TEXT: A  M E TA M O R P H O S I S A L P HA™™ A D V E N T U R E  B Y  J A M E S  M .  W A R D
  A R I S E  T H E  A N C I E N T S
  A R I S E  T H E  A N C I E N T S
  
  M E TA M OR P H O S I S  A LP HA
  ™
   
  A R I S E  T H E  A N C I E N T S
  B Y
  J A M E S  M .  W A R D
  E D I T I N G ,  M A P S ,  &  L AY O U T
  P H I L L I P  C A R R I S A L E Z
  I L L U S T R AT I O N S
  J AY  A .  D E F O Y
   
   
  P R O D U C E D  B Y
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  Metamorphosis Alpha is a trademark exclusively 
   owned by James M. Ward and used with permission. 
   
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  3
  GAME MASTER NOTES
  All of the creatures, mutants, and humans presented in 
  this adventure exist as miniatures especially created for 
  Metamorphosis Alpha.  
   
  Material written in italics is for the Game Master to consider 
  during the game. 
   
  Paragraphs written in bold should be read to the players.  
   
  A Metamorphosis Alpha Introduction: 
  Metamorphosis Alpha is the first science fiction role-play-
  ing game. Coming out in 1976 it has stood the test of time 
  and now has five different versions of the game in print. 
  In this role-playing experience you are exploring a coloni-
  zation starship. A tragic event has thrown the ship far off 
  course and killed 95% of the human crew and colonists; 
  turning them into piles of white dust.  
   
  Three hundred years later the ship is wandering in space. 
  Most of the creatures that were brought with the ship 
  have mutated into intelligent beings and some plants have 
  done the same thing. Most of the intelligent beings don’t 
  realize they are on a space ship 50 miles long and thirteen 
  miles wide.  
   
  Can you make a difference and put the Warden back on 
  its proper track? Only time will tell.  
   
  Game Master Note: If any of your players owns a color band 
  from the Goodman Games kickstarter, please have them wear 
  that band and allow them to use it in the game.  
   
  Fortress Introduction Notes 
  WHAT IS SUPPOSED TO HAPPEN 
  The group wakes up in a cryo-chamber that supports a 
  regiment of special ops troops. The players get a choice 
  between being mutated creatures or pure strain mutants. 
  The basic objective is to get from the lower first level to 
  the top most 10th level and out of the fortress. There are 
  nine different levels; level five was never built. It’s a little 
  puzzle for the players to think on. The player characters 
  must find more equipment, retreat away from the terrible 
  mutated characters, and figure out when to use the broken 
  elevator and when to use the stairs.  
   
  First Step 
  Begin the player characters as special operations troopers 
  with a great deal of experience. First, have them list ten 
  pieces of equipment that each of the troopers always take 
  with them into combat. The ten things should all fit in a 
  carry on bag that the military use. You are giving them a 
  laser pistol, and a combat knife. Their ten things should 
  include anything else they need. They can’t take anything 
  that is alive.  
   
  Then explain to them that they have become part of an 
  experiment that went terribly wrong. A special group of 
  troops in a barracks next to their unit was supposed to go 
  into a special experiment where they were put into cryo-
  genic sleep for six months. Instead, the player character’s 
  barracks of troops was taken. Their unit was put to sleep 
  and put into cryo-capsules.  
   
  When they wake up give them the choice, each player 
  character can become a mutant or remain a pure strain 
  human. If they are human give them the photocopied 
  character sheet for humans. If they are a mutant, they pick 
  from a random group of ten different mutants.  
   
  Then read them this text:  
  You wake up in a strange setting. Your limbs are 
  cold and you are a bit dizzy. Moving slowly you 
  step out of what you know is a cryo-chamber. You 
  have no idea how you got in one of those. You see 
  several of your trooper friends getting out of other 
  egg-shaped chambers. They are each in a pool of 
  light. The large room you are in is otherwise dark.  
   
  Each of them has a large army bag full of the equipment they 
  wrote down at the start of the game. Each of those bags is in a 
  compartment at the bottom of the egg that only opens with their 
  special finger or paw prints. If any of the players has a “real” 
  arm band they are wearing those as they get up. Now give them 
  time to talk among themselves. If they are humans, they are in 
  spandex tops and shorts. If they are mutants, their clothes are 
  in tatters. They will have to figure out how to find and open the 
  compartments in their eggs. That compartment is also where 
  their weapons and combat knife are stored.  
  
  4
  LEVEL 1 - CRYO AREA
  CRYO CHAMBERS 
  You wake up from a deep sleep. With a hiss, a sec-
  tion of your little container opens and you quick-
  ly get up to escape the tight confines. You read 
  the dials and gauges and discover you were in a 
  cryo-chamber. The chamber gives you a little light, 
  but there is darkness all around you. You hear 
  more hisses and other chambers open up. Lights 
  from those chambers reveal people and creatures. 
  You find yourself dressed in tight spandex. Look-
  ing in the container you see no equipment, just the 
  tubes and devices to keep you alive in cold sleep. 
  There must be lights somewhere in this place, you 
  move to find them. 
   
  The rectangular chamber holds 
  a large number of cryo-cham-
  bers as egg-shaped units. In the 
  unopened cryo-beds, half of them 
  are empty and half of them are filled 
  with dangerous mutant life. These 
  mutants have no memory of who they 
  were. These mutants attack the player 
  characters if allowed to leave their compart-
  ments.  
   
  If the characters try to get the extra equip-
  ment in the other chambers, they discover 
  the sacks are covered in intensity 10 
  radiation.  
   
  Each of the cryo-eggs is closed with levers, 
  dials, and buttons making them difficult to 
  open. Each has an item complexity of 5.  
   
  The characters combat knives have a com-
  pass in the pommel that works great. As 
  the characters are not pacing off the chambers, I’m not 
  giving exact dimensions. Be vague in your descriptions of 
  distances. East and west are the long ends of the chamber. 
  In the exact middle of the north and south walls are doors. 
  The door to the north opens with a palm print on the right 
  side of the door. This print responds and activates the 
  door with any warm flesh put into the palm. The door to 
  the south takes any color band. The characters don’t have 
  one of those bands unless a “player” owns a real band 
  from one of the kickstarters and has brought that band to 
  the game. Generally, the chambers are 50 yards long and 
  40 yards wide.  
  If the characters try opening other eggs they are attacked. 
    
  WASP SPIDER 
  Armor Class: 4 
  Movement in Spaces: 12 
  Hit Points: 52  
  Radiation Resistance: 11 
  Constitution: 11 
  Mental Resistance: 11 
  Strength: 11 
  Dexterity: 11 
   
  MUTATIONS  
  Wings 
  Poison Fangs (Intensity 11) 
  Heightened Vision 
  Reflection Power (lasers) 
  Taller 
   
  APPEARANCE  
  This mutant is six feet tall and five feet long. Its 
  hollow bones allow it to fly in the gravity of the 
  ship. It’s a mixture of blues allowing it 
  to become almost invisible when in 
  the air with the blue sky backdrop. 
  However, if it flies at night it sticks 
  out in the night sky with a slight-
  ly luminescent affect.  
   
  NORMAL REACTION  
  The mutant purposely flies into 
  the back of a victim and injects 
  poison (intensity 11, WC 6).  
    
   
  CORRIDOR AROUND  
  THE 5 CHAMBERS 
  The corridor is wide and cleaned 
  every morning at dawn by robots coming from the north-
  ern elevator. There is nothing of interest in this corridor.  
   
  THE BOTTOM FLOOR ELEVATOR 
  There is a palm print beside the steel doors of the eleva-
  tor. The elevator takes a minute to arrive. When the doors 
  open they see the following:  
   
  
  5
  A
  B
  C
  D
  F
  G
  H
  I
  E
  J
  N
  LEVEL 1 - CRYO CHAMBERS
  The double doors open into a 20 yard cube.  The 
  walls have seen a great deal of battle damage. 
  There are slug holes in many different sizes in 
  all the walls and ceiling of the elevator. There are 
  black slashes and melted bits from the action of 
  beam weapons. It’s clear from the floor that gre-
  nades and other explosives have ripped up the floor 
  a bit and exploded into the walls. On the inside of 
  the open door is a panel with ten rectangles. One 
  takes an arm band and presses it to a floor and the 
  elevator doors close and the elevator is supposed to 
  go to that floor.  
   
   
  The elevator is very broken. It works to some levels and doesn’t 
  work to others. What levels the elevator opens to are listed in 
  the text of the adventure. It will only take a party to the next 
  floor before overloading and needing 24 hours before becoming 
  operational again. 
   
   
  WAREHOUSE 
  The chamber lights up when the doors open. There 
  is a strong smell of moist earth in the chamber. You 
  see row after row of equipment. On the east side 
  at the end of one of the rows is a large mound of 
  black earth. There is a wide corridor in the middle 
  of the chamber that extends to another door on the 
  other side of the chamber. The shelves of this area 
  are filled with a wide variety of materials.  
   
  The warehouse has a great deal of equipment on ten dif-
  ferent large shelves. Shelves A, B, C, D, and E are on the 
  west side of the room. Shelves F, G, H, I, and J are on the 
  east side of the room. There are doors in the middle of the 
  south and north walls and they require an arm band of 
  any color to open the doors.  
   
  On the west side is the following: 
  Shelf A is filled with military clothing from underwear to 
  pants and shirts, several different types of boots, to light 
  and heavy coats. This clothing won’t change the armor of the 
  characters, but it is specially treated and reduc-
  es all types of puncture damage by half. Bullets 
  doing 10 points of damage would do 5. Knives 
  doing 6 points of puncture damage would do 3. 
  The characters have no way of knowing this gear 
  has this effect.  
   
  Shelf B is filled with camping gear from met-
  al pots and pan kits to canteens and collaps-
  ible shovels. There are machetes of duralloy 
  (WC 5, 10 points of damage) that never need 
  sharpening and several different sizes of du-
  ralloy axes (WC 4, 15 points of damage).  
   
  Shelf C is filled with tents from one man to 
  ten man tents with portable heater and air 
  conditioning units.  
   
  Shelf D is filled with batteries of all shapes 
  and sizes from cases of charged hydrogen 
  energy cells to large fusion batteries.  
   
  Shelf E has several different types of hover 
  boards; including hover carts and long plat-
  forms made for carrying materials.  
   
   
  
  6
  LEVEL 1 - CRYO CHAMBERS
  On the east side is the following:  
  Shelf F has unarmed drones and drone controllers.  
   
  Shelf G is divided in half with canisters of seeds of many 
  types to large sacks of compost earth. Half of those sacks 
  are gone from the shelves and have clearly been turned 
  into the pile of earth that is blocking the way at the end on 
  the east side of the chamber.  
   
  There is a Ground Diver in the earth here that reaches out 
  to grab a victim when anyone comes within five feet of the 
  spilled earth.  
    
