TEXT: CHARACTER GENERATION 
   
  OVERVIEW 
  1. 
  Pick character type. 
  2. 
  Roll 3d6 in order for the following abilities: Radiation Resistance, Constitution, Dexterity, Strength, Mental Resistance. Humans 
  also have a Leadership Potential ability. 
  3. 
  Roll a d6 for each point of Constitution and sum to determine maximum hit points. 
  4. 
  Determine melee damage modifier for Strength. 
  5. 
  (Mutant) Roll a d4 once for number of physical mutations and once for mental mutations. Player picks mutations from list. 
  6. 
  (Mutant) Character either has at least 1 physical or mental defect (determine randomly), or one of each if character has 5 or 
  more mutations. 
  7. 
  (Human) Judge determines starting equipment. Mutants start with nothing. 
   
  PHYSICAL MUTATIONS & DEFECTS 
   
  MUTATIONS 
   
  MUTATIONS 
   
  DEFECTS 
  1 
  Taller 
  16 
  Physical reflection 
  31 
  Multi-armed, 1-10 (no control) 
  2 
  Shorter 
  17 
  Partial carapace 
  32 
  Body structure change 
  3 
  Out sized body parts 
  18 
  Total carapace 
  33 
  Skin structure change 
  4 
  New body parts 
  19 
  Heightened smell 
  34 
  Hemophilia 
  5 
  Poison claws or fangs 
  20 
  Heightened hearing 
  35 
  Bacterial nonresistance 
  6 
  Multiple body parts 
  21 
  Heightened touch 
  36 
  No sensory nerve endings 
  7 
  Regeneration 
  22 
  Heightened vision 
  37 
  Poor respiration systems 
  8 
  Gas Generation 
  23 
  Heightened taste 
  38 
  Diminished senses 
  9 
  Quills 
  24 
  Heightened dexterity 
  39 
  Attraction odor 
  10 
  Gills 
  25 
  Heightened strength 
  40 
  Near-sightedness or double vision 
  11 
  Chameleon powers 
  26 
  Heightened precision 
  41 
  No resistance to poison 
  12 
  Radiated eyes 
  27 
  Heightened balance 
  42 
  Double effect of physical forces 
  13 
  Electrical or hear generation 
  28 
  Wings 
   
   
  14 
  Sonic abilities 
  29 
  Shapechange (reptile/insect/all) 
   
   
  15 
  Light generation 
  30 
  Density control (self) 
   
   
   
  MENTAL MUTATIONS & DEFECTS 
   
  MUTATIONS 
   
  MUTATIONS 
   
  DEFECTS 
  1 
  Heightened intelligence 
  20 
  Charismatic effect 
  38 
  Complete mental block 
  2 
  Mental paralysis 
  21 
  Magnetic control 
   
  A. Technological 
  3 
  Teleportation 
  22 
  Density control (others) 
   
  B. Robotic 
  4 
  Levitation 
  23 
  Mental transparency 
   
  C. Plant type 
  5 
  Telepathy 
  24 
  Absorption 
   
  D. Animal type 
  6 
  Mass mind 
  25 
  Molecular disruption 
  39 
  Fear impulses for types 
  7 
  Precognition 
  26 
  Time field manipulation 
  40 
  Mental defenselessness 
  8 
  Illusion generation 
  27 
  Death field generation 
  41 
  Multiple damage 
  9 
  Mental control 
  28 
  Planer travel 
  42 
  Epilepsy 
  10 
  Telekinesis 
  29 
  Will force 
  43 
  Poor dual brain 
  11 
  Force field generation 
  30 
  Mental control over physical state 
  44 
  Anti-leadership potential 
  12 
  Repulsion field 
  31 
  De-evolution 
  45 
  Anit-reflection 
  13 
  Mental blast 
  32 
  Telekinetic arm 
   
   
  14 
  Mental defense shield 
  33 
  Dual brain 
   
   
  15 
  Reflection power 
  34 
  Heightened brain talent 
   
   
  16 
  Pyrokinesis 
  35 
  Military/scientific/economic genius 
   
   
  17 
  Cryogenics 
  36 
  Temporal fugue 
   
   
  18 
  Weather manipulation 
  37 
  Intuition 
   
   
  19 
  Life leech 
   
   
   
   
   
  MELEE MODIFIERS 
   
  Strength Score 
  Damage Modifier 
  3 
  -4 
  
  4 
  -3 
  5 
  -2 
  6 
  -1 
  7-13 
  No change. 
  14 
  +1 
  15 
  +2 
  16 
  +3 
  17 
  +4 
  18 
  +5 
   
  RADIATION EXPOSURE 
   
   
  Radiation chart shows amount of d6 of damage after 1 melee combat turn. Every round of exposure, the targets Radiation 
  Resistance goes down by 1. 
   
