TEXT: Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  1
   
   
   
   
   
   
   
  Issue 3 - DECEMBER 2006 
   
   
   
   
  A WORD FROM THE CREATOR 
   
  It's the holiday season and the one great thing about that is the ability to 
  play a few more games. Currently I'm hot into the Texas Hold'em craze and 
  play every Friday night with a few friends. The one amazing thing about that 
  game is the "instant feedback" on your game play. If you aren't winning season 
  after season you are doing something wrong. I'm a very aggressive personality 
  in general and that style of Hold'em play works until everyone else at the table 
  realizes what type of person you are and then it doesn't work. I'm hot into 
  changing my playing style, I'll report back to tell you how well I'm doing.  
    
  Just recently Craig sent over some color MA maps from a skilled graphics 
  person. I found them wonderful and as I printed them off I find I can't wait to do 
  a couple MA sessions using the new maps. One is a forested section with a 
  few mutated trees and some radiation areas. The other is a water level with 
  islands here and there. In my current MA game I use a water level as the home 
  base for the few surviving humans on the ship. I'm going to instantly take this 
  new map and make that my new level.  
    
  Lately I've been doing a lot of game design. www.margaretweis.com is 
  printing a dragon board game that I did with Tom Wham, the game is called 
  DRAGON LAIRDS and it comes out in January. I've also got a present stealing 
  game called MY PRECIOUS PRESENT coming out from them as well. That 
  company has printed a pick-a-path story called SETE-KA'S DREAM QUEST 
  YA book and I'm happy to say the sales on that are great. I just finished a lot of 
  products from www.astrobirdz.com and all of those should come out in 2007.  
    
  My first love is still METAMORPHOSIS ALPHA and I have a fun series of 
  'one night' scenarios starting in this issue and the plan is to do a lot more of 
  them in the future. Please tell me what you think of this one and feel free to 
  give me ideas for future adventures.  
    
  We would like to sell a lot more of the MA hardbound, so consider buying 
  one and showing it to your gaming friends.  
   
  Happy holidays! 
    
  James M. Ward 
   
  INTRODUCTION 
   
   
  Welcome to the third issue of the Metamorphosis Alpha Journal & Online 
  Resource, our Christmas Extravaganza! 
   
  Jim Ward has given us an adventure for this issue – The Atomic Knights! 
  It is a short adventure designed to be played in a singe session, which should 
  be an evening of fun. Enjoy! 
   
  This issue provides several brand new plant mutations that will take 
  unsuspecting players by surprise, as well as a system for making use of plants 
  for medical, nutritional and offensive purposes. This will also introduce an 
  expanded explanation system for mutated plants. 
  IN THIS ISSUE 
   
  A Word From The Creator - James M. Ward 
   
  Page 1 
  Introduction - Craig J. Brain  
  Page 1 
  The Atomic Knights - James M. Ward 
  Page 2 
  The Botanist’s Guide to the Starship Warden - Craig J. Brain 
  Page 3 
  New Mutant Plants For The Starship Warden - Christopher 
  Hinderliter & Isaiah James Hubert 
  Page 7 
  More New  Mutations For MA4e - Craig J. Brain 
  Page 9 
  MA1e to MA4e Creatures and Mutants Part 2 - Craig J. Brain 
  Page 10 
  Next Issue 
  Page 11 
  Asteroid Map - Ryan Wolfe 
  Page 12 
  Mutated Animal Character Sheet - Craig J. Brain 
  Page 13 
  Mutated Plant Character Sheet - Craig J. Brain 
  Page14 
  Mutated Plant Character Sheet (Alternate) - Craig J. Brain 
  Page15 
  A Really Big Ad – Metamorphosis Alpha 
  Page 16 
   
   
   
  We also continue our series of conversions of classic era MA1e creatures 
  to MA4e so that enterprising GMs can run adventures in that setting ☺ 
   
  On top of all of this, we are also including a Mutated Animal character 
  sheet and two Mutated Plant character sheets (one incorporating the 
  expansions from this edition of the journal), which players and GMs alike will 
  find useful. 
  But wait, there’s more! How about our first independently submitted article 
  from Christopher Hinderliter and Isaiah James Hubert, who have also illustrated 
  their article and given me a picture to use for the Botanist’s Guide. Thanks 
  Guys! 
   
