TEXT: seven levels in Heaven and nine in IletL The Asiral can only bring you to trie first
  level of these Planes. A physical fnrm nf travel musl he used 10 proceed lo the
  other levels Travel 10 the Aatrat "Plane" can be done with a wish or Ihe Astral
  Spell.
  Travel from Oultr Plant lu Outer Plane The Astral Plane can he used In travel
  frnm plane lo plane, if, from Heaven to Elysturn, A traveler could also move in-
  to an adjacent Plane, le. Heaven to the Happy Hunting Grounds, just by walk-
  ing. Travel, bv walking, could or should bt limited to only one Plane ta either
  side of the Plane that the traveler barter! in. For example, a traveler Astral
  Planed into Nirvana, so by walking he could travel to Arcadia nr to Acheron.
  t) Purple, Tte PRIME MATERIAI
  2) Yellow, The POSITIVE MATERIAL PLANr
  i) Grey, The NLC.AT1VE MATERIAL PI ANt-
  4) L( Blue The AIR Kl f-MENTAL PLANE
  5» Red The FIRE ELTMENTAL PLANE
  6) Greon The EARTH HI KMENTAL PLANE
  7) Blue The WATER ELEMENTAL PLANE
  8) Orange, TheETHEREAl PLANE
  9) Lt Hlue, The ASTRAL PLANE
  10) Blue. The SEVEN HEAVHMS
  11) Lt. Blue, The HAPPY HUNTING GROUNDS
  12) Blue. The TWIN PARAD1SKS
  13) Li. Blue, OLYMPUS
  14) Blur, Kt YSIUM
  15) Blus/Grty, OLADSHEIM
  16) Grey. 1 IMBO
  17) Red/Grey. PANDEMONiUM
  IK) Red, The ftftft LAYERS
  OF THE ABYSS
  19) Li. Red, TARTERUS
  20) Red, HADES
  21) Li. Red.GEHENNA
  22) Red. The NINE HELLS
  2J) Red/Grey, ACHERON
  2-0 Grey. NIRVANA
  2!) Blue/(.:rey, ARCADIA
  HOW GREEN
  WAS MY MUTANT
  THE APPEARANCE OF HUMANOIDS
  IN METAMORPHOSIS ALPHA
  by Gary Gygax
  Mutated humans, or simply humanoids, are a commonplace sight
  in the "worlds" of MFTAMORPHOSIS ALPHA. It is no great matter
  rb describe the obvious when telling a player about his own appearance,
  or relating to a party of adverlurers what they see when they encounter
  some humanoids. Thus, a mutant is very large, or quite small, has
  quills, or is winged. Large ears go with heightened hearing. A long,
  broad nose indicates a humanoid with heightened smelling ability. It is
  easy to go on, but what about general differences? Of course, you may
  have humanoids appearing as humans in most respects, but if you
  would enjoy adding a bit of "color" to your campaign, I suggest the
  following tables for obtaining ihe general appearance of mutated hu-
  mans, players or not. To determine the appearance just roll dice for as
  many of the categories as you desire, and, or course, you may delete,
  add, or change as you see fit!
  Die
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  I I
  12
  13-15
  16-17
  18-19
  20
  1
  2
  3
  4
  5
  6
  7
  8
  Die
  Roll
  I
  2
  3
  4
  5
  6
  1
  8
  9
  10
  I I
  12
  Skin/Hair
  Coloration
  white
  pink
  tan
  brown
  orange
  black
  red
  yellow
  blue
  green
  purple
  gray
  2 colors
  3 colors
  4 colors
  5 colors
  Head
  crested
  long, pointed
  flattened oval
  bulbous
  bullet shaped
  quite small
  normal
  normal
  Facial
  Features
  very smalt
  round eyes
  drooping ears
  no ears
  huge mouth
  big nose
  no nose
  very large
  normal
  normal
  Skin
  Characteristic
  hairy
  hair patches
  bald
  wrinkled
  warty
  knobby
  pocked
  leathery
  normal
  normal
  Color
  Pattern
  solid (or solid patches)
  striped
  dotted
  spoiled
  belted
  banded
  whorles
  splotches
  normal
  normal
  Neck
  long
  long, thin
  shon
  very thick
  wattled
  normal
  Hands and Feel
  long
  short
  narrow
  wide
  hard
  soft
  thick fingered/loed
  thin fingered/toed
  very large
  very small
  normal
  normal
  Body
  round
  thin
  barrel-like
  hunched
  long
  small
  normal
  normal
  Fingers and Toes
  three
  four
  four
  five
  five
  five
  six
  six
  seven
  webbed
  double- jointed/
  prehensile
  naitlcss
  VOLUME I
  
  1
  2
  3
  4
  5
  6
  Arms
  long
  short
  thin
  thick
  Legs
  long
  short
  thin
  thick
  double-join ted 
  bowed
  normal 
  normal
  Metamorphosis Alpha Additions
  SOME IDEAS MISSED IN
  METAMORPHOSIS ALPHA
  by James M. Ward
  In the course of writing anything about anything, when every-
  thing is done and sent to the printers, there is something that should
  have been added to it or changed in it. Such is the case, in looking
  over the TSR booklet Metamorphosis Alpha that I designed. Before
  going further, I want to say that everyone at TSR did a great job on the
  production of this booklet; it is just that some things (more my fault
  than theirs) were left out.