  GROUND DIVER 
  Armor Class 3 
  Movement in Spaces: 14 
  Hit Points: 66 
  Radiation Resistance: 11 
  Constitution: 17 
  Mental Resistance: 4 
  Strength: 17 
  Dexterity: 9 
   
  MUTATIONS  
  Heightened Precision 
  Heightened Touch 
  Multiple Body Parts 
  New Body Parts 
  Taller 
  Tangle Vines 
  Increased Plant Senses 
   
  APPEARANCE  
  Most of the mutant ground 
  diver is below the ground. 
  It can move slowly through 
  the earth, but rarely does so. The 
  creature hides completely under the ground. As possible 
  victims come by the mutant rises up and uses its tentacles 
  to force victims toward its beaked maw. The tentacles are 
  a nasty gray color and its head is the color of earth.  
   
  NORMAL REACTION  
  Erupting out of the ground, the tentacles of the ground 
  diver grab onto victims (WC 3). The beak of the monster 
  can then freely bite at the victim as long as the prey is 
  held for 4d6 in damage a bite.  
    
       Somewhere near the Ground Diver is a black arm band, 
   
  Shelf H has several types of illumination devices with a 
  complexity of 7.  
   
  Shelf I has military backpacks and special helmets. The 
  helmets are complexity 8 and have infra-red and ultra-vi-
  olet capacity. They have inset communications gear good 
  up to ten miles away and use two hydrogen energy cells.  
   
  Shelf J has many sizes of body armor and can change the 
  armor class of the characters from 8 to 3.  
   
  The door on the south end of the chamber takes a color 
  band of any type to open the double doors.  
   
  SHOWERS 
  You smell a shower room from the open door. You 
  see a series of lockers before you 
  step into the area.  
   
  There are 50 lockers in three 
  rows with benches between 
  the lockers. There are towel dispensers 
  that generates large white bath towels 
  by the hundreds at a verbal request. 
  There is a large shower section 
  with open water jets and dials 
  under the jets to start and 
  moderate the temperature.  
   
  In the middle of the 
  chamber along the 
  north wall there is 
  a large Jacuzzi big 
  enough for many people. The 
  water is dark and smells of 
  chlorine. If the water is disturbed 
  a mutant leaps out of the water and attacks.  
    
  FROGOID 
  Armor Class: 4 
  Movement in Spaces: 14 
  Hit Points: 41 
  Radiation Resistance: 9 
  Constitution: 9 
  Mental Resistance: 9 
  Strength: 9 
  Dexterity: 9 
   
  
  7
  LEVEL 1 - CRYO CHAMBERS
  MUTATIONS  
  Electrical Generation (4d6 lightning bolt) 
  Gills 
  Heightened Balance 
  Heightened Hearing 
  New Body Parts 
  Out-sized Body Parts (tongue) 
  Regeneration (3 points a combat round) 
   
  APPEARANCE  
  The humanoid mutant stands five feet tall. It likes watery 
  areas and swims very well in all bodies of water.  
   
  NORMAL REACTION  
  The mutant attacks with a 
  lightning bolt doing 4d6 
  in damage up to 35 yards 
  away, WC 3.  
    
              The frogoid is wearing a red arm band. 
   
  KITCHEN 
  The kitchen area is filled with automated devices (IC 4) 
  for making large meals for a great number of people. Un-
  der the floor of the kitchen are large duplication areas for 
  creating named meals of hundreds of types.  
   
  DINING 
  This area is dark. From the lights of the kitchen 
  one can see benches and chairs.  
   
  The lights of this area can’t be fixed by the characters.  
   
  The dining area has tables and chairs. In the North there 
  is a food station that generates napkins, some spices in 
  small packets, and a set of 50 different types of drinks. All 
  of the empty containers go into a disposal that recycles 
  the materials into energy.  
   
  There are washrooms along the east wall in this area.  
   
  
  8
  LEVEL 2 - PARKS & PLANTATIONS
  ELEVATOR UP TO NEXT LEVEL 
  The elevator doesn’t rise to the next level, no matter what 
  the characters do. Once summoned from a higher level the 
  elevator will rise. From then on it goes up only one level 
  or goes down to any level once in a 24 hour period.  
    
  PARK 
  The north park door is open and jammed as the dirt from 
  the park has spilled over into the walkway and there is 
  no easy way to close the door. The door is supposed to 
  function with any color arm band on the rectangle along 
  the inside and outside of that door.  
   
  The south door opens easily when any color arm band is 
  used on the inside or outside of the door.  
   
  The characters experience the following when they are at 
  a park entrance:  
  The smell of the place is wondrous. The large 
  chamber is filled with plants and shrubs of many 
  different types. In the west side is a large array of 
  huge blooming plants. There must be ten or twenty 
  of the things reaching up above the other plants 
  for light. The rest of the park is filled with smaller 
  blooming plants. There is a gentle path of earth in 
  the middle of the chamber and one can 
  see double doors on both sides of the 
  area. The North doors ap-
  pear to always be open. 
  The south door has a 
  color band on the side of 
  the steel door.  
   
  The tall blooming plants are Clutch Vines 
  and grab at a character if they come 
  within ten feet of the plant.  
    
  CLUTCH VINE 
  Armor Class: 6 
  Movement in Spaces: 0  
  Hit Points: 33 
  Radiation Resistance: 9  
  Constitution: 9 
  Mental Resistance: 9 
  Strength: 9 
  Dexterity: 9 
   
  MUTATIONS  
  Tangle Vines 
  Larger Than Normal 
  Manipulation Vines 
  New Senses 
   
  APPEARANCE  
  The mutated plant is fifteen feet tall with a huge, deep red 
  fanged plant pod at the end of a stalk. The plant blends in 
  perfectly with its surroundings until it is ready to attack.  
   
  NORMAL REACTION  
  The mouth of the mutant bites for 5d6 (WC 3); then it 
  injects acid into the bitten victim for 3d6. It has long vines 
  that can reach out up to 20 yards and pull in victims (WC 
  4).  
    
  There are other large plants in the area, but these are all 
  relatively harmless. Big roses, huge violets, and pleasant 
  balsam hang along the walls of the park. The light in this 
  chamber is filled with bright sunlight 12 hours a day and 
  moonlight for the other twelve. Every third day a gentle 
  mist pours down from the ceiling. Have fun and have the 
  rain start to soak the characters.  
   
  PLANTATIONS 
  A strange sight greets the characters. There are row 
  upon row of planted crops in this chamber. 
  Each row is a different crop and some of 
  them are easy to figure out. All of these 
  plants are huge in size with six or 
  seven in the long rows.  
   
  The smell of this chamber is very 
  pungent. If the characters go 
  among the plants they will 
  meet new smells from every 
  different type of vegetable.  
   
  The chamber is filled with 
  very large vegetables of 
  many types. All of them are 
  ripe for the picking. There 
  are cultivated row upon row 
  of plants. These plants include 
  giant versions of: angula, bok choy, 
  chicory, snow peas, rhubarb, and yams.  
   
  There are washrooms on the east 
  side of the chamber.  
   
  
  9
  N
  LEVEL 2 - PARKS & PLANTATIONS
  There is no danger in this chamber, but the plants can look 
  dangerous because of their giant size.  
   
  The doors at the north and south ends require an arm 
  band to open them.  
   
  Again a misty rain happens every three days in the cham-
  ber. The sunlight is quite bright for 12 hours and dims to 
  moonlight for 12 hours.  
   
  SWIMMING POOL & FAST SNAILS 
  As the doors swing open you see an Olympic sized 
  pool. There are lounge chairs all around the pool. 
  There is a large white bath towel dispenser in the 
  west wall. The pool area smells of chlorine. In the 
  clear water you can see six very large snails crawl-
  ing along the south walls. There are two diving 
  boards on the west end.  
   
  The snails are harmless. However, the four foot tall things 
  will swim up to whom ever has dived into the pool. They 
  use their tongues to lick the bodies of the 
  swimmer once or twice before swimming 
  away.  
   
  The north and south doors require an arm 
  band of any color to open the area.  
   
  INCLINE PLANE UP TO  
  THE NEXT LEVEL  
  The incline plane is in total darkness. There is 
  no way to light up the area unless the characters 
  bring lights from the warehouse. The incline 
  plane twists around for several hundred 
  yards and eventually opens up on level 
  three. The plane area is filled with unusual 
  amounts of garbage from paper and broken 
  wooden crates to hides and bones of many 
  types.  
   
   
  CORRIDOR AROUND  
  THE 3 CHAMBERS 
  The wolfoids of level six have taken a real 
  liking to this level. There is no way the 
  player characters can get to the exit going 
  up unless they defeat the band of wolfoids 
  patrolling the corridor.  
   
    
  WOLFOID (2) 
  Armor Class: 5 
  Movement in Spaces: 14 
  Hit Points: 59, 41 
  Radiation Resistance: 18 
  Constitution: 11 
  Mental Resistance: 11 
  Strength: 17 
  Dexterity: 17 
   
  MUTATIONS  
  Fur resistant to lasers 
  Regeneration (3 points per combat round) 
  Taller 
  Heightened Intelligence 
  Intuition 
   
  APPEARANCE  
  Wolfoids can be found on every level of the ship. They 
  are teaching each other how to use the various high tech 
  
  1 0
  LEVEL 2 - PARKS & PLANTATIONS
  devices of the ship from computers to plasma rifles. The 
  white wolfoids are considered the most aggressive of all 
  wolfoids. Although they can use physical weapons, they 
  greatly enjoy clawing and using fangs on their prey.  
   
  NORMAL REACTION  
  The wolfoid is very capable of using weapons of the an-
  cients. It is able to use fangs (WC 3, inflicting 15 points of 
  damage) and claws (WC 4, inflicting 20 points of dam-
  age).  
    
   
   
   
  Hidden in the thick fur of the largest wolfoid is a black arm 
  band. The only way the characters can find the arm band is if 
  they tell the Game Master that they are carefully searching each 
  wolfoid. 
  
  1 1
  LEVEL 3 - ROBOT SECTOR
  ELEVATOR 
  The elevator on level three does not open no matter what. 
   
  CORRIDOR AROUND  
  THE 3 CHAMBERS 
  There is an unusual amount of dead vegetation in this 
  corridor. Partial branches, large dried leaves, and rotten 
  fruit fills this area.  
   
  WEST INCLINE PLANE GOING DOWN 
  This is a darkened exit that extends down to level two. 
  There are no lights and the corridor is filled with trash.  
   
  EAST INCLINE PLANE GOING UP 
  You see a well lit corridor extending upwards.  
  There is a constant guard of two wolfoids in this area.  
   
  WOLFOID (2) 
  Armor Class: 5 
  Movement in Spaces: 14 
  Hit Points: 59, 41 
  Radiation Resistance: 18 
  Constitution: 11 
  Mental Resistance: 11 
  Strength: 17 
  Dexterity: 17 
   
  MUTATIONS  
  Fur resistant to lasers 
  Regeneration  
  (3 points per combat round) 
  Taller 
  Heightened Intelligence 
  Intuition 
    
  Hidden in the thick fur of the largest 
  wolfoid is a red arm band. The only way the 
  characters can find this is if they tell the Game 
  Master that they are carefully searching. 
   