  Please be aware that the new mutations included in all issues of MAJOR 
  are not official for the setting described in the rules, but may be incorporated 
  into other products at a later date. All new mutations are officially endorsed for 
  the MA4e conversion of the MA1e setting being covered in this journal, and 
  many will be used in converting the creatures of that setting to the new game 
  system. GMs are free to use or ignore them as they wish. 
   
   
  Submissions can be sent to me at:  
  major_submissions@metamorphosisalpha.net 
   
   
  We are still looking for additional contributors, if you have the urge to try 
  your hand, please contact us! 
   
   
  This journal is a free download, and it intended that it will remain so. This 
  journal can be subscribed to or downloaded from our forums: 
  www.metamorphosisalpha.net/phpbb/  
   
   
  Once again, we hope you enjoy this issue and find the contents of some 
  interest. 
   
  Craig J. Brain 
  Editor 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  2 
    
  THE ATOMIC KNIGHTS 
  By James M. Ward 
   
  PREFACE 
  A long time ago, I read a series of comic books called the Atomic Knights. 
  It was a fun comic about a holocaust earth (one of my interests for some 
  unknown reason). In the story line, the world erupted in war and there was a 
  group of scientists who survived. They started wearing middle ages knight’s 
  plate mail to help stave off the danger of radiation. Of course, the premise was 
  silly, but the stories were fun to read. In several of the stories there were 
  weapons being used on the knights where their plate mail gave them excellent 
  protection. The weapons were like lasers and death rays that needed to strike 
  cloth or flesh to be the most effective and didn’t hurt their armor at all.  
   
  A little light went off in my head the other day when I thought about the 
  Atomic Knights. Imagine a lost starship and a group of marines fresh out of 
  cryo-sleep. The fabrication computer they have access too is broken and all it 
  will produce is Middle Ages gear and equipment. The area where the marines 
  are located is under constant attack by fungi and crystal aliens. The marines 
  think to themselves, fine if we can’t have power armor and electro-swords we 
  will make do with what the stupid computer gives us until it gets fixed. While the 
  marines have a long tradition of technological skill, they are never going to get 
  that poor fabrication computer fixed, but they don’t know that yet.  
   
  My Atomic Knights are an honorable group of warriors, but they don’t like 
  or understand intelligent plants and animals. At best, they will not attack 
  mutants instantly. Talking rabbits or intelligent sheep would be allowed to just 
  go away. Normally, plants and animals of all types and sizes, no matter how 
  intelligent are for eating. 
   
  These scenario/stories are designed for one night of RPG fun for referee 
  and players. I’m going to try to give enough game material for the referee to be 
  able to play the scenario in a night with any type of MA player’s group.  
   
  ATOMIC KNIGHTS – CRYSTAL SCENARIO 
   
  The Creature -- Mutated Sticky Fungus 
  CN 
  12 
  D 
  10 
  LP 
  3 
  MR 
  15 
  RR 
  21 
  hp 
  72 
  AC 
  15 
  Move: 
  It’s able to move with any breeze. When there is no wind 
  it is able to slowly ripple its structure to move at a snails 
  pace. 
   
  Description: This fungus looks like a lacy bit of crystal. When fully mature it 
  stands four feet tall and wide with razor sharp crystals looking a bit like a 
  snowflake. It is able to produce a powerful adhesive allowing it to stick on to 
  anything but liquid. It’s the purpose of the fungus to stick on a living thing and 
  then have that thing rip itself to pieces splashing blood all over the razor sharp 
  pieces of the fungus. If a bird would land on a piece, the bird’s talons would be 
  sliced off.  
  It’s a fairly hard growth, but when pieces of it are broken off those pieces 
  begin to grow into mature plants. Blood or any other rich source of protein 
  causes the fungus to grow at alarming rates. It can sense blood and often 
  allows itself to float toward food sources. Often it grows in clusters of hundreds 
  of the fungus snowflakes. Explosions in the area cause thousands of the 
  fungus pieces to begin growing. Acid, intense heat, defoliants, and herbicides 
  all work to destroy the growth. Generally, each slash at touching the fungus 
  does d6 +2 in damage.  
    