  D represents instant death after round. There is a 20% chance that a player or creature is mutated instead if dying. Judge randomly 
  rolls 50/50 chance of mental or physical mutation. Then, roll on entire chart of mutations including defects. 
   
  NE is “no effect”. 
   
  Radiation damage carries a chance of mutation. For each die of damage, there is a 1% chance. The mutation manifests in 7 days. (p 
  10) 
   
  True Humans who become mutated lose leadership potential. 
   
  RADIATION INTENSITY LEVEL 
   
   
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
  3 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
  4 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  R 
  5 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  D 
  D 
  D 
  A 
  6 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  D 
  D 
  D 
  7 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  D 
   
  8 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  D 
  R 
  9 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  D 
  E 
  10 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  D 
  S 
  11 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  I 
  12 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  S 
  13 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  T 
  14 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
   
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
   
  16 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
   
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
   
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  D = Death        - = No effect 
  MENTAL ATTACKS 
   
  For every 5 aggressive mental attack “a being survives and resists successfully”, its mental resistance goes up 1 point to a 
  maximum 18. However, the power of mental attacks always uses the original mental resistance ability score. (MA, pg 10) 
   
  A mental resistance of 12 is required to have more than 1 mental mutation. (MA, pg 10) 
   
  Any being or mutation without a stated mental resistance has a mental resistance of 3. (MA, pg 10) 
   
  MENTAL STRENGTH CHART 
  MS 
  MR 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  3 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  4 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  5 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  * 
  * 
  6 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  * 
  7 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  8 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  9 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  10 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  11 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  12 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  13 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  14 
  - 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  
  15 
  - 
  - 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  16 
  - 
  - 
  - 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  * - autosuccess ‘-’ - no attack possible 
  FOLLOWERS 
   
  Only true humans can have followers. 
   
  Maximum of 1 mutated being and 1 mutated human at a time. 
   
  Player may not give up a mutated follower. (MA, pg 11) 
   
  Gifts can increase chance of obtaining a follower. (e.g. +10% bonus for gifting slug projector). (MA, pg 11) 
   
  Secret morale roll (3d6) after follower acquired. (MA, pg 23) 
   
  LEADERSHIP POTENTIAL 
  Leadership 
  Potential 
  % friendly mutated 
  being follower 
  % friendly mutated 
  human follower 
  Max human 
  followers 
  3-4 
  0 
  0 
  1 
  5-7 
  0 
  0 
  2 
  8-11 
  0 
  0 
  3 
  12-14 
  0 
  5 
  4 
  15 
  5 
  10 
  5 
  16 
  15 
  15 
  6 
  17 
  20 
  30 
  10 
  18 
  25 
  45 
  12 
   
  LOYALTY 
  Loyalty Score 
  Morale 
  3 
  Will desert at first opportunity 
  4-6 
  -2 on morale check 
  7-8 
  -1 on morale check 
  9-12 
  No change 
  13-14 
  +1 on morale check 
  15-18 
  Never need morale check 
   
  MORALE CHECKS 
   
  Roll 2d6 to determine reaction of encountered creatures or followers in combat. 
  MORALE 
  Roll 
  Reaction 
  2 
  Immediately attacks 
  3-5 
  Hostile 
  6-8 
  Uncertain 
  9-11 
  Friendly 
  12 
  Accept offers, Loyalty +3 
   
  POISON 
   
  Constitution determines poison resistance (MA, pg 11) 
   
  POISON CHART 
  Consitution – Poison Strength = Result 
  Result 
  Effect 
  0 or less 
  Death unless antidote within 2 turns 
  1 
  3d6 damage 
  2 
  2d6 damage 
  3 
  1d6 damage 
  4+ 
  No effect 
  TECHNOLOGY 
   
  COLOR BANDS 
   
  Color-coded bands allow the wearer to control many of the ship systems, including opening doors. 
   