  ROBOT CHAMBER 
  There are rows of three types of robots in here. They are 
  difficult if not impossible to activate.  
   
  As the doors open on the robot chamber, one can 
  see three different types of robots in long lines in 
  the chamber. The chamber is large and there are 
  doors in the middle of the north and south walls 
  that require an arm band to open.  
  If the characters enter the area an Enforcer-bot rolls out 
  and questions the group. If the characters get aggressive 
  the bot attacks. If the bot manages to trap the entire party 
  it dumps them in the middle of the Robot Fighting cham-
  ber and they must fight a Harvester Droid.  
   
  It is impossible to activate any of the robots in this chamber. 
  If any of the three types are attacked they fight back until the 
  characters leave the chamber.  
   
   
   
  MASSACRE-BOT (20) 
  Armor Class: 2 
  Movement in Spaces: 18 
  Hit Points: 88 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17  
  Dexterity: 17 
   
  APPEARANCE  
  This bot is humanoid shaped, 
  standing 10 feet tall. It is able to 
  attach many types of weapon 
  and defensive system so 
  that no two versions of 
  this bot are alike. Its 
  sensory systems are tri-
  ple that of a human in 
  all five senses. At night it 
  uses ultra-violet and infra-red 
  lenses. Generally, there 
  is always some type 
  of vibro-weapon in its 
  list of weapon systems. The metal of 
  the bot can change color to match any 
  background it is standing near. 
   
  NORMAL REACTION  
  The bot has some type of vibro weapon and it is usually 
  a vibro-ax (WC 9, inflicting 40 points of damage, IC 4). It 
  also has many other types of weapons that can be attached 
  to its body. Usually there is some type of slug thrower 
  (WC 1, 5d6 in damage).  
    
   
  
  1 2
  LEVEL 3 - ROBOT SECTOR
  HARVESTER DROID (20) 
  Armor Class: 3 
  Movement in Spaces: 14 
  Hit Points: 77 
  Radiation Resistance: 4 
  Constitution: 18 
  Mental Resistance: 4 
  Strength: 18 
  Dexterity: 9 
   
  APPEARANCE  
  This droid can 
  stand up to 9 feet 
  tall with a tentacle 
  reaching anoth-
  er 14 feet. It was 
  designed to pull in-
  sects from plants 
  and then harvest 
  those plants when 
  they matured. Its 
  two manipulative 
  arms have special 
  sets of pincers that 
  can cut any size 
  insect into two 
  halves. Its senses 
  are acute down 
  to micro-levels. 
  Its optics sees 
  into the infra-red and 
  ultra-violet. In its knee 
  joints are special anti-gravity systems that allow the unit 
  to quickly float into crop rows.  
   
  NORMAL REACTION  
  The chopping arms of the droid inflict tremendous dam-
  age per strike. It can attack twice in a combat round (WC 
  6, 5d6 per strike).  
    
   
   
   
   
   
  ENFORCER-BOT (20) 
  Armor Class: 3 
  Movement in Spaces:  16 
   
   
  Hit Points: 77 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17 
  Dexterity: 17 
   
  APPEARANCE  
  The enforcer-bot 
  was made 
  especially for 
  the Warden and 
  there are squads 
  of them hidden 
  away on every 
  level. They 
  were for 
  the officers 
  of the ship 
  to use in case of 
  trouble from the 
  colonists. Their 
  many tenta-
  cle arms were 
  made to subdue 
  a number of human rioters. 
   
  NORMAL REACTION  
  The enforcer bot 
  has a wide array 
  of defensive weap-
  on systems. Its eight arms are made to pin down victims 
  all at the same time (WC 7). The bot fires a misting weap-
  on up to 30 yards away (intensity 9 paralytic poison, WC 
  5). At the same time it can fire a tangle plastic wrapping 
  up a victim up to 10 yards away (WC 7). 
    
  These bots don’t stay activate no matter what the characters do; 
  however, they will fight back if attacked. Smart characters can 
  get a hold of the vibro-ax of the Massacre-bot by taking it out of 
  a clawed hand.  
  
  1 3
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  LEVEL 3 - ROBOT SECTOR
  ROBOT REPAIR SECTOR 
  The portals open to an obvious electronic repair 
  center. There are 10 large repair bays and most of 
  them are filled with half put together robots of 
  many types. As you come into the area and get near 
  one of the stations, more lights turn on and shine 
  on the station you are near. There are doors in the 
  north and south ends of the chamber that require 
  an arm band to open.  
   
  This is a place to repair robots, but it is also a dangerous 
  place to play around. As characters go into work areas 
  they are subject to accidental actions by the 
  equipment in that area.  
   
   
  Repair Area Chart 
  Roll 3 six-sided dice then find the result below: 
   
  3 – Erupting Paralysis Dart – 1d6 in damage,  
        4 hours of paralysis as the dart hits, WC 4 
  4 – Protein Disruptor attachment – 5d6 if it  
   
  hits, WC 7, IC 8 
  5 – Green Goo Radioactive spill – Intensity  
   
  9 radiation within a foot of the spill 
  6 – CRASH! Lots of noise occurs as robot   
   
  parts fall to the floor, but no damage 
  7 – Slug Projectile does 2d6 with a  
        WC 5 to hit, IC 5, 10 shot magazine 
  8 – 15 Alarm bells ring in the area  
        for ten minutes.  
  16 – Acid spill hits a random character  
          doing 4d6 in damage 
  17 – Green Gas spills out of the area and  
          covers half of the chamber.  
          It is harmless.  
  18 – The group finds a red arm band 
   
   
   
  ROBOT ARENA 
  The chamber opens up to reveal a deep and large 
  pit. There are stairs on the east side that extend 
  down ten yards into the earth pit. The place smells 
  dry and there is a light cloud of dust in the air. 
  There are doors in the middle of the walls on the 
  north and south side of the rectangular chamber.  
   
  If the characters walk down the stairs and out into the pit 
  they are attacked by one of the three robots found in this 
  area: enforcer-bot, harvester droid, and Massacre-bot. 
  
  1 4
  LEVEL 4 - COMBAT TRAINING
  ELEVATOR 
  The elevator opens however it won’t go to any higher lev-
  el other than level 6. The elevator goes down to any level 
  lower than 4.  
   
  WEST SIDE INCLINE PLANE DOWN 
  The corridor goes down to level three. 
  COMBAT TRAINING LAB 1 
  The chamber has portals in the middle of the walls 
  on each directional facing. Each takes a color band 
  to open. In this area there are three circles of light. 
  The rest of the chamber is cloaked in darkness. Lit 
  Area 1 has a huge orchid style plant. Lit Area 2 has 
  a floating bot of some type. As you are at the door 
  the bot turns its lenses toward you. Lit Area 3 has 
  a three-foot tall rabbit sitting on a stump of a tree. 
  There are large roots spanning out from the stump 
  at least 10 yards. It would be easy to walk between 
  any of the lit areas to go to another of the doors.  
   
  Lit Area 1 
    
   
  ACID TRAP PLANT 
  Armor Class: 4 
  Movement in Spaces: 0 
   
  Hit Points: 35 
  Radiation Resistance: 11 
  Constitution: 11 
  Mental Resistance: 5 
  Strength: 11 
  Dexterity: 11 
   
  MUTATIONS  
  Heightened Touch 
  New Body Parts 
  Absorption 
  Aromatic Power 
  Larger Than Normal 
  Dissolving Juices 
  New Plant Parts 
   
  APPEARANCE  
  This mutant is a ten-foot tall orchid 
  shaped plant. The petals 
  of the plant are 
  closed until it senses a victim and then it releases a meaty 
  attraction odor and blasts the victim with acid from a sup-
  ply it generates from under the ground in a large pod.  
   
  NORMAL REACTION  
  When victims come close to the plant it releases an odor 
  of roasting meat that many creatures find irresistible. 
  Within ten feet the plant opens up and shoots acid at the 
  victim (WC 7, 3d6 in damage, poison intensity 9). If the 
  victim dies, the plant can absorb the materials of the body.  
    
  In the acid pod of the plant are a brown arm band and a pink 
  arm band.  
   
  Lit Area 2 
  The device is a bomb bot. Attacking it, or touching it 
  forces the bot to fly at the character and it explodes for 
  30 points of damage. (AC 6, 2 hit points, explodes in a 10 
  yard sphere) 
   
  Lit Area 3 
  This device appears to be a harmless creature on a stump. 
  If the device is powered it would turn into a trap with the 
  roots grabbing victims and the rabbit eating them. The 
  device is not active.  
   
  In the bowl of the fake tree stump are dried old bones and two 
  pink arm bands.  
   
  COMBAT TRAINING LAB 2 
  You see a large chamber. It lights up as you open 
  the doors. There are portals in the middle of the 
  walls on each directional facing. Each is opened 
  with a black arm band except for the south door 
  that opens with a pink arm band.  
   
  In the middle of the area is a rack with 20 pistols. 
  You don’t recognize what they are. Under the rack 
  you see a pile of hydrogen energy cells.  
   
  This is a shooting gallery of sorts. However, the con-
  trolling computer is off until a pistol is removed from the 
  rack. Once the gallery turns on, all of the doors lock tight 
  and won’t open until there are ten of the energy hologram 
  balls shot out of the air. The weapon is a sonic pistol (6d6, 
  WC 4, two hydrogen energy cells fire ten shots, IC 5).  
   
  The hologram balls have an AC of 7 and move about the 
  chamber. Every time someone misses a shot that ball 
  
  1 5
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  1
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  3
  LEVEL 4 - COMBAT TRAINING 
  comes down and smashes the shooter for one point of 
  damage. While the range is turned on, the damage in-
  creases from 1 to 10 points. The balls grow in number 
  until there are ten of them floating around.   
   
  The targeting room stands down when all of the weapons 
  are racked. The characters can take weapons away if they 
  have shot 10 holographic spheres out of the air.  
   
  MEDICAL BAY 
  All of the doors to this chamber must be opened 
  with a pink arm band. Inside the lights come on 
  brightly. There are four large operating theatres in 
  this chamber. As the doors open two Nurse Bots 
  hold some type of sensing devices in their tentacles 
  and these devices shine lights all over the bodies of 
  the characters. The bots have blood stains all over 
  their metallic chests.  
   
  Sensing any wounded in the party the bots 
  take them and rest them down on the beds 
  of the operating theatre. They heal up any 
  wounded characters. For those characters 
  that are mutated creatures they offer to make 
  them more human if they wish. If permission 
  is given the nurse bots cut off limbs and turn 
  them into cyborgs with tough tentacle arms 
  and legs that are much better than the origi-
  nal limbs.  
   
  Resisting the bots causes them to attack with 
  force scalpels.  
    