  THE SETTING – SNOW FLAKE GLADE 
  This is a wooded glade set in a series of rolling forested hills. As player 
  characters move into this area they see the bark off the tall trees has been 
  ripped and scarred in many places all at the four feet or less level. While 
  traveling they come to a path between steep wooded hills. Hidden in the 
  second ring of trees are numerous fungi. They sense the characters and begin 
  rolling to close the entrance to the valley. In just a few minutes, the entrance to 
  this valley is closed by rows of fungi.  
  At the center of the valley is a large glade with a 300-yard diameter. 
  There is only grass in the glade except for the center. At the center is a mass of 
  broken equipment. There are lots of things there from normal swords and 
  spears to laser pistols and slug throwers. Most of the technical equipment has 
  been ruined by the cutting action of the fungus. The referee should feel free to 
  put some useful things like a backpack or two filled with equipment.  
   
  THE ACTION 
  Coming at the player characters at a snails pace is the encircling 
  snowflake fungus rolling into the center of the glade. The threat comes at the 
  characters at least three rows deep and in some sections even deeper, but 
  again at a snails pace.  
   
  Touching the fungus causes the growth to stick to whatever is touched. 
  It is possible to take some of the destroyed equipment and make the fungi stick 
  to it and force a hole through the rest of the fungus by throwing the fungus out 
  of the way. Each plant weighs about fifty pounds.  
   
  If the characters can fly, they discover that the fungus can actually take 
  to the air as a stiff wind picks up the creature and heads it toward the flying 
  characters.  
   
  If they blow up the fungus, problems arise as the bits and pieces begin 
  growing on character clothes and equipment.  
   
  Fungus spores can do very nasty things and if the player characters 
  don’t take great pains to clean their equipment and clothing and flesh, they will 
  see more of the fungus in any camp they make for the next several days.  
   
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  3
  THE BOTANIST’S GUIDE TO THE 
  STARSHIP WARDEN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Radiation and mutagenic substances have had an impact upon the plants 
  found on the Starship Warden. This article outlines a selection of possible side-
  effects which may only be the tip of the iceberg when it comes to what players 
  may find if they use the appropriate survival skills or are shown by somebody or 
  something more knowledgeable about plants than themselves. 
   
  Players and GMs may also find these sample plants useful as the basis 
  for characters or NPCs. GMs should feel free to modify any of these plants, and 
  create additional plants of their own to help add a little diversity to their own 
  Starship Warden. It should also be noted that the uses of the different plants 
  are not just dependant upon mutations. 
   
  The plants described here vary from wandering mutants to useful sources 
  of medicine or deadly poisons. All plants are fully described and are based 
  upon the rules described in Creating Your Mutated Plant Character on Page 89 
  of the Metamorphosis Alpha rulebook and the new Plant Mutations found later 
  in this article.  
   
  While the plants in this article are based upon actual plants, the uses and 
  methods of preparation are for gaming use only and no attempt to replicate any 
  of these uses should be attempted. 
   
  To help make the range of plants more diverse and assist GMs and 
  players alike with creating individual plants the following information has been 
  added: 
   
  Native Terrain: This is the terrain type where the plant would grow best and 
  most likely be found or encountered. Such terrain might include (but not be 
  limited to) the following types: 
   
  a. 
  Arctic Conditions 
  b. 
  Caves/Underground 
  c. 
  Desert 
  d. 
  Forest 
  e. 
  Grassland 
  f. 
  Jungle 
  g. 
  Mountains 
  h. 
  Riverbanks 
  i. 
  Shorelines 
  j. 
  Swamp 
  k. 
  Water, Fresh 
  l. 
  Water, Salt 
   
