  time 
  16 
  The average character in the Task Challenge table has a 
  10 as the relevant ability. This is the average result of 
  rolling 3d6. 
  The preceding rules only apply to situations in which an 
  action pits a character against the environment (such as 
  finding a secret compartment, breaking open a locked 
  door, climbing a cliff, etc.). In situations where a 
  character is directly opposed by another character (such 
  as spotting a hidden enemy or wrestling), both 
  characters should roll 3d6 and add the relevant ability 
  score - 10. This roll may be further modified by the 
  referee due to beneficial mutations, defects, or the 
  unusual situation. The character with the highest result 
  succeeds in the attempted action or prevents his 
  opponent from succeeding. 
  EXAMPLE OF RESOLVING TASKS 
  In this example, the player characters are a mutant 
  human named Wesell and two true humans, Jondo and 
  Gorge. They have been exploring the ship and have just 
  arrived at a new level after climbing a long stairwell. 
  Referee: 
  The door at the top of the stairs slides 
  into the wall with a soft hiss at your 
  approach. Beyond, a corridor 
  stretches ahead for roughly 20 feet 
  before ending at the intersection with 
  another. Many of the overhead lights 
  are no longer working, and those that 
  do, flicker as if they too will soon fail. 
  Ten feet down the corridor, on the 
  right, is another sliding door. You can 
  see a gap of several inches where the 
  door is not completely closed. 
  Caller: 
  We will ready our weapons and 
  cautiously approach the door. 
  Referee: 
  You reach the door without any 
  problems. 
  The caller momentarily consults with the other players. 
  Caller: 
  Wesell will peer through the gap from 
  at least a foot away while Jondo and 
  Gorge guard against any attacks from 
  the other corridor. 
  The referee consults his notes and knows that the area 
  beyond the door suffers from the same poor lighting as 
  the corridor. It was previously a hydroponics lab and has 
  now been overrun with large fungal growths. Hidden 
  within the growths is a winged biter. At this point, the 
  referee could call for an opposed task roll (mental 
  resistance versus dexterity) to spot the winged biter or 
  simply assign it a difficulty level and ask for a simple task 
  roll. He decides to assign it a difficulty level since calling 
  for an opposed roll would hint that there is a creature 
  nearby to the players. The winged biter has precognition 
  and the lighting is poor so the referee decides that 
  noticing the mutated snake is a difficult task. 
  Referee: 
  Wesell, you look through the gap in 
  the door to a larger room beyond. 
  Unfortunately, the lighting in the room 
  is having the same problems as the 
  lighting in the corridor. Please make a 
  mental resistance task roll. 
  Wesell’s player rolls 3d6 for 13. Wesell’s mental 
  resistance is 12. He needed a result of 14 or higher to 
  notice the winged biter. 
  Referee: 
  In the flickering light, Wesell sees 
  large mushrooms, some as large as 
  four feet high, and other fungi 
  covering the room. 
  Realizing that Wesell has the fear impulse defect for 
  plants, the referee continues… 
  Referee: 
  Wesell immediately begins backing 
  away from the door in an obvious 
  panic. His eyes rove his surroundings 
  looking for an escape route and 
  eventually settle on the stairwell. 
  Caller: 
  Jondo and Gorge have seen this 
  reaction before! We quickly grab him 
  and try to hold him until he can get 
  control of himself! 
  The referee ponders the situation and decides that 
  Wesell is not particularly prepared for an attack by his 
  friends. As such, they will be automatically able to grab 
  him without requiring an attack roll. Keeping him held, 
  however, is another matter. 
  Referee: 
  Jondo and Gorge drop their weapons 
  and grab Wesell just before he bolts 
  for the stairs. Unfortunately, he is still 
  intent upon escaping the fungal 
  menace. You all struggle on the 
  corridor floor. Wesell, roll an opposed 
  strength task roll against… 
  The referee verifies that of the two humans, Gorge has 
  the greater strength score. 
  
  COVERT AFFAIRS 
  Page 11 of 14 
  Referee: 
  Gorge. Gorge, you will receive a +2 
  bonus thanks to the help of Jondo. 
  Wesell’s player rolls 3d6 for 11. Wesell’s strength is 9 so 
  he subtracts one from the result, leaving him with a 
  result of 10. Gorge’s player rolls 3d6 for 11 as well. 
  Gorge’s strength is 14 so he adds four to the result in 
  addition to the bonus he received for Jondo’s help. His 
  final result is 17. 
  Referee: 
  Jondo and Gorge easily hold Wesell 
  as he flails about. After a few minutes, 
  he calms down enough to speak of 
  what he saw, and he is emphatic that 
   