  In working on the technological treasure items list, there are four
  items that should have been completely explained that were not.
  Chemical Radiation Neutralizes: are small two foot tall cylinders that
  contain a blue gel having the power to absorb radiated material and
  completely neutralize it. The gell from one cylinder can cover a 100-
  square yard area. The effects are permanent and the cylinders can com-
  monly be found in any radiated area that was dangerous before the
  starship passed through the radiated gas cloud.
  Chemical Flammable Retardants: are simply COi fire extinguishers
  that are r foot tall cylinders, with a nozzle on top. These little tanks
  shoot out blasts of cold air. The tank can last for 30 minutes of con-
  stant action. There are many plants and creatures that cannot stand the
  intense cold given off by the extinguisher, making it a very good wea-
  pon.
  Radioactive Material In Containment: is some type of material (liquid,
  sand, ball bearings, or solid metal wedges) that is radiated to a variable
  intensity. This containment is always in the form of a duralloy cube
  with a screw top. A loud buzzing occurs whenever these containers are
  opened. When out of this container, the material has an effective dam-
  aging range of 90 yards.
  Sensory Intensifies: are pendants that hang from the neck and run for
  thousands of years on a tiny atomic battery. These devices increase the
  natural bodily senses many times over. A being with this device on their
  person can see, hear, smell, and move at one and one half times the
  normal human rate. They can, therefore, not be surprised, because they
  can hear beings approaching or laying in wait for them. They can fol-
  low a scent like the best bloodhound. In battle the being gets two turns
  every other melee turn-example; attacked and not surprised, the being
  strikes normally the first time with his weapon and on the next melee
  turn gets two attacks with his weapon while the attacker gets only one.
  Along the same lines as the above is the poison chart that is closely
  tied to the constitution roll. This chart is tough and the point was not
  brought out clearly enough that there are lots of ways the affects of this
  chart can be countered. Any shaman from any tribe should have poison
  antidotes that he or she passes out freely for information or goodies or
  even the promise of future goodies. The number three humanoids,
  knowing all about poison, naturally have antidotes that are obtainable
  for things that these small humanoids could normally never get hold of.
  Plants of many different types can provide partial or total negation to
  the affects of any given poison. There are mutations that can also ne-
  gate the affects of poison; the new body parts mutation can be a gland
  that negates/filters toxic liquids entering the body. The increased body
  parts mutation could include the expanding of the appendix, which, if
  one may stretch a point, could cleanse the system of poisons entering
  the body, (if given sufficient time and rest).
  It should be obvious that the abilities given everyone, including
  Strength, Dexterity, and Leadership Potential, are all closely tied to the
  D&D abilities. The Mental Resistance factor is roughly analogous to
  the Intelligence factor in D&D and because of this, it instead of the
  Character Leadership Potential should be used when the judge uses the
  Item Complexity Level chart.
  The above information came through playing the game, and I ima-
  gine that as time goes by there will be lots of reports from others that
  have noticed things that need clarification in Metamorphosis Alpha. I
  hope those wolfoids stay off your tail.
  
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  AN ALTERNATE BEGINNING
  SEQUENCE FOR
  METAMORPHOSIS: ALPHA
  by Guy W. McLimore, Jr.
  In a special hidden section of the lost starship Warden, an engi-
  neering robot discovers a minor cable break. Drawing a small torch
  from its built-in toot kit, the necessary repair is soon made. This cir-
  cuitry interruption — which has remained undiscovered and untend-
  ed for many, many years — is now closed, and a special computer
  signal sent long ago finally reaches its destination. Relays close, and
  a special computer unit is activated, setting into motion a special
  genetic laboratory.