  Adapted Terrain: This is terrain where plants have mutated and adapted to in 
  order to survive. This is a small selection of possible areas: 
   
  a. 
  Air Ducts 
  b. 
  Batteries 
  c. 
  Carpets 
  d. 
  Computers 
  e. 
  Coolant Tubing 
  f. 
  Cryogenic Storage 
  g. 
  Electrical Conduits 
  h. 
  Electrical Panels 
  i. 
  Fuel Lines 
  j. 
  Garbage Bins 
  k. 
  Insulation 
  l. 
  Life Support 
  m. 
  Machinery 
  n. 
  Metal 
  o. 
  Monitors 
  p. 
  Plastics 
  q. 
  Reactor Shielding 
  r. 
  Refrigerated Areas 
  s. 
  Robots 
  t. 
  Shower Stalls 
  u. 
  Solar Panels 
  v. 
  Steam Pipes 
   
  Plant Uses: This is a short explanation of what the plant might be used for. 
  Depending upon preparation, one plant may have several uses, or may change 
  use after a length of time has passed since being harvested. Below are a 
  number of suggested uses for GM designed plants: 
   
  a. 
  Acid 
  b. 
  Anesthetic 
  c. 
  Anti-Inflammatory 
  d. 
  Antiseptic 
  e. 
  Bait/Lure 
  f. 
  Food 
  g. 
  Hallucinogenic 
  h. 
  Immunity 
  i. 
  Irritant 
  j. 
  Pain Killer 
  k. 
  Poison 
  l. 
  Poison Antidote (Specific) 
  m. 
  Radiation Absorber 
  n. 
  Radiation Antidote 
  o. 
  Radiation Emitter 
  p. 
  Repellant 
  q. 
  Sedative 
  r. 
  Stimulant 
   
  Parts: This list provides a number of usable parts of trees, plants and fungi 
  which the GM may select from to determine which may be useful or dangerous: 
   
  a. 
  Bark 
  b. 
  Berries 
  c. 
  Branch 
  d. 
  Bud 
  e. 
  Bulb 
  f. 
  Flower 
  g. 
  Fronds 
  h. 
  Fruit 
  i. 
  Husk 
  j. 
  Juice/Oil 
  k. 
  Leaves 
  l. 
  Nuts 
  m. 
  Petals 
  n. 
  Pollen 
  o. 
  Roots 
  p. 
  Sap 
  q. 
  Seeds/Seed Pod/Beans 
  r. 
  Shoot 
  s. 
  Skin 
  t. 
  Spike 
  u. 
  Spores 
  v. 
  Stalk 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  4 
  w. 
  Stems 
  x. 
  Thorn 
  y. 
  Tuber 
  z. 
  Wood 
   
  Seasons: This describes the time that the plant is in season for different uses. 
  The Seasons on the Starship Warden are in the same order as on Earth, with 
  various levels with nature reserves, operating in different seasons. Additionally, 
  in some hydroponic areas and green houses, seasons are irrelevant as the 
  environment is controlled to optimize growth of specific plants. 
   
  a. 
  Spring 
  b. 
  Summer 
  c. 
  Fall/Autumn 
  d. 
  Winter 
  e. 
  Perennial 
   
  Shelf Life: This describes how long the fresh plant can be stored for, prior to 
  being prepared. If the plant’s Shelf life has expired, any resulting preparation 
  will result in a mix with the same result as listed in the Spoilage Results. 
   
  Use By: Refers how long the prepared plant can be stored before becoming 
  spoiled. 
   
  Spoilage Results: Refers to what happens if the plant is used after the Use By 
  has expired. 
   
  a. 
  Ineffective, but harmless 
  b. 
  Ineffective, Intensity Level 1d6 Poison 
  c. 
  Ineffective, Intensity Level 2d6 Poison 
  d. 
  Ineffective, Intensity Level 3d6 Poison 
  e. 
  Ineffective, but acts as an irritant 
  f. 
  Ineffective, but causes cramps and nausea 
  g. 
  Effective, Intensity Level 1d6 Poison 
  h. 
  Effective, Intensity Level 2d6 Poison 
  i. 
  Effective, Intensity Level 3d6 Poison 
  j. 
  Effective, but acts as an irritant 
  k. 
  Effective, but causes cramps and nausea 
   