  NURSE BOT 
  Armor Class: 7 
  Movement in Spaces: 8 
  Hit Points: 59 
  Radiation Resistance: 4 
  Constitution: 16 
  Mental Resistance: 4 
   
  Strength: 16 
  Dexterity: 9 
   
  APPEARANCE  
  Generally, all of the nurse bots have gone 
  insane as they were attached to the hospital 
  systems that have gone insane. Each of these 
  bots seems to be a caring, interested mechan-
  ical dedicated to healing the wounded. Actu-
  ally, when these bots place wounded on the 
  operating table the first thing they do is try 
  and remove the heart of the wounded being. 
  This is reflected in the blood stains that con-
  stantly cover the chest and head of the bot.  
   
  NORMAL REACTION  
  This bot is always designed with a vibro-scal-
  pel (WC 9, 25 points of damage, IC 9).  
   
    
   
  The net effect is the Nurse Bots will replace the heart with a  cy-
  bernetic heart, and continue to totally heal the party by convert-
  ing them to cyborgs if they are allowed to do their work.  
  
  1 6
  DAY  7  -  T H E Y  O F F E R E D  H E A L I N G . . .  B U T 
  D I D N ’ T  M E N T I O N  W H AT  C A M E  F I R S T.
  LEVEL 5 - UNFINISHED
  Mysterious Level 5 
  The important part of level five is that it never existed. It 
  was a mistake on the part of the designers of this fortress. 
  While there is a level five on the elevator panel, there is no 
  way to open the doors to that level.  
   
  Any contact with robots or the artificial intelligence of the 
  fortress has them saying level five is filled with top secret 
  bio-devices. That was the plan, but it never happened.  
   
   
   
   
  -As the Game Master you might consider designing your own 
  level five. You could use miniatures that you have and create an 
  interesting extension to this adventure.- 
  
  1 7
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  LEVEL 6 - WEAPON LOCKERS
  ELEVATOR 
  The elevator takes the characters up to level seven but no 
  higher. It goes down to all of the levels except for level 5 
  of course.  
   
  OUTSIDE CORRIDOR 
  In any given section of this level there is a roll of a d6 and 
  a roll of a 5 or 6 sees a pair of wolfoids running down to 
  attack the characters.  
   
   
  WOLFOID (2) 
  Armor Class: 5 
  Movement in Spaces: 14 
  Hit Points: 59, 41 
  Radiation Resistance: 18 
  Constitution: 11 
  Mental Resistance: 11 
  Strength: 17 
  Dexterity: 17 
  MUTATIONS  
  Fur resistant to lasers 
  Regeneration  
  (3 points per combat round) 
  Taller 
  Heightened Intelligence 
  Intuition 
   
  Hidden in the thick fur of the largest wolfoid is a black arm 
  band. The only way the characters can find this is if they tell the 
  Game Master that they are carefully searching each wolfoid.  
   
  ENERGY WEAPONS LOCKER 
  Any color arm band will open this door. It’s a large 
  chamber with another door in the middle of the 
  south wall. The chamber is completely trashed 
  and there are four large tepees in the room. As the 
  portal door opens wolfoids begin pouring out of 
  the four tents.  
   
  The wolfoids don’t want to follow the characters if the 
  characters retreat. If the group tries to get tricky and make 
  attack after attack the remaining 
  wolfoids jump them at the door. 
  They are also capable of going 
  through secret pathways in the 
  walls to come around the outside 
  of the chambers and attack that 
  way.  
    
   
  WOLFOID (4) 
  Armor Class: 5 
  Movement in Spaces: 14 
  Hit Points: 59, 41, 39, 33 
  Radiation Resistance: 18 
  Constitution: 11 
  Mental Resistance: 11 
  Strength: 17 
  Dexterity: 17 
   
  MUTATIONS  
  Fur resistant to lasers 
  Regeneration  
  (3 points per combat round) 
  Taller 
  Heightened Intelligence 
  Intuition 
   
  
  1 8
  Hidden in the thick fur of the largest wolfoid is a black arm 
  band. The only way the characters can find this is if they tell the 
  Game Master that they are carefully searching each wolfoid.  
   
  Six young wolfoid cubs come running out of the tents and ig-
  nore the player characters and run out of the chamber. The rest 
  of the wolfoids fight to kill the character party. This includes 
  following them out of the chamber to any where else the charac-
  ters might run to.  
   
  The tents are filled with thick furs and reptile hides. 
  Spears, heavy crossbows and bolts, and shields hang on 
  the inside of the tents.  
   
  There are washrooms on the east side of the chamber.  
   
  The doors to the north and south of this chamber require 
  a black arm band to open them.  
   
  PROJECTILE WEAPONS LOCKER 
  As the chamber door opens you see several racks of 
  slug projectors in the middle of the chamber. The 
  walls have a type of target you have used before. 
  There looks to be several cases of ammunition 
  on the floor by the racks. In the middle of the 
  north and south walls are portals needing 
  black arm bands to open them.  
   
  The wolfoids can’t use these weapons as the 
  firing mechanisms are too small for their 
  paws. In the past years, when wolfoids have 
  tried to move these weapons large robots 
  have come and taken the weapons back 
  to this chamber. Many wolfoids have lost 
  their lives in fighting these machines. 
   
  Two days after the characters have taken these 
  weapons war-bots come to take the weapons 
  back.  
    
  WAR-BOT 
  Armor Class: 2 
  Movement in Spaces: 14 
  Hit Points: 88  
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17 
  Dexterity: 17 
  APPEARANCE  
  The war-bot is a humanoid with many types of missile 
  systems. When in combat there is a constant glow from 
  the energy force fields of the unit. The senses of the bot 
  are triple that of a human and include infra-red and 
  ultra-violet. The unit is painted in very dark colors as it 
  wants to battle in the dark of the night. 
   
  NORMAL REACTION  
  These bots will politely ask the group to give them the 
  slug projectors they took from the chamber. If the char-
  acters don’t hand them over there is a deadly fight. 
  There are at least three different types of missile systems 
  from mini-missiles to large blast rods. Usually the bot is 
  equipped with 10 of each type of missile.  
    
  Racked Projectile Weapons: 
  Pistol Slug Projector – 20 of them, WC 5, 
   
  15 points of damage, magazine holds 10, IC 6 
  Rifle Slug Projector – 20 of them, WC 4,  
   
  20 points of damage, magazine holds 10, IC 5 
  Shot Gun – 40 of them, WC 3, 30 points of damage,  
   magazine holds 10, IC 4 
   
  There are 10 loaded magazines for each of these 
  weapons. There are ear plugs to 
  allow beings to fire the weapons 
  at the targets on the walls. If 
  they cover their ears they won’t 
  suffer from damage.  
   
  The doors to the north of this 
  chamber require a black arm 
  band to open them.  
  The doors to the south will 
  not open no matter what.  
  This room is a mystery as it 
  seems to have been com-
  pletely disabled. 
   
  As the Game Master you might con-
  sider designing any type of custom 
  room you would like if you decide 
  to allow the characters to find a 
  way in. 
  LEVEL 6 - WEAPON LOCKERS
  
  1 9
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  ELEVATOR 
  The elevator goes up to the 8th level or down to any of the 
  other levels save for the 5th.  
   
  CORRIDOR AROUND  
  THE 3 CHAMBERS 
  The outside corridor is pitch black as all of the 
  lights are broken. The floor in the east, west, 
  and south corridors is covered in some sort 
  of mulch. Large white button mushrooms 
  are growing everywhere in the muck. 
  About in the middle of the east and 
  west corridors are funguslugs.  
   
  The north corridor floor has been 
  recently swept. There are larger piles 
  of mulch at the east and west ends of the 
  corridor.  
   
   
   
   
   
   
   
   
  FUNGUSLUG 
  Armor Class: 7 
  Movement in Spaces: 4  
  Hit Points: 39 
  Radiation Resistance: 7 
   
  Constitution: 7 
  Mental Resistance: 7  
  Strength: 7 
  Dexterity: 7 
   
  MUTATIONS  
  Chameleon Powers 
  Gas/Spore Generation (Intensity 10 
  poison) 
  New Body Parts 
  Movement 
  Taller 
  Heightened Brain Talent 
  Mental Paralysis 
   
  APPEARANCE  
  The creature is a giant seven-foot 
  tall, intelligent mushroom. It’s 
  made of spores and dark brown 
  mushroom-like pieces. As it moves 
  about, it constantly shifts the 
  top of its body sending out large 
  clouds of spores. It can sense these 
  spores and as the spores hit other 
  moving things, the mutant can 
  sense the movement and distance 
  of those spore covered tings.  
   
  NORMAL REACTION  
  This mutant tries killing victims 
  with its intensity 10 poison spores. 
  Failing that the mutant tries to 
  mentally paralyze a victim. 
    
   
  LEVEL 7 - ENERGY & PROJECTILE AMMO VAULT
  
  2 0
  LEVEL 7 - ENERGY & PROJECTILE AMMO VAULT
  ENERGY & PROJECTILE 
  AMMO VAULT 
  The chamber requires a red color band to open. 
  When opened one can see a chamber with portals 
  on the north and south walls in the middle of those 
  walls. There are several large piles of ammo box-
  es in the chamber. All you can see are open and 
  empty. In the middle of the chamber is a strange 
  mutant with metal parts on its body. It has just fin-
  ished loading two large rifles of some strange sort.  
   
  The cyborg mutant will talk to the group and not attack 
  first. It is ready for battle as it has loaded two powerful 
  concussion slug projector rifles (WC 4, IC 5, 5 shell cylin-
  der, 20 points of damage in a 10 foot area per shot). There 
  are two cases of 100 shells for these unusual weapons. 
  When any other creature fires the weapon they are thrown 
  to the ground with the force of the weapon.  
  Short Range – 1-50 yards, Medium Range – 51 – 150 yards, 
  Long Range – 151 – 350 yards 
   
  The cyborg has a red arm band on his wrist. He isn’t inter-
  ested in trading for anything. He wants to be left alone.  
   
  Searching the chamber reveals hundreds of empty boxes 
  of slug thrower ammunition There will be a case or two 
  of each type of ammunition for the projectors the char-
  acters may have picked up in the adventure.  
    
  SARN 
  Armor Class: 3 
  Movement in Spaces: 16 
  Hit Points: 66 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
   
  Strength: 17 
  Dexterity: 17 
   
  MUTATIONS  
  Heightened Vision 
  Speed Increase 
  Force Field Generation 
  Mental Blast 
   
  APPEARANCE  
  The Cyborg mutant was a human that survived 
  radiation damage and mutated. He stands six 
  foot tall with olive green skin. His cyborg parts 
  function normally, but can’t be repaired at normal hospi-
  tal facilities because of his mutant status.  
   
  NORMAL REACTION  
  When attacked the cyborg raises a force field and starts 
  shooting with a laser pistol in both of its arms (WC 6, 5d6 
  in damage per pistol). The cyborg powers the lasers from 
  its own power systems.  
    