  Immediately, micro-miniature manipulators withdraw samples
  of human tissue from a freezer storage compartment. Unnoticed by
  the electronic controlling device is a cracked and damaged radioac-
  tive power capsule nearby which contaminates some of the with-
  drawn tissue cultures. The quick-frozen cells are moved to tanks of a
  special growth medium and are electrically stimulated. The cells be-
  gin to multiply, rapidly . . .
  Weeks later, the tanks hold full-grown adult human bodies. Some
  appear normal; others have strange deformities and mutations induced
  by the unexpected dose of radiation. All are limp, unmoving, devoid of
  intelligence and identity.
  Once again, micromanipulators move in, this time to attach wires
  and sensor strips to the foreheads of the newly-grown clones, fn a mat-
  ter of days, computer tapes full of general human knowledge and spe-
  cific ship-related skills are played directly into the clones' brain synaps-
  es. But again old computer malfunctions and worn-out circuitry com-
  bine to leave large gaps in the intended programming of the new poten-
  tial crew members. There will be unfortunate — perhaps eventually tra-
  gic— lapses in their "memories" of the ship and its functions.
  Thankfully, the all important final tape does play into the heads of
  the clones, explaining their mission. That mission is of the utmost im-
  portance to the hundreds of thousands of people in the ship.
  "Program codenamed Clone Bank Alpha is activated only in case
  of extreme danger or damage to the ship, causing breakdown of chain
  of command. Upon activation, tissue samples are processed into clones
  of ship's personnel, who are then programmed with the technical and
  general data necessary for operation of the ship. The clone bank com-
  puter terminals are to provide equipment and authorization to the
  clones, allowing them to reestablish chain of command and prevent di-
  saster. "
  YOU are one of these clones — charged with the task of rescuing
  the starship from disaster. But computer malfunctions have left you
  without the special equipment and weapons you need to master the sit-
  uation, What equipment you carry you must manufacture yourself
  from materials available in the clone bank complex. Some of your team
  are not even totally human, possessing strange mutant abilities and de-
  fects. Worst of ail, there are large holes in your memories. The ship's
  equipment seems strange to you, and you are not sure how to operate.
  You remember almost nothing of the structure of the ship itself — not
  even where the clone bank you are in is located or how to find the im-
  portant areas of the ship. The aged and broken-down computers in the
  clone bank complex yield no information of value.
  Still, you and your party have a job to do. You must leave the
  clone bank, and wander the ship, gathering information, and putting
  what skills you have to work. But it may already be too late. The disas-
  ter that caused the loss of command in the ship was long ago, and what
  remains is strange, and savage, and often deadly. You are entering an
  unknown land . . .
  This alternate scenario for beginning a game of Metamorphosis:
  Alpha has certain advantages over the idea of beginning as a barbarian
  from a shipboard tribe. Most notably, it eliminates the problem of so-
  called barbarians who own a copy of the rule book and know decidedly
  too much to be mere tribesmen.
  CLONE BANK: DETERMINATION OF
  MUTATION STATUS
  % Die Roll 
  Mutation Status
  01-15: 
  MUTANT-1 mutation
  16-25: 
  MUTANT-2 mutations & I defect
  26-30: 
  MUTANT -3 mutations & 1 defect
  31-35: 
  MUTANT -4 mutations & 2 defects
  36-50: 
  LATENT MUTANT STOCK
  51-00: 
  HUMAN
  VOLUME I
  
  Physical mutations are numbered 1 through 30. Renumber mental mu-
  tations 31 through 67, Roll percentile dice for each indicated mutation
  on the table above, A roll of 68 through 00 is ignored. Physical defects
  are renumbered I through 12, and mental defects are renumbered 13
  through 20. Roll a 20-sided die for determination of defects.