  Preparation Method: This is a short description of how the plant is prepared for 
  a particular use. Some uses may require several stages of preparations, such 
  as drying and ingesting etc. Suggested preparation methods are listed below: 
   
  a. 
  Ash 
  b. 
  Balm/Salve 
  c. 
  Cooked 
  d. 
  Dried 
  e. 
  Fermented 
  f. 
  Fresh 
  g. 
  Infusion 
  h. 
  Ingested 
  i. 
  Inhaled 
  j. 
  Liniment (alcohol based) 
  k. 
  Maceration 
  l. 
  Paste 
  m. 
  Poultice 
  n. 
  Powdered 
   
  Storage Requirements: How the prepared plant must be stored to remain 
  potent. Prepared mixtures may require a combination of these methods. 
   
  a. 
  Frozen 
  b. 
  Refrigerated 
  c. 
  Air-tight container 
  d. 
  Away from direct light 
  e. 
  Kept cool 
  f. 
  Kept warm 
  g. 
  Kept moist 
   
  NEW PLANT MUTATIONS 
   
  The mutations discussed below are useful for GMs who wish to surprise 
  players with something unexpected, and are also very useful for adding just a 
  dash of mystery to some encounters. 
   
  Addictive Substance: A substance produced by the plant has addictive 
  properties. This means that the sap, pollen, roots, fruit etc. of the plant will 
  cause a chemical addiction if ingested, inhaled or upon entering the blood 
  stream as appropriate.  When chosen as a mutation, the GM or player (if it is 
  chosen for a PC) rolls 3d6+3 to determine the Intensity Level of the substance 
  and the result is recorded.  
   
  Resisting addiction is treated as though trying to resist a poison of that 
  level. To determine if a creature is can break their addiction (except for some 
  substances with notes to the contrary) the creature must abstain from the 
  substance for 72 hours, but must check every 24 hours for withdrawal 
  symptoms. The creature must a conduct check vs the Intensity Level of the 
  substance with a “D” result meaning that the user suffers from headaches, 
  cramps and nausea, leaving them incapacitated for 24 hours after failing to 
  take more of the stimulant. The addicted creature then works their way through 
  the lesser failure results. Any other lesser failure result reduces the users CN 
  and LP by 2 points for 1d6 days, until their addiction is cured, after which their 
  CN and LP scores return to normal. 
   
  Adhesive Sap: The plant produces an adhesive sap that will adhere to most 
  common surfaces, with a CN score of 1d6+3 while wet, gaining an additional 
  1d6 when it dries. The sap can be diluted or washed off with water. The sap 
  can also be collected and stored, if an air-tight container is used. 
   
  Attraction Odor: The plant emits a fragrance designed to attract certain species 
  types, such as avians, carrion eaters, herbivores, carnivores etc. Any such 
  creature that is downwind from the plant (range of 30 yards) must make a 
  check on the Poison Table, using their MR score instead of their CN score vs 
  3d6+3 Intensity Level poison. Failure to resist means that the creature is drawn 
  towards to the plant, while a “D” role means that the creature will try to eat or 
  touch the plant (as long as it is not apparent that it is dangerous). 
   
  Bioluminescence: The plant glows faintly in the dark due to a chemical reation 
  within its cells. This reaction gives off no heat and will not interfere with 
  infravision. The light is soft and not likely to be mistaken for an electric light or 
  candlelight. This mutation might be applied to fungal spores, which might stick 
  to surfaces that come in contact with them, leaves of plants, sap or even the 
  insides of fruit. This should be at the GM’s discretion. 
   
  Environmental Change: Plants with this mutation can survive and even thrive in 
  unusual conditions, such as in air steam vents instead of tropical swamp or in 
  air conditioning vents lands instead of a cave. 
   