  
  Color 
  Purpose 
  Blue and red 
  Command personnel 
  Green 
  Horticultural 
  Red 
  Security 
  Brown 
  General purpose 
  Steel gray 
  Engineering 
  White 
  Medical 
  Gold 
  Programmers, architects 
   
  TECH COMPREHENSION 
   
  Cross-reference character’s Mental Resistance with Item Complexity Level and roll percentile dice to comprehend new tech. 
   
  Comprehension check can be made once per week. 
   
  True humans receive +5% to comprehend technological devices. 
   
  A failed comprehension roll can cause fatal injuries to the handler or those nearby. Roll percentile dice twice on the “Danger 
  Category” table for “Injure Self” and “Injure Others.” If injury occurs, there is a 10% chance of immediate death per Danger 
  Category level. 
   
  CL 
  MR 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  3 
  90 
  100 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  85 
  90 
  100 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  80 
  85 
  90 
  100 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  75 
  80 
  90 
  90 
  100 
  - 
  - 
  - 
  - 
  - 
  7 
  70 
  75 
  85 
  90 
  90 
  95 
  100 
  - 
  - 
  - 
  8 
  65 
  70 
  80 
  85 
  90 
  95 
  95 
  - 
  - 
  - 
  9 
  60 
  65 
  75 
  80 
  85 
  90 
  95 
  100 
  - 
  - 
  10 
  55 
  60 
  70 
  75 
  80 
  85 
  90 
  95 
  100 
  - 
  11 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  90 
  95 
  100 
  12 
  50 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  90 
  95 
  13 
  45 
  50 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  90 
  14 
  40 
  45 
  50 
  55 
  60 
  65 
  70 
  75 
  80 
  85 
  15 
  35 
  40 
  45 
  50 
  55 
  60 
  65 
  70 
  75 
  80 
  16 
  30 
  35 
  40 
  45 
  50 
  55 
  60 
  65 
  70 
  75 
  17 
  25 
  30 
  35 
  40 
  45 
  50 
  55 
  60 
  65 
  70 
  18 
  20 
  25 
  30 
  35 
  40 
  45 
  50 
  55 
  60 
  65 
   
   
  ITEM COMPLEXITY 
  Complexity 
  Level 
  Items 
  1 (high) 
  Radioactive material (as power source), computers 
  2 
  Ecology life analyzer, medical unit 
  3 
  Ecology energy tracer, space suit, engineering system unit, security tracer 
  4 
  Gravity generators, computer tie-in, robots, security unit 
  5 
  Color bands, aqualung, water/hydrogren converter, sound-stopping headphones 
  6 
  Atomic torch, paralysis dart (charged), sonic torch, portable hand dart charger 
  7 
  Laser torch, geiger counter, slug projector, grav-sleds 
  8 
  Protein disruptor, paralysis dart (uncharged), laser pistol, gas ejector 
  9 
  Radioactive material (poisonous), chemical flammables, bow & arrow, paralysis rod, portable lamps 
  10 (low) 
  Infrared goggles, chemical defoliants, chemical acids, duralloy, sword 
   
  DANGER CATEGORY 
  Lvl 
  Danger Category 
  Items 
  Injure 
  Self 
  Injure 
  Others 
  Fatality 
  Chance 
  1 
  Most Dangerous 
  protein disruptor, laser pistol, gravity generators, 
  atomic torch, laser torch, radioactive materials 
  30 
  20 
  30 
  2 
  Dangerous Tools 
  paralysis rod, paralysis dart, slug projector, gas ejector, 
  engineering system hand unit, medical analyzer & 
  healer, aqualung, chemical defoliants, chemical acids, 
  chemical flammables 
  20 
  20 
  20 
  3 
  Possibly Dangerous to 
  Possessions 
  sonic metal disruptor, sonic torch 
  10 
  5 
  10 
  