  FIRING RANGE 
  On the north and south sides in the middle of the 
  walls are portals that open with the use of any col-
  or band. The chamber has two obvious firing rang-
  es, one to the east and one to the west. The east one 
  is clearly one for knives, arrows, and other primi-
  tive ranged weapons. There are bows and arrows in 
  holders at the top of that range. The other range is 
  for more modern weapons as there are laser burns 
  and bullet marks on that range. The holders for 
  those weapons are empty at the top of that range.  
   
  On the arrow and knife range a small bot comes out and 
  takes the missiles out of the targets and puts them on the 
  table in front of the range. As the characters do well on 
  this practice range the size of the targets and the distance 
  away change to make the shots more difficult. There 
  is a robotic voice that asks what the characters want 
  to use for weapons. It changes the range to adjust 
  for thrown items or bow-like weapons.  
   
  There are washrooms by the south doors.  
   
  The projectile or energy range changes de-
  pending on what weapons are used on the 
  targets. If energy weapons are used holo-
  grams appear of various types of targets 
  from spheres to small birds. The targets 
  move about quickly until they are hit by 
  weapons. There is a voice here that talks 
  about the percentage of accuracy in firing at 
  these types of targets. If slugs are used a holo-
  graphic cowboy appears with a pistol at his hip. 
  He cusses the shooters out and shouts “Draw!” If 
  the characters don’t raise their weapons the cow-
  boy does nothing but laugh at the characters. If they 
  use their weapons the cowboy puts an energy shot 
  in each of the characters until they shoot him in the 
  chest. The hologram’s shot does 10 points of 
  damage.  
  
  2 1
  LEVEL 7 - ENERGY & PROJECTILE AMMO VAULT
  CONTACT ARENA 
  As the doors open you note a sandy floor. The sand 
  goes down at least a foot or more. The entire cham-
  ber is bare. There are weapon marks on the walls. 
  Parts of the sand are black and melted from laser 
  shots and other weapons firing into the sand. There 
  are no other apparent doors except for the one in 
  the middle of the north wall.  
   
   
    
   
   
  TESH 
  Armor Class: 7 
  Movement in Spaces: 12 
  Hit Points: 88 
  Radiation Resistance: 16 
  Constitution: 18 
  Mental Resistance: 18 
  Strength: 15 
  Dexterity: 18 
   
  MUTATIONS  
  Electrical Generation 
  Heat Generation 
  Density Control Others 
  Heightened Brain Talent 
   
   
  If the characters come into the middle of this chamber a 
  female humanoid mutant enters the room from the doors. 
  She explains in a matter of fact voice that the doors won’t 
  open until one of the characters is knocked out or she is 
  dead. Her fingers glow brightly with electrical force and 
  the battle is on.  
   
   
   
   
   
   
   
  APPEARANCE  
  Although she started as a pure human, she survived sev-
  eral contacts with radiation and was mutated so that she 
  still looks like a human, but has mutational powers. She 
  stands six foot tall with a classic feminine figure. Her hair 
  is bright red and when she uses her mutational powers 
  her eyes blaze with white luminescence.  
   
  NORMAL REACTION  
  The mutant can use weapons of all types. At the same 
  time she can attack with an electrical generation attack 
  (WC 7, 5d6) or a heat generation attack (WC 8, 6d6).  
   
  
  2 2
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  LEVEL 8 - DEADLY PLANTS & COMMAND CENTER
  CORRIDOR AROUND  
  THE 3 CHAMBERS 
  There are robots on the west and 
  east corridors sweeping up leaves 
  and mulch and making the large 
  corridor around the three cham-
  bers clean as can be. These robots 
  will talk to the characters about 
  what is in the three chambers.  
   
  ELEVATOR 
  The elevator goes up to level nine 
  but no higher unless it has been 
  fixed. It will go down to any level.  
   
  JUNGLE 
  The chamber doors are wide 
  and propped open with thick 
  vines and dark mulch. Look-
  ing into the chamber the area 
  is over grown with a type of 
  jungle. The area is deadly qui-
  et. The chamber is very bright. 
  There is a misty outpouring of 
  water like a rain going down 
  on the jungle. It would be 
  difficult to move about in the 
  chamber as the plants are so 
  thick. The visible plants near the floor have huge 
  thorns dripping with some type of green sap. 
   
  The sap is harmless, but the thorns rip and tear at anything.  
   
  In the north east and south west corners is are open ten-
  foot areas that smells strongly of delicious cooked meat.  
    
   
  ACID TRAP PLANT 
  Armor Class: 4 
  Movement in Spaces: 0 
  Hit Points: 35 
  Radiation Resistance: 11 
  Constitution: 11 
  Mental Resistance: 5 
  Strength: 11 
  Dexterity: 11 
   
  MUTATIONS  
  Heightened Touch 
  New Body Parts 
  Absorption 
  Aromatic Power 
  Larger Than Normal 
  Dissolving Juices 
  New Plant Parts 
    
  In the northwest and southeast corners, hiding among 
  thick green grasses and scrub brush are Clutch Vines. 
  
  2 3
  LEVEL 8 - DEADLY PLANTS & COMMAND CENTER
  Clutch Vine 
  Armor Class: 6 
  Movement in Spaces: 0 
  Hit Points: 33 
  Radiation Resistance: 9 
  Constitution: 9 
  Mental Resistance: 9 
  Strength: 9 
  Dexterity: 9 
   
  Mutations  
  Tangle Vines 
  Larger Than Normal 
  Manipulation Vines 
  New Senses 
    
  FOREST 
  This chamber is filled with a forest with actual 
  trees growing from floor to ceiling. The roots of 
  the trees stick up above the mulch. There is a thick 
  cover of branches at the ceiling level. You can hear 
  a hissing amongst the trees from several directions. 
  Just barely through the underbrush you note an-
  other portal door on the opposite side of the cham-
  ber.  
   
   
  There are several large bugs in this chamber and they are 
  hunters looking for fresh prey. Moving just a bit to the 
  east or west of the chamber has a mutant attack.  
    
   
  Wyrmipede 
  Armor Class: 7 
  Movement in Spaces: 12 
  Hit Points: 99 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17 
  Dexterity: 17 
   
  Mutations  
  Taller 
  Physical Reflection (all radiation intensities) 
  Telekinesis 
  Mental Blast 
   
  Appearance  
  The Wymipede is one of the most deadly creatures on the 
  Warden. It can burrow under the earth to rise and attack 
  victims. The species has discovered the corridors between 
  the levels and has learned to consume the nutrients that 
  can be found there. This has allowed them to grow to 
  fantastic lengths. The creature appears in many different 
  colors considering where it was born. It can appear in the 
  colors of the under-level floors and walls or jungle colors 
  on various levels. 
  Normal Reaction  
  Physically the mutant rises from the ground and tries to 
  pin a victim with its extremely sharp pincers. Failing to 
  pin a victim, the mutant uses a mental blast on the prey. 
    
  SECURITY & COMMAND 
  It takes a red arm band to open this portal. There 
  are four work stations in this chamber. As you 
  walk into the chamber a large robot with an vibro 
  ax comes into the middle of the chamber and chal-
  lenges you.  
   
  Massacre-bot 
  Armor Class: 2 
  Movement in Spaces: 18 
  Hit Points: 88 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17  
  Dexterity: 17 
    
  The characters can avoid attacking if they talk about repairing 
  the complex. The bot talks about the damage on several levels 
  and the fact that all the damage can be fixed from these four sta-
  tions. There are screens showing action on the levels. The levers 
  and keyboards at item complexity 4 can be used to send robots 
  to repair levels and the elevator.  
   
  The characters can sit at the stations and order repair 
  work down on the levels the cameras show them. This 
  work will take several weeks to accomplish. Also the 
  wolfoids will hamper repairing things and the characters 
  would have to go down to fight them off so that the robots 
  can do their work.  
   
  There are washrooms on the east side of the chamber.   
  
  2 4
  DAY  14  -  T H E  G R O U N D  R U M M B L E D . . . 
  A N D  T H E N  I T  O P E N E D .
  LEVEL 8 - DEADLY PLANTS & COMMAND CENTER
  
  2 5
  N
  OUTSIDE CORRIDOR 
  This wide corridor is free of obstructions.  
   
  ELEVATOR 
  The elevator has a ripped open palm print. There are 
  wires pulled out of the wall and they are arching large 
  sparks of power. The panel needs to be fixed for the ele-
  vator to open and go to ten or one of the lower levels. It’s 
  an IC of 4. The character needs to roll the first successful 
  roll or take 10 points of sparking damage. Once successful 
  they can open the doors and take the elevator up to level 
  10.   
   
  OFFICES 
  The chamber has doors in the middle of the north 
  and south walls. They open to any color arm band. 
  There are ten compartments with office equipment 
  from computers, communication gear, and printers. 
  The office chairs looked unusually comfortable. 
  There is a quarter inch of dust on everything.  
   
   
   
  There are washrooms on the east side of the chamber.  
   
  If the characters sit in the chairs and try to use the key-
  boards a voice fills the office area.  
   
  “You are not authorized to use these systems. If you do 
  not immediately leave the area security will be called.”  
   
  There is a monitoring computer artificial intelligence con-
  trolling this floor. Its programming is faulty. If the char-
  acters don’t leave the voice talks to them trying to make 
  them stay 15 minutes while two bots come in to secure 
  them and take them to the bedrooms to lock them to beds. 
    
    
  LEVEL 9 - REST & RELAXATION
  
  2 6
  LEVEL 9 - REST & RELAXATION
  ENFORCER-BOT (2) 
  Armor Class: 3 
  Movement in Spaces: 16 
  Hit Points: 77, 77 
  Radiation Resistance: 17 
  Constitution: 17 
  Mental Resistance: 17 
  Strength: 17 
  Dexterity: 17 
     
  If the bots can they subdue the characters and handcuff 
  them to beds in the Bedroom and tell them proper author-
  ity will be coming. The robots leave, never to return again. 
  The bunk-beds take 50 points of damage before they break 
  enough for character to escape.  
   
  RECREATION AREA 
  There are two portals in the middle of the north 
  and south walls. They open by using any color arm 
  band. The sounds of music and beeping can be 
  heard on the west side of the chamber. There are 
  several rows of video games there. It’s free to play 
  them and their programs are easy to learn. In the 
  east end of the chamber are two very large circles. 
  The northern circle (circle 1) has a large staff float-
  ing in the middle of the circle. The southern circle 
  (circle 2) has a basketball-sized robot floating in the 
  middle of the circle. There are comfortable chairs 
  all around each circle.  
   
  Circle One 
  Circle one works on dexterity. A challenger is supposed 
  to pick up the staff. Then a hologram of a thin pole of 
  light appears for two seconds randomly in the circle. 
  Every time the character hits it (WC 3 versus AC 4) a bell 
  rings and when hit successfully ten times in five minutes 
  the character is allowed to keep the staff (WC 3, IC 3, 10 
  points of stun damage). 30 minutes of exposure to the 
  bright light powers it up for 24 hours. The character also 
  raises their dexterity once by one point to a maximum of 
  18. If a character doesn’t hit the light on time there is a 2 
  point shock to the body.  
   