  Exploding Seeds/Flowers: The fruit of the plant now has explosive seeds. Each 
  piece of fruit has 1d6 explosive seeds. (WC 17 and will do 1d6 damage to 
  anything within 6 feet). Flowers with this mutation will produce 3d6 seeds. The 
  seeds may be set off at will by the plant (while still attached), by sudden 
  impacts or by extreme heat, such as fire. Each piece of fruit dropping from a 
  plant to the ground or similar surface has a 3 in 6 chance of exploding. 
   
  Hallucinogenic: The plant now possesses hallucinogenic properties. The 
  hallucinogen may be released by touch/contact, scent, contained in the fruit, 
  sap, seed, leaves, roots or spores. The hallucinogen is treated as an Intensity 
  Level 3d6 poison. Failure means that the hallucinogen takes effect. 
   
   
  The hallucinogen has one of the following effects for the next 5d6 minutes 
  upon the victim’s perception: 
   
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  5
  CN 14 
  IL 7 
  IL 21 
  IL 12
  14 ft 
  5 ft 
  Roll 
  Hallucination 
  2 
  All other creatures are turning into hostile “monsters”. 
  3 
  All other creatures are laughing at victim. 
  4 
  Victim is shrinking and all other creatures are becoming 
  monsters. 
  5 
  Victim’s skin is starting to melt and every other creature is talking 
  very slow and loud. 
  6 
  Colors become very bright to victim and everything has blurry 
  outlines.  
  7 
  Victim becomes “giggly” and wants to talk nonsense. 
  8 
  Victim wants to sit and stare at the “bright lights” 
  9 
  Victim is confused and moves at half normal rate. 
  10 
  +1 MR, -2 LP. Victim can not stop fidgeting and feels “itchy”.  
  11 
  +2 MR, -4 LP. Victim can hear “a voice telling them to do 
  something…” 
  12 
  +3 MR, -3 LP. Victim is slightly skittish and paranoid. 
   
  Inflammable: The plant produces inflammable oil (which may be stored in the 
  roots, the leaves, any fruit, nuts etc, depending upon species). The oil can be 
  used to lubricate, waterproof or burn. The plant itself may also be highly 
  flammable and exposure to fire or other sources of extreme heat will cause it to 
  burn rapidly. This may set of any stored oils or explosive seeds etc. 
   
  Magnetism: The plant produces a magnetic field which may attract iron and 
  steel objects. Intelligent plants may activate and turn off this mutation at will, 
  while unintelligent plants may at the discretion of the GM use it only during the 
  day, night or seasonally. The strength of the field varies with the size (CN) of 
  the plant. The radius of the magnetic field is ½ of the plant’s CN score, and the 
  strength of the field is ½ of the plant’s CN score, decreasing by 1 point for 
  every foot away from the plant. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For example: A tree with this mutation and a CN of 18 would have a 
  magnetic field with a radius of 9 feet and an effective CN score of 9 at its base, 
  but only CN 1 just 8 feet away. Officer Taylor (above) will have no difficulty 
  keeping his belt buckle and badge, but would feel the effect. However, for a 
  wrench, at a distance of 4 feet from the tree, the magnetic attraction would be 
  equivalent to a CN of 5, and it would be dragged towards the tree at an 
  accelerated rate as it got closer. 
   
  Mood Altering Substance: A substance produced by the plant has mood-
  altering properties. This means that the sap, pollen, roots, fruit etc. of the plant 
  will cause a mood alteration if ingested, inhaled or upon entering the blood 
  stream as appropriate.  When chosen as a mutation, the GM or player (if it is 
  chosen for a PC) rolls 3d6+3 to determine the Intensity Level of the mood-
  altering substance and the result is recorded. The duration of the resulting 
  mood is 3d6 minutes, per instance of occurrence. 
   
  The type of mood is determined when the mutation is chosen by rolling 
  on the following table: 
   
   
   
  Roll 
  Mood 
  1 
  Anger 
  2 
  Apathy 
  3 
  Arousal 
  4 
  Despair 
  5 
  Euphoria 
  6 
  Fear 
   
  Oxidizing Tendrils/Sap: This mutation allows the plant to use its roots, vines or 
  sap to break down a particular metal at an accelerated rate, doing 1d6 hp 
  damage per day to objects made of the selected metal. The oxide may or may 
  not be consumed by the plant. 
   