  4 
  Not Dangerous 
  hand dart charger, color bands, ecology life analyzer, 
  security hand unit, ecology tracer unit, security tracer, 
  water/hydrogen energy converter, space suits, geiger 
  counter, infrared goggles, portable lamp, sound-
  stopping headphones, duralloy 
  0 
  0 
  0 
   
  HEALING  
   
  Hit points are regained at a rate of 1 point per day of rest.  (MA, pg 23) 
   
  Some mutations can augment healing: Regeneration (Physical #7), Berries (Plant #8), and Life Leech (Mental #19). 
  WEAPONS & COMBAT 
   
  SURPRISE 
  Surprise gives the winning group 1 free combat turn which may include “fleeing, mentally attacking, or engaging in physical combat.” 
   
  If the possibility of surprise exists, roll a d6. 1-2 party is surprised. (MA, pg 24) 
   
  Surprise is negated if suprisee has a dexterity 4 greater than the surpriser. (MA, pg 10) 
   
  If wandering monster, the monster distance may negate surprise (MA, pg 22) 
   
  WANDERING MONSTERS 
   
  Roll once per hour. Encounter occurs on 5-6 in forested or planted areas, and on a 6 in all other areas. (MA, pg 22) 
   
  If encounter roll d6 to determine monster’s distance: 1-2 adjacent, 3-6 must close distance (negates surprise). (MA, pg 22) 
   
  There is a 33% chance that a wandering monster has a color band that opens doors in the current area. (MA, pg 22) 
   
  MONSTER PURSUIT 
  When a corner is turned, door passed through or inclined plane taken, roll a d6. Monster only follows on a 1 or 2. 
  COMBAT ROUND 
   
  Combat turn lasts 10 seconds. 
   
  Combat actions: double move, one move and one action, or one mental attack 
   
  Radiation damage carries a chance of mutation. For each die of damage, there is a 1% chance. The mutation manifests in 7 days. 
  (MA, pg 10). 
   
  When not stated in stat block, magic resistance is 3. (MA, pg 10) 
   
  COMBAT SEQUENCE 
  1. 
  Determine initiative order: Order is based on highest Dexterity. Judge rolls off ties. A Dexterity of 4 higher than the surpriser 
  negates surprise. Referee rolls 3d6 to determine monster/NPC Dexterity. 
  2. 
  Determine surprise. 
  3. 
  Each combatant makes a combat action in initiative order. 
  4. 
  Repeat step 3 until combat ends. 
   
  MELEE COMBAT 
  1. 
  Compare attackers Weapon Class to the target’s Armor Class on the “Hit or Miss Chart”. 
  2. 
  Roll a d20 and compare to the target number from the “Hit or Miss Chart”. 
  3. 
  Cross reference the race of the target (Humanoid Beings/Mutated Creatures/True Humans) to the weapon on the “Weapon 
  Damage” charts and roll the indicated die. 
  4. 
  Adjust damage by strength modifier. 
   
  RANGED COMBAT 
   
  Two systems for adjudicating ranged attacks: regular d20 method and alternate 2d6 method for bows. 
   
  The alternate “Hit or Miss” chart for bows below shows numbers for short/medium/long range.  (MA, Errata) 
   
  HIT OR MISS CHART 
  WC 
  AC 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  8 
  7 
  6 
  5 
  6 
  4 
  6 
  - 
  A 
  3 
  7 
  9 
  8 
  7 
  8 
  6 
  7 
  - 
  A 
  4 
  6 
  11 
  10 
  9 
  11 
  8 
  8 
  - 
  10 
  6 
  5 
  13 
  11 
  12 
  13 
  11 
  9 
  - 
  12 
  6 
  4 
  15 
  14 
  13 
  14 
  12 
  10 
  - 
  13 
  7 
  3 
  16 
  15 
  14 
  16 
  13 
  15 
  9 
  17 
  8 
  
  2 
  17 
  16 
  15 
  17 
  14 
  16 
  10 
  19 
  9 
  1 
  18 
  17 
  16 
  18 
  14 
  18 
  12 
  18 
  10 
  A = autohit   - = no effect 
   