  A voice explains the simple rules and rewards.  
   
  Circle Two 
  Circle two works on aiming. A challenger is supposed to 
  have his pistol drawn. The voice doesn’t let the challeng-
  er in the circle if they are not ready to shoot. The robot 
  moves in all directions and is the target. A force field 
  doesn’t allow the shots to go out of the area. A miss on 
  the robot (AC4) causes the unit to strike the shooter for 3 
  points of damage. The match is to continue until the bot 
  has been hit 5 times. Winners gain a small carry bot (AC 
  6, hit points 20 and self repairing, IC 3, it is made to fetch 
  and carry things as well as look around corners for its 
  owner.) 
   
  BEDROOMS 
  There are portals in the middle of the north and 
  south walls that can be opened by any color arm 
  band. This is clearly a barracks of sorts. There are 
  twenty double bunk beds. At each bed is a locker.  
   
   
  Inside each locker is: medic kit repairing 25 points of damage, 
  hygiene kit, and a hand light that brightens a large area.   
  
  2 7
  ELEVATOR 
  The elevator opens onto the large corridor. There is a 
  coating of yellow slime covering the entire floor of the 
  corridor in all directions.  
   
  LEVEL 10 DOORS TO THE OUTSIDE 
  There is no way to move down the east or west outside 
  corridor without encountering one of these toads.  The 
  spores the toads generate stay in the air for several hours.  
    
  BELCHER TOAD 
  Armor Class: 6 
  Movement in Spaces: 12 
  Hit Points: 49 
  Radiation Resistance: 18 
  Constitution: 12 
  Mental Resistance: 4 
  Strength: 16 
  Dexterity: 9 
   
  MUTATIONS  
  Radiation Generation 
  New Body Parts 
  Out-Sized Body Parts 
  Skin Structure Change 
  Taller 
  Absorption 
   
  APPEARANCE  
  This mutant is a huge 
  seven-foot long and 
  five-foot tall reptile 
  with numerous green 
  glowing sacks on its back. 
  The creature hops along the swampy surface look-
  ing for all manner of prey.  
   
  NORMAL REACTION  
  The body has twenty pouches holding variable intensities 
  of radiation. There is a 50% chance with every attack on 
  the mutant that a sack is ruptured. When this happens, 
  roll 3d6 for the intensity of the radiation. Spores cover a 
  20 feet area around the mutant. It is totally immune to the 
  radiation it throws around. It also has a twenty-foot long 
  sticky tongue that can wrap around a victim and pull it 
  toward the mutant.  
    
   
   
   
   
   
   
   
   
  Any arm band opens the outside door. As the door opens 
  two of the toads come into the area and attack the charac-
  ters.  
   
  VEHICLE REPAIR BAY 
  The door near the elevator opens with any color arm 
  band. The chamber is filled with six work stations. 
  There are unassembled vehicles in each of the 
  work bays.  Six repair robots raise their heads 
  and look at the characters.  
   
  If the robots are attacked they respond by 
  throwing tools at the characters with 
  deadly force (WC 2, robot AC 4, robot 
  hit points 49, tools inflict 30 points 
  of damage). The lower half of the 
  robots bodies are attached to 
  the work station so that they 
  cannot chase the charac-
  ters.  
   
  The vehicles need parts 
  that the fortress does not 
  have.  
   
  WALKER 
  STORAGE 
  The portal doors 
  on the north and south 
  walls are in the middle of the walls and unusually 
  large. Vehicles could easily drive into the cham-
  ber. There are eight large walkers in this area. You 
  have heard of walkers but never used them your-
  self. These are ten feet tall suits of powered armor 
  and made for a human body to comfortably sit in 
  the middle of the unit and have metal and energy 
  shields protect the unit.  
   
  LEVEL 10 - VEHICLES!!
  
  2 8
  N
  LEVEL 10 - VEHICLES!!
  The walker suits are the latest 
  thing in technology and each is 
  powered up and ready for bat-
  tle. IC 1, AC 2, Weapon systems 
  include – lasers in the arms, a 
  protein disruptor shoulder mount-
  ed unit, and a sonic metal disrup-
  tor unit in the mouth area of the 
  armor.  
   
  The unit moves out twice as fast as 
  a man can walk. The fusion energy 
  plant works the unit for 300 days 
  of constant operation. The unit is 
  totally resistant to all types of ra-
  diation; but must be cleaned after 
  suffering a radiation attack. Its 
  communication systems can talk 
  to A.I.s within ten miles and other 
  walker units up to 100 miles away.  
  ` 
  VEHICLE STORAGE 
  As these doors open, the char-
  acters see some type of vehicle 
  storage area. The tracks of 
  several large vehicles mark the 
  floor and drive out of the south 
  portals. All that is left in this 
  storage area are ten combat 
  cycles. These are hover cycles 
  with mounted weapons on the 
  front.  
   
  Hover Cycle 
  AC 2 to the front and 4 to the sides and back. Front Gre-
  nade Launcher (IC 4, WC 7, Dmg fragmentation grenades 
  inflicting 35 in 10 yard radius, fires from the front only, 
  but can be detached, laser canon 50 points of damage IC 5, 
  WC 6, energized when the hover cycle is functioning. 30 
  point force field, moves out at 120 miles per hour in clear 
  territory. There is a large storage container along the seat 
  and back of the craft.  
   
  All along the walls are large storage containers with spare parts 
  for the cycles.  
   
   
   
   
   
   
   
  LEAVING 
  Once the characters have killed these two toads they are 
  free to move out onto a level of the Warden at the desire 
  of the Game Master. Give them a well done for surviving 
  the adventure.  
   
  
  CHARACTERS - AWAKENED HUMANS
  Game Master Note: this should be used for every pure human coming out of the cryo-eggs – You have permission to photo copy it 
  for your game.  
   
   
   
   
  Human Special Operations Trooper 
  CHARACTER TYPE  Pure Human 
  Armor Class: 7 
  Movement in Spaces:  4 
   
  Hit Points: 66 
  Radiation Resistance:  18 
   
  Constitution: 18 
  Mental Resistance: 18 
   
   
  Strength: 18 
  Dexterity: 18 
   
   
   
  Leadership Potential: 17 
   
  APPEARANCE 
  This pure human stands seven foot tall with well defined muscles of a trooper used to excursing the body every day. 
  He begins wearing camouflage clothing allowing him to blend in to any area from steel corridors to jungles.  
   
  NORMAL REACTION 
  He has been trained on combat and can work a combat knife or any type of laser.  
   
  EQUIPMENT Combat Knife, large combat pack, and laser pistol 
   
   
   
  The following mutant characters should be a choice the characters make at the beginning of the game. Do they play mutants or try 
  to win as pure humans. 
  
  CHARACTERS - RABBITOID
  CHARACTER TYPE Rabbitoid 
  Armor Class: 6 
  Movement in Spaces: 12 
   
  Hit Points: 57 
  Radiation Resistance: 16 
   
  Constitution: 17  
  Mental Resistance: 15 
   
   
  Strength: 17 
  Dexterity: 14 
   
  APPEARANCE A humanoid Rabbit standing seven feet tall on its hind legs. Its white fur is very thick. The face is 
  more human looking than rabbit.  
   
  NORMAL REACTION The creature is a fighter and very at home with ancient devices of all types especially rifles.  
   
  PHYSICAL MUTATIONS 
  Cold Generation  
  Range: 10-60 ft  
   
  Duration: Instantaneous 
  Damage: 10d6  
   
  Area of Effect: 1-3 targets 
  This mutation enables the character to project a blast of cold in any desired direction, causing flash-freeze damage to 
  any matter in the path of the blast. This happens once an hour.  
   
  Shadow Jump  
  Range: Line of Sight 
   
  Duration: Instantaneous 
  Damage:  N/A  
   
  Area of Effect: Only the mutant 
  This mutation allows the character to move from shadow to shadow unseen, unheard, and instantaneously – almost 
  magically, in the blink of an eye, as it were – and does not constitute a full round’s action moving in this fashion.   
    
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
  
  CHARACTERS - FROGOID
  CHARACTER TYPE Frogoid 
  Armor Class: 4 
  Movement in Spaces: 14 
   
  Hit Points: 51 
  Radiation Resistance: 12 
   
  Constitution: 12 
  Mental Resistance: 12 
   
   
  Strength: 12 
  Dexterity: 12 
   
  APPEARANCE Six feet tall this frogoid all in green flesh. It’s highly intelligent and able to figurer out the workings of 
  ancient artifacts.  
   
  NORMAL REACTION It tends to find water and hide in the depths when fighting happens. If possible in melees foes 
  while it is in the water. It prefers ranged weapons or melee combat.  
   
  PHYSICAL MUTATIONS 
  Mutation Replication 
  Range: Touch   
   
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect: Self 
  Upon touching another character with mutations, the mutant character with this mutation can then cause his or her 
  body to replicate specific mutations of the touched mutant to the full extent possible for the specified mutation.   
    
  Metallic Limb Transformation 
  Range: Self  
   
   
  Duration: Up to 15 rounds 
  Damage:  N/A  
   
  Area of Effect: Self 
  The mutant with this mutation is able to transform at will one or two limbs from organic, flesh and bone composition 
  to complete duralloy composition. The mutant is able to manipulate the shape and size of the duralloy limb(s) com-
  pletely while retaining absolute control of the limbs so transformed.  If the duralloy limb is somehow broken before 
  reverting to its organic state, the limb remains in its duralloy state and does not return to flesh and bone. 
   
  Rapid Healing  
  Range: Mutant’s body  
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect:  N/A 
  Leukocytes in the mutant’s bloodstream have fused with irradiated stem cells to produce a new type of blood cell. The 
  white stem cells flood into wounded areas of the mutant’s body rapidly healing any damage. Tiny pseudo pods of flesh 
  begin to stitch closed lacerations as soon as they are inflicted. 5 hit points are healed in the first five minutes, another 4 
  hit points after 15 minutes, and an additional 10 hit points ever hour thereafter. 
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
   
   
   
   
  
  CHARACTERS - GORILLOID
  CHARACTER TYPE Gorilloid 
  Armor Class: 4 
  Movement in Spaces:  14 
   
  Hit Points: 61 
  Radiation Resistance:  10 
   
  Constitution: 13 
  Mental Resistance: 17 
   
   
  Strength: 18 
  Dexterity: 10 
   
  APPEARANCE The mutant comes from gorilla stock and stands 9 feet tall on its hind legs. Its fur is very thick and 
  generally gray with white patches.  
   
  NORMAL REACTION This mutant enjoys battle and often rushes headlong into a fight without concern for the odds. 
   
  PHYSICAL MUTATIONS 
  Night Vision 
  Range: Mutant’s body  
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect:  N/A 
  The mutant’s face is dominated by unblinking, saucer-like eyes as black as midnight. The creature can see at normal 
  range with even the faintest of light. Even in complete darkness, the creature can see 60’. 
   