  LATENT MUTANT STOCK
  These are humans who have latent mutant abilities that may be brought
  out by radiation. Keep track of how many levels of radiation CUMU-
  LATIVE have been absorbed by any one latent mutant. This is the per-
  centage chance that the accumulated radiation effect will bring out the
  latent mutations. Roll each time the character is affected by radiation
  and lives. If the latent mutations are brought out, roil on the following
  table:
  "ft Die Roll 
  Effects
  01-50: 
  I mutation
  51-75: 
  2 mutations & 1 defect
  76-90: 
  3 mutations & 2 defects
  91-00: 
  DEATH (lethal mutation)
  PROGRAMMED SHIP SKILLS
  % Die Roll 
  Number of skills_
  01-50:
  51-60:
  61-75:
  76-85:
  86-90:
  91-95:
  96-99:
  00:
  PSION1C HEALER:
  IMMORTAL:
  1 minor skill
  1 major & 1 minor skill
  1 major & 2 minor skills
  2 major skills
  2 major & 1 minor skill
  2 major & 2 minor skills
  2 major & 3 minor skills
  ROLL SPECIAL SKILL (humans only)
  MAJOR SKILLS (player's choice)
  Ecology Maintenance Technician
  Astrogator
  Computer Technician
  Weapons Officer
  Roboticist
  Medical Officer
  Power Room Technician
  Engine Maintenance Technician
  Radiation Technician
  Band Unit Maintenance
  Technician
  MINOR SKILLS (player's choice)
  Food Service Technician
  Shuttlecraft Pilot
  Transport Technician
  Geneticist/Chemlife Technician
  Small Unit Repair Technician
  Recreation & Athletics Officer
  Survival Training Specialist
  Ship Superstructure Technician
  SPECIAL SKILLS
  01-15: Psionic Healer
  16-30: Machine Talent
  31-45: Immortal
  46-60: Probability Shifter
  61-75: Resurrection Talent
  76-90: Mental Battery
  91-00: Ability Duplicator
  EXPLANATIONS OF SKILLS
  WEAPONS OFFICER: + I on rolls to hit with ship's weaponry
  MEDICAL OFFICER: Can heal 1 point of damage per man per
  day with minimum equipment
  RADIATION TECHNICIAN: Can identify radiation areas from
  condition of local plants, effects on animals
  and players, etc.
  BAND UNIT MAINTENANCE TECHNICIAN: Expert with color
  band circuitry. Has possibility of bypassing
  6 
  BEST OF DRAGON
  bandlocks (at referee's option)
  FOOD SERVICE TECHNICIAN: 25 per cent change to identify
  harmful substances
  SHUTTLECRAFT PILOT: Able to fly ship's shuttle vehicles
  TRANSPORT TECHNICIAN: Familiar with road systems, subshut-
  tle tubes, anti-grav sled repair, etc.
  GENETICIST/CHEMLIFE TECHNICIAN: Conversant with both
  human genetics and android construction
  SMALL UNIT REPAIR TECHNICIAN: Able to repair minor dam-
  age to ship's equipment depending on com-
  plexity (referee's option)
  SURVIVAL TRAINING SPECIALIST: + 1 to hit with all weapons.
  1-6 pts. damage hand-to-hand combat with
  humans and humanoids (Only one per party)
  SHIP SUPERSTRUCTURE TECHNICIAN: Familiar with hull con-
  struction, including methods 
  of working
  with duralloy
  Can heal 1-6 points of damage per person
  per day, or twice that (taking 1-6 pts. him-
  self in the latter case)
  MACHINE TALENT: Possesses instinctive affinity with all ma-
  chines.
  Totally immune to poison, radiation, and
  disease. Regenerates 5 hit points per day.
  Transfusion of blood into a non-immortal
  cures 2-40 hit points, and can be done once
  a month.
  PROBABILITY SHIFTER: Can influence a die roll by investing hit
  points (1 hit point = I percentage point; 5 hit
  p o i n t s - 1 20-sided die p o i n t ; 10 hit
  points =1 6-sided die point). Use of this
  power, and direction and magnitude of in-
  fluence, 
  must be declared 
  before rolling.
  This power can be used whenever the char-
  acter affected by the roll is within 25 ft. of
  the person with the power.
  RESURRECTION TALENT: Can restore life by pouring own hit
  points into another's body. The amount of
  points invested becomes the maximum hit
  points for the resurrected person. This can
  be no more than the original number of hit
  points the dead character had. Each full day
  dead adds 10 percent to the number of
  points that must be invested. (Example: A
  man three days dead must have 39 points in-
  vested to gain 30.) Persons with bodies not
  intact or not recoverable cannot be resur-
  rected, nor can persons already once resur-
  rected by this method.
  MENTAL BATTERY: Can power any item within 20 feet with
  mental energy, with 5 percent chance (cumu-
  lative) of 
  "burnout" 
  each melee round.