  HIT OR MISS CHART (BOWS) 
  Wpn 
  Light Bow 
  Light 
  Crossbow 
  Longbow 
  Heavy 
  Crossbow 
  Rng 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  S 
  M 
  L 
  8 
  5 
  9 
  11 
  4 
  7 
  10 
  3 
  5 
  8 
  2 
  4 
  7 
  7 
  6 
  10 
  12 
  5 
  8 
  11 
  4 
  6 
  9 
  3 
  5 
  8 
  6 
  7 
  11 
  - 
  6 
  9 
  12 
  5 
  7 
  10 
  4 
  6 
  9 
  5 
  8 
  12 
  - 
  7 
  10 
  - 
  6 
  8 
  11 
  5 
  7 
  10 
  4 
  9 
  - 
  - 
  8 
  11 
  - 
  7 
  9 
  12 
  6 
  8 
  11 
  3 
  10 
  - 
  - 
  9 
  12 
  - 
  8 
  10 
  - 
  7 
  9 
  12 
  2 
  11 
  - 
  - 
  10 
  - 
  - 
  9 
  11 
  - 
  8 
  10 
  - 
  1 
  12 
  - 
  - 
  11 
  - 
  - 
  10 
  12 
  - 
  9 
  11 
  - 
  - = No hit possible 
   
  WEAPON CLASS 
  Weapon 
  Class 
  Weapon Type 
  1 
  Bows, blowguns, unarmed 
  2 
  Crossbows, spears 
  3 
  Swords, daggers, bludgeons 
  4 
  Paralysis dart ejector 
  5 
  Gas pellet ejector, slug ejector 
  6 
  Laser pistol 
  7 
  Metal disruptor pistol 
  8 
  Protein disruptor pistol 
  9 
  Vibro-weapons 
   
  ARMOR CLASS 
  Armor Combination 
  Armor Class 
  Unarmored 
  8 
  Heavy fur, skins, light shield 
  7 
  Non-metal shield, partial carapace, or 
  Light shield with heavy furs or skins 
  6 
  Cured hide, plant fiber, or duralloy shield 
  5 
  Cured hide or plant fiber, and shield, or 
  Heavy furs or skins, and duralloy shield 
  4 
  Metal armor, total carapace, or 
  Cured hide or plant fiber, and duralloy shield 
  3 
  Metal armor and shield 
  2 
  Metal armor and duralloy shield 
  1 
   
  WEAPON DAMAGE 
  Weapon 
  Mutant Humanoids 
  Mutant Creatures 
  True Humans 
  Unarmed 
  1d3 
  1d3 
  1d3 
  Dagger 
  1d4 
  1d4 
  1d4 
  Normal Axe 
  1d6 
  1d6 
  1d8 
  Normal Mace 
  1d8 
  1d6 
  1d8 
  Normal Sword 
  1d6 
  1d4 
  1d8 
  Spear 
  1d6 
  1d4 
  1d6 
  Heavy Sword 
  1d8 
  1d6 
  1d12 
  Heavy Axe 
  1d8 
  1d8 
  1d10 
  Heavy Mace 
  1d8+2 
  1d8 
  1d12 
  Flail* 
  1d8+3 
  1d8+2 
  1d12+2 
  Vibro Blade** 
  12 
  10 
  12 
  Vibro Saw** 
  15 
  12 
  18 
  Polearms 
  1d12 
  1d12 
  1d12 
  Sling 
  1d6 
  1d4+1 
  1d6 
  Normal Bow 
  1d6 
  1d6 
  1d6 
  
  Longbow 
  1d8 
  1d8 
  1d12 
  Crossbow 
  1d12 
  1d12 
  1d12 
  Protein Disruptor 
  5d6/15d6/20d6 damage 
  Sonic Metal Disruptor 
  Affects metal only (3d6 hours deafness) 
  Paralysis Rod 
  3d6 hours unconsciousness 
  Paralysis Dart 
  1d6 damage and 3d6 hours unconsciousness if charged 
  Laser Pistol 
  5d6/10d6/15d6 damage 
  Slug projector 
  2d6 subdual damage (see Weapon Systems F) 
  Gas Ejector 
  3d6 hours unconsciousness 
  Engineering System Hand Unit (Laser Beam) 
  5d6 damage; range 2’ 
  Medical Hand Analyzer (Vibro Scalpel) 
  Vibro blade 
  Sonic Torch 
  3d6 hours deafness 
  Atomic Torch 
  5d6 damage; range 3’ 
  Laser Torch 
  5d6 damage; range 4’ 
  Chemical Defoliant 
  1d6 damage from skin rash. blindness if eye contact. level 8 poison 
  Chemical Acid 
  3d6 damage from burns. blindness if eye contact. level 2d6+2 poison 
  Radioactive Material 
  Radioactive intensity level 3d6 
   