  Durralloy Skeleton  
  Range: Mutant’s body  
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect:  N/A 
  Whether as a product of medical experimentation, exposure to massive doses of radiation, or a birth defect, this mu-
  tant’s skeleton is composed entirely from nearly unbreakable duralloy. Owing to the material’s tensile strength, the 
  damage dice from all non-mental attacks are reduced by half. This mutation is not without its downsides. The mutant 
  takes double damage from sonic attacks due to sympathetic resonance, and the mutant is susceptible to control by mag-
  netic forces.  
   
  Antitoxin Spittle  
  Range:  Touch  
   
  Duration: Instant 
  Damage: N.A.            
   
  Area of Effect: N.A. 
  The mutant’s salivary glands produce an antitoxic saliva capable of neutralizing poisons of Intensity 14 or less. The 
  mutant can counteract poisonous wounds affecting either him or others by licking the afflicted area within two rounds 
  of exposure. The mutant can safely consume poisonous edibles of Intensity 14 or less. However, this mutation provides 
  no defense against poisonous gases or similar toxic inhaled matter. 
   
  Heat Breath 
  Range:  5 yards  
   
  Duration: Instant 
  Damage: 5d6             
   
  Area of Effect: Up to three targets 
  The mutant can breathe a blast of heat from his mouth or other respiratory orifice to incinerate foes. The blast creates a 
  cone of heat 5 yards long and 3 yards wide at it maximum extent, allowing for up to three adjacent targets to be affect-
  ed by the blast. This mutation grants no special heat protection to the mutant and, in special circumstances, it is possi-
  ble for the mutant to be affected by his own heat blast (such as when using the mutation in a confined space). 
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
  Duration: Permanent 
  Damage:  N/A  
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
    
  
  CHARACTERS - FEMALE HUMANOID MUTANT
  CHARACTER TYPE Female Humanoid Mutant 
  Armor Class: 7 
  Movement in Spaces: 12  
   
  Hit Points: 88 
  Radiation Resistance: 16  
   
  Constitution: 18 
  Mental Resistance: 18 
   
   
  Strength: 15 
  Dexterity: 18 
   
  APPEARANCE This was once a pure human, but ran afoul of radiation and took damage and mutated. She appears very 
  human, but is not.  
   
  NORMAL REACTION She is treated as a human by all robotic devices. She tries to keep away from physical melee, but will 
  use ranged weapons on foes.  
   
  PHYSICAL MUTATIONS 
  Necrotic Stench 
  Range:  Self 
   
   
   
  Duration: 10 minutes 
  Damage: N.A.            
   
   
  Area of Effect: 3 yard radius 
  The mutant possesses special glands that create a noxious cloud with an odor identical to rotting meat. The vile smell is 
  equivalent to Intensity 6 poison. Any creature possessing a sense of smell caught in the cloud suffering a result other than 
  “*” on the Poison Chart becomes nauseated by the odor, suffering a -1 penalty to attack rolls (both physical and mental). This 
  nausea persists for five minutes after exiting the odiferous cloud. 
  The mutant may also use this odor to “play possum” by feigning death and emitting the foul-smelling cloud. Predatory mu-
  tants of animal intelligence will likely leave the mutant alone unless tremendously hungry. Scavenger mutants may not be so 
  picky, however, and dine readily on such easy pickings at the referee’s discretion. 
   
  Steam Form 
  Range:  N.A. 
   
   
   
  Duration: 10 minutes 
  Damage: N.A.            
   
   
  Area of Effect: Self 
  This mutation allows the mutant to transform his physical body into a fine mist, making it possible for him to slip through 
  small spaces and avoid detection. The mutant drifts slowly (3 spaces per turn) and cannot carry physical objects while in 
  steam form. The mutation does not grant the ability to fly, but the mutant can drift over holes, pits, and other depressions 
  safely. While in steam form, the mutant is 75% likely to avoid detection by sight and has a 4 in 6 chance of surprising ene-
  mies. The mutant cannot make physical attacks in steam form, but can use mental mutations. He is also immune to purely 
  physical attacks (swords, claws, etc.) but is injured by electricity, radiation, heat, and similar harmful energy. 
   
  Radiation Resistance Scale  
  Range:  Body 
   
   
   
  Duration: As long as the scales are on the body 
  Damage:  N/A  
   
   
  Area of Effect: Body 
  A variable film of oil covers the mutant in an instant and is proof against a variable intensity of radiation. 3d6 are rolled and 
  that is the intensity or less that the mutant is protected from. Constant exposure to the radiation increases the intensity with 
  time. If the mutant was exposed to intensity 14 radiation and the roll was 15 they would not take radiation damage on their 
  flesh. In the second combat round the intensity increases by 1 if the mutant stays in the area. They would not take damage in 
  that round. When the third combat round occurs the radiation intensity has increased to 16 and the mutant would take the 
  full effect of 16 intensity radiation on its body. The scaling happens instantly and before radiation has a chance to damage 
  the mutant with this ability. The scaling can happen automatically twice in a 48 hour period.  
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
  Duration: Permanent 
  Damage:  N/A  
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information from a 
  victim with that victim getting to resist the attack.  
    
  
  CHARACTERS - HYENAOID
  CHARACTER TYPE Hyenaoid 
  Armor Class: 5 
  Movement in Spaces: 14 
   
   
  Hit Points: 66 
  Radiation Resistance: 13 
   
   
  Constitution: 13 
  Mental Resistance: 13 
   
   
   
  Strength: 13 
  Dexterity: 18 
   
  APPEARANCE Coming from Hyena stock, this humanoid stands 7 feet tall. Its fur is quite thick and allows for cam-
  ouflage in grasslands.  
   
  NORMAL REACTION The creature is a fighter and very capable at figuring out ancient technology.  
   
  PHYSICAL MUTATIONS 
  Sonic Dissidence    
  Range: 1-10 yards 
   
   
   
  Duration: 1-3 combat rounds 
  Damage: Variable 
   
   
   
  Area of Effect: Living Bodies 
  This is a noise the mutant makes inflicting damage all around it. In the first combat round it inflicts 1d6. If the battle 
  continues and the mutant continues in the second combat round it inflicts 2d6 +8. If the battle continues and the mutant 
  continues in the third combat round it inflicts 3d6 +12. The dissidence can’t be done again by the mutant for 24 hours. 
  All in a circle around the mutant are affected if they are composed of living flesh. This mutation does not affect an-
  droids or robots.  
   
  Physical Flinging Back  
  Range: Touch  
   
   
   
  Duration: Instant 
  Damage: Variable 
   
   
   
  Area of Effect: Body of the attacker 
  The mutant takes a physical attack. In the next ten combat rounds of concentration by the mutant, it throws back the 
  exact same damage it sustained from the attacker that hit the mutant with the original attack. This effect works as long 
  as the attacker is within sight.  The damage is not striking damage, but the “effect” of the damage sustained to the mu-
  tant by an attacker. This can be done once in a 24 hour period.  
   
  Physical Damage Scaling  
  Range: Touch  
   
   
   
  Duration: Instant 
  Damage: 10 
   
   
   
   
  Area of Effect: Attacker 
  Aggressively touching the mutant with this ability automatically causes 10 points of damage to the touchier in a 
  combat round. The touch can be anything the touchier has from a sword and finger to a ten foot pole and a car he is 
  driving. The mutant with this mutation doesn’t need to concentrate on this power for it to work. This can happen once 
  every 24 hours.  
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
   
  Duration: Permanent 
  Damage:   N/A  
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
  
  CHARACTERS - HUMANOID MUTANT
  CHARACTER TYPE Humanoid Mutant 
  Armor Class: 4 
  Movement in Spaces: 10 
   
   
  Hit Points: 72 
  Radiation Resistance: 17 
   
   
  Constitution: 16 
  Mental Resistance: 15 
   
   
   
  Strength: 14 
  Dexterity: 13 
   
  APPEARANCE It appears to be a pure human male, dressed on combat gear.  
   
  NORMAL REACTION Generally, this mutant tries to hide and be considered a pure human. This classification chang-
  es as the mutant uses one of his powers.  
   
  PHYSICAL MUTATIONS 
  Temporal Creation  
  Range: 10 feet  
   
   
   
  Duration: 10 combat turns 
  Damage:   N/A  
   
   
   
  Area of Effect: Special 
   
  A carbon copy of just the mutant appears for 10 combat turns. This copy appears naked. It has all of the memories of 
  the creating mutant and is in complete sink with the mutant. It’s physical and mental condition match the mutant at the 
  time of creation. This can happen once every 72 hours. 
   
  Physical Repair  
  Range: Touch  
   
   
   
  Duration: Instant 
  Damage:  N/A  
   
   
   
  Area of Effect: Body 
  Once every 24 hours the mutant can repair 25 points of damage done to a mutant.  
   
  Detonating Fingers 
  Range:  10 yards 
   
   
   
  Duration: Instant Damage: 4d6  
  Damage:  N/A  
   
   
   
  Area of Effect: 10’ radius 
  The mutant has the ability to project short-ranged concussive blasts from his fingertips up to 10 times per day (or once 
  for each finger). These miniature bomb blasts do 4d6 of explosive damage, affecting all within a 10’ radius of the target-
  ed creature or area. Both hands must be free to employ this mutation. 
   
  MENTAL MUTATIONS 
  Telepathy 
  Range:  100 yards 
   
   
   
  Duration: Permanent 
  Damage:   N/A  
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
    
  
  CHARACTERS - FEMALE MUTANT
  CHARACTER TYPE Female Mutant 
  Armor Class: 3 
  Movement in Spaces: 14 
   
   
   
   
  Hit Points: 59 
  Radiation Resistance: 18 
   
   
   
   
  Constitution: 17 
  Mental Resistance: 16 
   
   
   
   
   
  Strength: 15 
  Dexterity: 15 
   
  APPEARANCE Often mistaken for a cyborg, this is a female mutant with metal mutations. 
   
  NORMAL REACTION She tries to avoid all types of combat and is a talker rather than a fighter. 
   
  PHYSICAL MUTATIONS 
  Gene Splice 
  Range:  N/A 
   
   
   
   
   
   
  Duration: 1 hour 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: Self 
  The mutant’s genes are highly adaptable, and have the ability to temporarily reconfigure themselves for short periods 
  of time. Upon successful contact with any other mutated life form, the mutant may temporarily copy one mutation 
  from the sampled creature. Only one mutation may be copied at a time in this manner, and if a new mutation is copied 
  then the last mutation taken will vanish and be replaced by the newly copied mutation.  
   
  Metallic Skin 
  Range:  N/A 
   
   
   
   
   
   
  Duration: 10 rounds 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: Person 
  The mutant’s skin has the ability to temporarily transform into organic steel, granting the equivalent of full body armor 
  (Armor Class 2) for 10 combat rounds, after which this power must be rested for one hour. Movement is slowed by 
  one-half when this power is activated. 
   