  Powering an item lakes no real concentra-
  tion, but power ends if person with battery
  power is knocked unconscious or moved out
  of range.
  BURNOUT CHART
  01-50: Unable to use power for one day
  51-75: Unconscious 1-20 min. plus 1-day wait
  to use power again
  76-85: Unconscious 1-6 hours plus 2-day wait
  to use power again
  86-90: As 76-85 plus take 1-20 pts. damage
  91-99: As 86-90 plus take additional 1-20 pts.
  damage
  00: Death from energy burnout
  ABILITY DUPLICATOR: 
  May duplicate any one single mutant
  ability (mental or physical) or one single hu-
  man attribute (strength, constitution, dex-
  terity, etc,) of any being within 100 yards.
  Roll for burnout as above each melee round
  but with 10 percent non-cumulative chance
  of burnout.
  
  THE TOTAL PERSON IN
  METAMORPHOSIS ALPHA
  by James M. Ward
  The concept of role playing revolves around the idea that you be-
  come a "being" from a world that can only be imagined. This being re-
  acts to the problems of every day life, along with those unusual ones
  that often come up, in a way that guarantees that beings survival. The
  enjoyment that is to be realized from this type of gaming is from the
  pleasure of overcoming problems. These created beings are usually
  started full blown out of the minds of the players with hit points, a
  mental resistance, and the like. To make the game more enjoyable and
  allow any given player a slight edge in Metamorphosis Alpha (some-
  thing that is often needed as the players can attest to) I have created a
  few charts that give the player a past to work with. There are also
  charts that help those in a village discover what can be had there. In
  using these, if problems come up that are caused by the illogic of the die
  roll just start over in that chart or on the whole thing.
  ENVIRONMENT FROM THE EARLIEST TIMES
  TO THE PRE-ADULT YEARS:
  MATERIALS SUPPLIED FROM AND/OR
  AVAILABLE IN A TRIBAL SITUATION:
  1 
  Simple Village Area
  2 
  Ancient Town ARea 
  8
  3 
  Engineering Section 
  9
  4 
  Forest Area 
  10
  5 
  Mountain Village Area 
  II
  6 
  Fully Operational City 
  12
  Island
  Simple Village Area
  Single Powered Villa
  Powered Horticultural Area
  Inter-ship Corridor
  Large River Village Area
  ACTIONS IN THE PRE-ADULT YEARS:
  Time Was Spent Hunting
  Time Was Spent Plant Gathering
  Time Was Spent Fighting Mutated Creatures
  Time Was Spent In General Weapons Practice (non-powered)
  Time Was Spent In Working With Simple Technological Devices
  Time Was Spent In Learning Advanced Technological Devices
  Time Was Spent In Healing And Helping Others
  Time Was Spent In Hunting
  Time Was Spent In Hunting
  Time Was Spent In Studying Mutants Of All Types
  Time Was Spent Around Radiation Areas
  Time Was Spent In Learning To Read The Ancient Language
  BASIC INTERESTS AND/OR TALENTS
  Knowledge Of Powered Weapons
  Knowledge Of Poisons & Antidotes
  Hunting
  Hunting
  Combat Of Any Type
  Collecting Domars
  Mapping The World
  Knowledge Of Technological Items In General
  Knowledge Of Transportation Devices Of All Types
  The Use Of Non-powered Weapons
  Knowledge Of Medicines Of All Types
  Knowledge Of The Powers Of Mutants Of All Types
  SPECIAL ABILITIES:
  1-12 None
  13 
  Archery Accuracy
  14 Attacking With A Sword
  15 
  Working With Simple Technological Devices
  16 Working With Poisons And Their Antidotes
  17 
  Knowing The Effects Of Plants And Herbs
  18 
  Understanding The Types And Abilities Of Robots
  19 Working With Computers
  20 Communicating With And Beguiling Creatures Of All Types
  8
  9
  10
  Some Type Of Weapon: Stone Dagger, Sword Frond. Spear, Bow
  & Arrow
  Carrying Items: Sack, Bandoleer, Back Pack, Belt & Pouch
  Living Area: Large Hut, Small Hut, Lean-to, Under A Tree, A
  Hole In The Ground, An Ancient Building, In The Open
  Stories Told Around The Campfire:
  A. 