  WEAPON RANGES 
   
  More information on weapons ranges can be found in “Weapon Systems”  (MA, pg 8-9) 
   
  Weapon 
  Short (meters) 
  Medium (meters) 
  Long (meters) 
  Protein Disruptor Pistol 
  10 
  24 
  50 
  Protein Disruptot Rifle 
  50 
  75 
  100 
  Gas Ejector 
  25 
  75 
  100 
  Light Bow 
  50 
  100 
  150 
  Light Crossbow 
  60 
  120 
  180 
  Longbow 
  70 
  140 
  210 
  Heavy Crossbow 
  80 
  160 
  240 
  Paralysis Dart 
   
   
  70 
  Laser Pistol 
   
   
  22 
  Laser Rifle 
   
   
  66 
  Slug Projector 
   
   
  100 
   
  SPECIAL MOVEMENT 
   
  “Special movement” is movement during combat. 
   
  YARDS MOVED PER MELEE ROUND 
  Human/Humanoid 
  Normal 
  Evasive 
  Charging 
  No armor 
  12 
  20 
  24 
  Furs, shield, or leather 
  12 
  16 
  20 
  Leather & shield 
  10 
  14 
  18 
  Metal armor 
  8 
  12 
  16 
  Metal armor & shield 
  8 
  10 
  16 
   
   
   
  ENCOUNTER TABLE 
   
  City 
  Grasslands 
  Forest 
  Mountains 
  Lakes Shores or Swamps 
  1 
  Dart creature 
  Hisser 
  Piercer 
  Piercer 
  Hisser 
  2 
  Thief beast 
  Metaled one 
  Metaled one 
  Metaled one 
  Piercer 
  3 
  Winged biter 
  Shocker beast 
  Cougaroid 
  Shocker beast 
  Deer 
  4 
  Shocker beast 
  Deer 
  Deer 
  Deer 
  Pegasus 
  5 
  Cougaroid 
  Unicorn 
  Bearoid 
  Cougaroid 
  Jeget 
  6 
  Bearoid 
  Dart creature 
  Jeget 
  Bearoid 
  Dart creature 
  7 
  Wolfoid 
  Winged biter 
  Wolfoid 
  Unicorn 
  Thief beast 
  8 
  Changer 
  Changer  
  Stabber 
  Pegasus 
  Bearoid 
  9 
  Hawkoid 
  Stabber 
  Black one 
  Winged biter 
  Golden hawk 
  10 
  Blood bird 
  Blood bird 
  Buzzers 
  Wolfoid 
  Blood bird 
  11 
  Black one 
  Small warrior 
  Grabber 
  Hawkoid 
  Buzzers 
  12 
  Small warrior 
  Mirror creature 
  Dream bush 
  Golden hawk 
  Grabber 
  13 
  Buzzers 
  Passion weed 
  Jawed plant 
  Black one 
  Jawed plant 
  
  14 
  Singing vine 
  Red stinger 
  Singing vine 
  Dream bush 
  Singing vine 
  15 
  Death tree 
  Dark fungus 
  Death tree 
  Sword bush 
  Death tree 
  16 
  Sword bush 
  Death growth 
  Sword bush 
  Mirror oak 
  Passion weed 
  17 
  Dark fungus 
  Humanoid 2 
  Mirror oak 
  Dark fungus 
  Red stinger 
  18 
  Death growth 
  Humanoid 3 
  Death growth 
  Humanoid 1 
  Dart weed 
  19 
  Humanoid 2 
  Humanoid 4 
  Humanoid 3 
  Humanoid 4 
  Blister plant 
  20 
  Humanoid 5 
  Humanoid 5 
  Humanoid 5 
  Humanoid 5 
  Humanoid 5 
   
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Metamorphosis Alpha Quickstart.pdf