  Phase Control  
  Range: Touch  
   
   
   
   
   
  Duration: 1 round per point of Constitution 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: Person 
  The mutant has the ability to shift his or her molecular structure slightly out of phase with normal space/time, allow-
  ing the mutant to pass freely through normal matter (but not force fields or objects constructed of duralloy or blasteel). 
  Because use of this power prevents normal respiration, the mutant can only remain out of phase for as long as his or 
  her breath can be held (1 round for each point of constitution). When phased, all clothes, armor, and equipment drop to 
  the ground. 
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
   
   
   
  Duration: Permanent 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
   
    
  
  CHARACTERS - MALE HUMANOID MUTANT
  CHARACTER TYPE Male Humanoid Mutant 
  Armor Class: 3 
  Movement in Spaces: 10 
   
   
   
   
  Hit Points: 55 
  Radiation Resistance: 10 
   
   
   
   
  Constitution: 11 
  Mental Resistance: 12 
   
   
   
   
   
  Strength: 13 
  Dexterity: 14 
   
  APPEARANCE It appears to be a human in battle armor until it uses its mutations.  
   
  NORMAL REACTION It enjoys floating over the head of its enemies and firing down on them.  
   
  PHYSICAL MUTATIONS 
  Hive Host  
  Range: 25 yards  
   
   
   
   
   
  Duration: constant 
  Damage: 1d4, plus poison 
   
   
   
   
  Area of Effect: 25 yards 
  The mutant has grown, (somewhere on their body), a hive ready for a swarm of bees or wasps to inhabit. The mutant 
  also secretes nectar inside the hive that bonds the swarm to his mental commands. The swarm cannot follow complex 
  commands, but they can “scout ahead,” “attack,” and “come back.” The swarm cannot be split up into separate groups; 
  they are too dependent on each other. If the mutant uses the swarm to “scout ahead,” then the mutant can momentarily 
  see through the dozens of eyes in the swarm, but doing so severely weakens the mutant, and must rest for one melee 
  round. The swarm attacks as a WC1 weapon, and they have an AC1, making them incredibly difficult to injure. The 
  swarm also has a poison strength of 3, with a D result rendering the victim unconscious for 1d6 melee rounds.  
   
  Ballooning  
  Range: self 
   
   
   
   
   
   
  Duration: 1d6 +1 melee rounds, twice per day 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: personal 
  The mutant has a pair of large flaps of skin on his back, anchored on each shoulder blade. For a short period of time, 
  (1d6 +1 melee rounds), the mutant can generate helium that inflates the flaps into balloons. Once fully inflated, the 
  mutant can float and drift on the air currents. A controlled release of the helium allows for limited control of the flight. 
  The mutant’s balloons can lift and carry the mutant himself and all of the weight he can normally carry. The mutant 
  can double the amount of weight he can carry with the balloons, but it cuts the duration in half.  
   
  Acidic Vomit  
  Range: 1 yard  
   
   
   
   
   
  Duration: 1 melee round 
  Damage: 3d6/2d6/1d6  
   
   
   
   
  Area of Effect: 1 yard diameter  
  The mutant can regurgitate a quart of acid from a special organ attached to his stomach. The mutant can project the 
  acid up to one yard away, and the quart of acid can cover a one yard diameter of surface area. Once the acid is spewed, 
  it does 3d6 damage in the first melee round, 2d6 damage on the second melee round, and 1d6 damage on the third 
  melee round. After the third melee round, the acid becomes inert and harmless.  
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
   
   
   
  Duration: Permanent 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
    
  
  CHARACTERS - MUTATED VENUS FLY TRAP
  CHARACTER TYPE Mutated Venus Fly Trap 
  Armor Class: 6 
  Movement in Spaces: 6  
   
   
   
   
  Hit Points: 69 
  Radiation Resistance: 18 
   
   
   
   
  Constitution: 17 
  Mental Resistance: 16 
   
   
   
   
   
  Strength: 15 
  Dexterity: 14 
   
  APPEARANCE This mutant is a tentacle plant with a huge jawed pod.  
   
  NORMAL REACTION The mutant enjoys biting and trapping prey and using its powers to kill the victim.  
   
  PHYSICAL PLANT MUTATIONS 
  EMP Burst 
  Range:  40 ft 
   
   
   
   
   
   
  Duration: 2d6 rounds 
  Damage: Disables electronics 
   
   
   
   
  Area of Effect: 40 ft radius 
  This mutation enables plant to be able to emit short duration, high intensity energy bursts that disable all electronic 
  devices within range, unless a save is made. 
   
  Explosive Spores 
  Range: 30 ft  
   
   
   
   
   
   
  Duration: Remains for 3 rounds; three times per day 
  Damage: 6d6 
   
   
   
   
   
   
  Area of Effect: 30 ft diameter area 
  This plant mutation enables the mutated plant to release a cloud of explosive spores 3 times per day, either when at-
  tacked physically or in response to sensed vibrations or changes in air currents. Spore cloud burst causes damage to all 
  present in area of affect unless a saving throw for half damage is made. 
   
  Vampiric Seed Pods 
  Range: Within 10 ft 
   
   
   
   
   
  Duration: 2 rounds; twice per day 
  Damage: 6d6 seed pods, 1-2 points per pod 
   
   
  Area of Effect: 25 ft x 25 ft area 
  The mutated plant can discharge a ‘swarm’ of vampiric seed pods to drop onto those passing nearby, causing 6-36 seed 
  pods to attach onto their victims and leech blood and hit points at a rate of 1-2 points per round, per seed pod.  
   
  Laser Fruit 
  Range: Usable up to 150 yards   
   
   
   
  Duration: 1-2 fruit per day 
  Damage: 5d6 per shot   
   
   
   
   
  Area of Effect: One target 
  The mutated plant grows small fruit (lemon/lime sized up to orange sized) that can be used as one-shot laser weapons 
  by squeezing the fruit forcefully and aiming the stem end at the desired target. 
    
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
   
   
   
  Duration: Permanent 
  Damage:  N/A  
   
   
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
   
  Telekinetic Flight 
  Range: Body 
   
   
   
   
   
   
  Duration: Constant 
  Damage: None  
   
   
   
   
   
  Area Effect: Body of the Mutant
  
  CHARACTERS - FUNGOID
  CHARACTER TYPE Fungoid 
  Armor Class: 7 
  Movement in Spaces: 4  
   
   
   
   
   
  Hit Points: 66 
  Radiation Resistance: 18 
   
   
   
   
   
  Constitution: 18 
  Mental Resistance: 18 
   
   
   
   
   
   
  Strength: 18 
  Dexterity: 18 
   
  APPEARANCE It appears as a ten foot tall mushroom with a large face.  
   
  NORMAL REACTION The creature is pleased when it can attack and spread its spores over a dead body.  
   
  PHYSICAL PLANT MUTATIONS 
  Caterwaul  
  Range:  N/A 
   
   
   
   
   
   
   
  Duration: Indefinite  
  Damage:  N/A Damage:  N/A  
   
   
   
   
  Area of Effect: 100/50 yards 
  When attacked or endangered, plant emits a high pitched howling wail, alerting all other creatures within a 100 yard 
  radius. All creatures within close range of this sound (50 yards) are unable to fully concentrate owing to the deafening 
  din emitted by the plant, and suffer a -4 penalty to melee attacks and -1d6 penalty to missile and mental attacks. 
   
  Kinetic Growth 
  Range: Touch  
   
   
   
   
   
   
  Duration: Indefinite  
  Damage:  N/A  
   
   
   
   
   
   
  Area of Effect: Self 
  The cells of this plant have evolved to feed off of kinetic energy. Any physical blow to the plant will cause the plant 
  to spontaneously grow, absorbing any melee damage done to the plant and immediately converting that damage into 
  added hit points. For each dice of kinetic damage so absorbed, the plant increases in size by one-half. 
   
  Sap Trap 
  Range: Touch  
   
   
   
   
   
   
  Duration: Indefinite or 1 hour 
  Damage:  N/A  
   
   
   
   
   
   
  Area of Effect: Touch 
  The sap excreted by this plant acts as a permanent super-glue, adhering to any object or creature that touches the sur-
  face of the plant. This glue bond is unbreakable, except by lasers, an atomic torch, or similar heat-based attacks. Killing 
  the host plant will also cause the sap glue to slowly dissolve over the course of about 1 hour. 
   
  MENTAL MUTATIONS 
  Telepathy 
  Range: 100 yards 
   
   
   
   
   
   
  Duration: Permanent 
  Damage:  N/A  
   
   
   
   
   
   
  Area of Effect: One other entity 
  This mutation allows the character to communicate with friends. It also allows for a mental attack to get information 
  from a victim with that victim getting to resist the attack.  
  
  M E TA M OR P H O S I S  A LP HA
  ™
  A R I S E  T H E  A N C I E N T S
  wa s  m ade  p o s s ible  by  t h e  ge n e r ou s  s upp or t  of  t ho s e  bac ke r s  who  h e lp e d 
  f u nd  t h e  M e t a m o r p h o s i s  A l p h a™  2 8 m m  M i n i a t u r e s  k ic k st a r t er.
   
   
   
   
  K E E P  I N  T O U C H
  Like us @ www.facebook.com/effincoolmini/ to keep up on upcoming projects & 
  learn about any limited products in our future promotions.
   
   
   
  S P E C I A L  T H A N K S
  We  wou ld  l i ke  to  s p e c i f ic a l ly  t h a n k  t h e  fol low i ng:
  Ja me s  M.  Wa rd 
  Je n n e l l  Jaq u ays
  St e ph e n  L e e
   
  Jo s e ph  G o o d m a n 
   
  Jay  A.  D e foy
  O u r  S c u lp tor s
  A nd...  o nc e  aga i n  t h i s  wou ld  not  h ave  b e e n  p o s s ible  w it hout  a l l  of  ou r 
  K ic k st a r t er  bac ker s!!
  
  M E TA M O R P H O S I S  A LP HA
  ™
   
  Metamorphosis Alpha is the first science fiction role-playing game. 
  Coming out in 1976 it has stood the test of time and now has five dif-
  ferent versions of the game in print. In this role-playing experience 
  you are exploring a colonization starship. A tragic event has thrown 
  the ship far off course and killed 95% of the human crew and colo-
  nists; turning them into piles of white dust.  
   
  Three hundred years later the ship is wandering in space. Most of 
  the creatures that were brought with the ship have mutated into in-
  telligent beings and some plants have done the same thing. Most of 
  the intelligent beings don’t realize they are on a starship.  
   
  Can you make a difference and put the Warden back on its proper 
  track? Only time will tell.  
   
  ARISE THE ANCIENTS 
  Waking from cryo-sleep you and your team find yourselves within 
  a horrifically darkened and vastly changed base of some sort. Every 
  turn provides a sense of danger mixed with some remnants of past 
  technolgies and its comforts. 
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Metamorphosis Alpha Adventures & Settings/Metamorphosis Alpha Arise the Ancients.pdf