  Dealing With Mutant Attacks
  Dealing With Hunting And Fishing
  Dealing With Robots
  Dealing With An Imagined Technological City
  Dealing With The Use of Magical Color Bands
  Dealing With Flying Devices Of Any Type
  Trained Beings Of The Village (guards): Jegets, Cring Plant, Con-
  garoid. Singing Vine, Dogs, Cats, Changers, Winged Biters
  Available For Trade At Very High Prices, Are These Items:
  A. 
  Several Different Types Of Color Bands
  Poison Antidote
  Heavy Crossbows & Bolts
  Poison (variable intensity)
  Domars
  .. 
  Energy Cells
  Advice And Knowledge From The Experienced Travelers Of The
  Village
  Other People Willing To Travel With Out From The Village
  Things To Raise Your Armor Class: Shields, Cured Hide Armor,
  etc.
  Food Designed For Traveling
  B.
  C.
  D.
  E.
  F.
  B.
  C.
  D.
  E.
  F.
  VOLUME I 
  17
  
  Mutants
  In thinking about the background of the mutant (which should be
  different from that of any given human, their background and more
  importantly who their parents were can be a very important factor. The
  fact that a mutant parent had nine mutations and the other one had
  seven should also be reflected in the children of the two. Taking this
  into consideration, the following chart should be used in creating a
  mutant. First a player should roll a die to find what side they favor
  (mothers or fathers) and this will be the side that will give them all but
  one of the possible mutations. The other side will give the remaining
  one of their mutations. In the case of having a human parent the mu-
  tant will gain the benefits of the human constitution (by rolling eight-
  siders for hit points and having a plus two on the constitution versus
  poison chart) and will have no physical defect (even if the chart indi-
  cates that the mutant should have one).
  MUTATION GENERATION CHART:
  Mothers Side
  Fathers Side
  1 Third Generation Mutant 
  Fifth Generation Mutant
  2 Human 
  First Generation Mutant
  3 Sixth Generation Mutant 
  Third Generation Mutant
  4 First Generation Mutant 
  Second Generation Mutant
  5 Fourth Generation Mutant 
  Human
  6 Tenth Generation Mutant 
  Tenth Generation Mutant
  7 Seventh Generation Mutant 
  Second Generation Mutant
  8 Fifth Generation Mutant 
  Tenth Generation Mutant
  9 First Generation Mutant 
  Third Generation Mutant
  10 Eighth Generation Mutant 
  Human
  11 Human 
  Ninth Generation Mutant
  12 Tenth Generation Mutant 
  First Generation Mutant
  13 Human 
  Human
  14 Second Generation Mutant 
  Ninth Generation Mutant
  15 Ninth Generation Mutant 
  Fourth Generation Mutant
  16 Third Generation Mutant 
  Third Generation Mutant
  17 Ninth Generation Mutant 
  Ninth Generation Mutant
  18 First Generation Mutant 
  Fourth Generation Mutant
  19 Second Generation Mutant 
  Sixth Generation Mutant
  20 Human 
  Human
  First through Third Generation Mutants always have a Physical
  Defect, Fourth through Seventh Mutants always have a Mental Defect,
  Eighth Through Tenth Generation Mutants have both a Physical and a
  Mental Defect
  If a player wanted to use all of the charts, he or she would have to
  be a mutant that was living in a mixed village of mutants and humans.
  A die roll of an eight tells the player that they have a total of eleven mu-
  tations (assuming that the player favored his father) and this included
  the two necessary defects. The player in my game would be allowed to
  pick the other nine mutations on either the mental or physical charts.
  Another die roll tells the player that he grew up in an engineering sec-
  tion (thus allowing him a certain knowledge of metals and the opening
  and closing of doors). His time was spent in working with simple tech-
  nological devices and he has a talent for combat of any type (giving him
  a plus to hit and on damage). He is especially good with a sword (an-
  other plus for him),
  He has a stone dagger, a sword frond, a bandoleer, and lives in a
  small hut. His village talks of robots when they are around the camp-
  fire. The shaman of the village will trade poison antidotes and energy
  cells for new technology devices he hasn't seen before.
  What you end up with after a number of die rolls is not just a char-
  acter with a sort of personality, but a being with some very helpfu!
  traits. Traits that will allow that person to survive in a very hostile en-
  vironment.
  78 
  BEST OF DRAGON
  
SOURCE: textdata/thevault/Metamorphosis Alpha (osr)/Magazine Articles/Metamorphosis Alpha - Best of Dragon Magazine.pdf