  he does not wish to explore that room!
  D. NEW ITEMS 
  Blue Berry: 
  Blue Berry is a blue salve made from numerous natural 
  ingredients, the most prominent being three different 
  types of berries from mutated plants. A character coating 
  himself in the salve will be immune to radiation for 20 + 
  1d10 minutes. 
  Grenade: 
  Grenades were recently introduced into the 1st edition 
  game by the Starship Warden Armory supplement to 
  the Metamorphosis Alpha Deluxe Collector’s Edition. 
  The following rules were developed and play-tested 
  before that release, but either grenade rules could be 
  used… or even some sort of mix of the two. 
  Grenades have a spherical body with a safety lever at 
  the top. Once the lever is released, the grenade will 
  activate within seconds. There are numerous types of 
  grenades and they are all differentiated by color. They 
  have an item complexity of 5. 
  Grenades generally weigh a pound. Throwing a grenade 
  has the following range: 
  Short Range 
  Medium Range 
  Long Range 
  1-15 yds. 
  16-30 yds. 
  31-45 yds. 
  Grenades are weapon class 1 but ignore the target’s 
  armor class, treating all targets as if they had armor 
  class 8. 
  Similar to bows, the following alternate hit/miss system 
  may be used: 
  Short Range 
  Medium Range 
  Long Range 
  5 
  8 
  11 
  Unlike bows, this chart is not modified by armor class (as 
  specified by the official errata). 
  If a grenade misses a target, roll 1d8 to determine the 
  direction where the grenade actually lands. Roll 1d6 to 
  determine the distance from the target in yards, 
  multiplying the result by 2 for medium range and by 4 for 
  long range. 
  GRENADE DIRECTION 
   
   
   
                
                
   
   
   
   
  TYPES OF GRENADES 
  Type 
  Description 
  Fragmentation 
  Fragmentation grenades are olive drab 
  in color with a yellow band at the top. 
  When activated, they will explode, 
  propelling deadly steel fragments 
  outward. Anyone within 20 feet of the 
  explosion receives 3d6 points of 
  damage. 
  Sonic 
  Sonic grenades are grey in color with 
  two tan bands along the top. The top of 
  the grenade can be turned to set the 
  duration (1-6 minutes). The default 
  setting is 3 minutes. These grenades 
  were designed for crowd control and 
  emit a horrible screeching noise when 
  activated. The noise will deafen anyone 
  within 50 feet when activated. Androids 
  within this area of effect receive 2d6 
  points of damage per minute (suffered 
  at the start of the minute). A creature 
  with human or better hearing will be 
  deaf for 1d6 minutes after leaving the 
  1 
  8 
  2 
  7 
  * BEHIND * 
  TARGET 
  * FRONT * 
  3 
  6 
  4 
  5 
  
  COVERT AFFAIRS 
  Page 12 of 14 
  effective range or after the grenade’s 
  duration has ended. The grenade can 
  be heard as far away as a mile. 
  Portable Holographic Projector: 
  The portable holographic projector was actually 
  developed as an entertainment device for adolescents. 
  The core system can project realistic holograms capable 
  of being interacted with, and enhanced by, other devices 
  sold separately. The basic portable holographic projector 
  has two components: a small (3” diameter), thin 
  projector disc and a control glove. The disc can be 
  attached to the control glove for transport. The small 
  lens on the projector disc creates realistic holograms 
  within an 8 foot cube. Sound is not produced in the basic 
  version. The control glove provides power to the 
  projector and allows it to be programmed and controlled 
  from up to 25 feet away. The system may operate for up 
  to 5 hours on a single hydrogen energy cell. 
  E. ENCOUNTERS 
  Both the original Metamorphosis Alpha rule book and 
  the recently released Metamorphosis Alpha Deluxe 
  Collector’s Edition contain encounter tables for the 
  Warden. These tables simply list encounters by habitat, 
  but there are times when a referee may prefer to have 
  the party only encounter intelligent life. These 
  encounters provide interesting role-playing opportunities 
  for the players as well as the referee. Therefore, the 
  following encounter tables listing only intelligent life 
  forms were developed. 
   
  INTELLIGENT LIFE 
  ENCOUNTER TABLES 
  Aquatic (1d6) 
  Artic/Ice (1d6) 
  City (1d12) 
  Grasslands (1d8) 
  Forest (1d12) 
  Jungle (1d4) 
  1-2. Craboid** 
  1-2. True Human 
  1. Bearoid 
  1. Dark Fungus 
  1. Bearoid 
  1. Carrin* 
  3-4. Merman** 
  3-4. White Claw*** 
  2. Cougaroid 
  2. Humanoid 2 
  2. Cougaroid 
  2. Cougaroid 
  5-6. Peeper** 
  5-6. Wolfoid 
  3. Dark Fungus 
  3. Humanoid 3 
  3. Humanoid 3 
  3. Tigeroid* 
   
   
  4. Hawkoid 
  4. Humanoid 5 
  4. Humanoid 5 
  4. True Human 
   
   
  5. Humanoid 2 
  5. Metaled One 
  5. Jeget 
   
   
   
  6. Ratmen*** 
  6. Shorties*** 
  6. Metaled One 
   
   
   
  7. Singing Vine 
  7. True Human 
  7. Shorties*** 
   
   
   
  8. Sword Bush 
  8. Reroll 
  8. Singing Vine 
   
   
   
  9. Thief Beast 
   
  9. Sword Bush 
   
   
   
  10. True Human 
   
  10. True Human 
   
   
   
  11. Wardent* 
   
  11. Wolfoid 
   
   
   
  12. Wolfoid 
   
  12. Reroll 
   
   
  Lake Shores & Swamps (1d10) 
  Mountains (1d20) 
  Roughlands & Deserts (1d10) 
  1. Bearoid 
  1. Bearoid 
  1. Bearoid 
  2. Craboid** 
  2. Cougaroid 
  2. Carrin* 
  3. Golden Hawk 
  3. Dark Fungus 
  3. Cougaroid 
  4. Humanoid 5 
  4. Golden Hawk 
  4. Hawkoid 
  5. Jeget 
  5. Hawkoid 
  5. Kerask* 
  6. Peeper** 
  6. Humanoid 1 
  6. Metaled One 
  7. Singing Vine 
  7. Humanoid 5 
  7. Sword Bush 
  8. Thief Beast 
  8. Metaled One 
  8. True Human 
  9. Tigeroid* 
  9. Mountain Gorillaoid* 
  9. Wolfoid 
  10. True Human 
  10. Purple Beast*** 
  10. Reroll 
   
  11. Sword Bush 
   
   
  12. True Human 
   
   
  13. Wolfoid 
   
   
  14-20. Reroll 
   
   
  * 
  Defined in The Dragon, issue 8, and in Metamorphosis Alpha Deluxe Collector’s Edition, “Still More Additions to MA.” 
  ** 
  Defined in The Dragon, issue 23, and in Metamorphosis Alpha Deluxe Collector’s Edition, “Water Adventures on the Starship 
  Warden.” 
  *** Defined in Metamorphosis Alpha Deluxe Collector’s Edition. 
  
  COVERT AFFAIRS 
  Page 13 of 14 
  F. AUTHOR’S NOTES 
  It has been several years since my last Metamorphosis 
  Alpha adventure, #KDJ1 Dire Straits, and some of you 
  may ask: “What took so long?” Well, I was busy… so 
  there. 
  I ran Dire Straits a couple of times for friends and then 
  moved on to other games (as well as, you know, lived 
  my life). But then, it happened: Goodman Games started 
  a Kickstarter project for the Metamorphosis Alpha 
  Deluxe Collector’s Edition. Of course, I had to support 
  it. And then, when I actually received the book… wow! 
  What a great job! The bug bit me again and I returned to 
  the world of the Warden. 
  Although this adventure is a sequel to Dire Straits, my 
  own preferences in a campaign would be to run a few 
  short adventures for the players between the two 
  modules. I like to keep the technology level available to 
  the player characters at a low level, but this adventure 
  hands out quite a few ancient weapons to the party. It 
  had to be done to give the party a fighting chance 
  against the androids. A few adventures before Covert 
  Affairs could keep the technology level low for a while 
  so the jump isn’t so quick in a campaign. They would 
  also allow the characters time to see Enginer Rorke 
  push for the war. 
  As a final note, I’m sure at least a few of you noticed that 
  although this module is a sequel to KDJ1, it is numbered 
  KDJ5 instead of KDJ2. The reason for that oddity is 
  rather simple. I write a lot of my own adventures and 
  whenever I take the time to produce one in the same 
  format as published adventures, I add the KDJ number. 
  The number is incremented each time; it doesn’t matter 
  if the adventure is written for a different game system 
  than the previous. Adventures KDJ2-4 were all written 
  for game systems other than Metamorphosis Alpha. 
  For the curious, a list of all my adventures follows. These 
  are all fan-made by me and not to be considered official 
  products in any way. As such, many are not publically 
  available. 
  Title 
  Description 
  KDJ1 Dire Straits 
  The module for the 
  Metamorphosis Alpha game 
  system that started it all. The 
  party must save their village 
  from life-threatening cold 
  weather. 
  Title 
  Description 
  KDJ2 White Flume 
  Mountain 
  A parody of the Advanced 
  Dungeons & Dragons 
  adventure, White Plume 
  Mountain. It was written for the 
  TOON Munchkin game system. 
  The party must brave the 
  legendary White Flume 
  Mountain, Gateway to 
  Adventure & More! 
  KDJ3 Quest of the 
  One-Armed Robot 
  An adventure for the GAMMA 
  WORLD game system (7th 
  edition). It has several plot 
  elements “borrowed” from 
  KDJ1 Dire Straits. The party is 
  asked to help a damaged robot 
  recover his factory from a gang 
  of creatures. 
  KDJ4 Vault of the 
  Star Captain 
  An uncompleted adventure for 
  the GAMMA WORLD game 
  system (7th edition). It was 
  intended as a possible sequel 
  to KDJ3 Quest of the One-
  Armed Robot. The party has 
  the opportunity to explore the 
  legendary Vault of the Star 
  Captain. It is rumored to contain 
  all sorts of advanced 
  technology for those who prove 
  themselves worthy. 
  KDJ5 Covert Affairs 
  This document. Duh! 
  
  COVERT AFFAIRS 
  Page 14 of 14 
   BARRIER 
   TEPEE 
   TREE 
   
   
  WOLFOID CAMP 
  SCALE: EACH SQUARE = 5 FEET 
  
SOURCE: textdata/thevault/Metamorphosis Alpha (osr)/Fanworks/MA - KDJ5 Covert Affairs.pdf