  Radiation Absorption: The plant absorbs and neutralizes radiation from the 
  surrounding area. Plants with this mutation do not require sunlight to survive, 
  and grow at three times the normal rate. The radius from which the plant 
  absorbs the radiation varies with the size (CN) of the plant. The radius of the 
  absorption is equal to 1 foot per point of the plant’s CN score and the strength 
  of the radiation in that area is reduced by 1 Intensity Level for every point of the 
  plant’s CN, decreasing by 1 Intensity Level for every foot away from the plant.  
  A small grove of plants with this mutation could effectively create a radiation-
  free area. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For example: A shrub with this mutation and a CN of 14, located in an 
  Intensity Level 21 radioactive area, would reduce radiation in a radius of 14 feet 
  from its base, with the Intensity Level of radiation at its base being reduced to 
  Intensity Level 7 and a mere 14 feet away it would remain at Intensity Level 21. 
  The Warden’s XO (above) is probably feeling unwell, while the weapon of the 
  ancients that he has spotted which is only 5 feet from the shrub’s base is being 
  exposed to Intensity Level 12 radiation.  
   
  Repulsion Odor: The plant emits a smell or stench designed to deter certain 
  species types, such as avians, carrion eaters, herbivores, carnivores etc. Any 
  such creature that is downwind from the plant (range of 30 yards) must make a 
  check on the Poison Table, using their MR score instead of their CN score vs 
  3d6+3 intensity poison. Failure to resist means that the creature is 
  uncomfortable in the presence of the plant, while a “D” role means that the 
  creature will try to flee the plant (in any suitable direction, as long as it is not 
  obviously dangerous). 
   
  Shielding Bark/Skin: This mutation improves the plants Armor Class by 2 
  classes. The bark or skin of the plant acts as radiation shielding effective 
  against 2d6 Intensity Level radiation. Two layers of the same type of bark or 
  skin will double its effectiveness; three levels will triple the effectiveness and so 
  on. If the plant has the radiated plant fiber mutation, it will be exposed if the 
  plant takes more than 6 points of damage. 
   
  Sticky Pollen/Spores: The spores or pollen produced by the plant are now 
  coated in a thick mucus-like substance which contains serves to ensure that 
  the spores or pollen are carried by creatures to other areas. The spores mucus 
  CN 18 
  CN 1 Pull
  8 ft 
  4 ft 
  CN 5 Pull 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  6 
  and spores or pollen will soak into clothing and dry on exposed skin, flaking off 
  after two or three days, if not removed by bathing thoroughly and washing all 
  clothing or by using a sonic shower. The plant can either shoot (WC 17, Range 
  15 yards) or burst (WC 17, Range 5 yards) a pollen or spore pod at or over a 
  target. Each plant can do this once per week. This attack does no harm, 
  however when the spores hatch, damage may result. 
   
  Stimulant: The fruit, nut, beans, pods, leaves or other produce of the plant 
  contains a strong stimulant. The stimulant adds +2 MR and +1 LP and 
  increases alertness to the user’s scores for 5d6 minutes. During this time, the 
  user is immune to any attempts to make them sleep using mental attacks, and 
  will effectively neutralize (and be neutralized by) a single dose of a sedative. If 
  used more than once per day for more than two consecutive days, the user 
  must check to see if they have become addicted. 
   
  For the purpose of checking for addiction, the stimulant is treated as an 
  Intensity Level 2d6+6 poison. Failure means that the user is addicted. A “D” 
  result means that the user will suffer from headaches, cramps and nausea, 
  leaving them incapacitated for 24 hours after failing to take more of the 
  stimulant. The user then goes through the lesser failure results. Any other 
  lesser failure result reduces the users CN and LP by 3 points for 1d6 days, until 
  their addiction is cured, after which their CN and LP scores return to normal. 
   
   
  SAMPLE NEW PLANTS 
   
  Name: Death Lily (Mutated Water Lily) 
  CN 
  8 
  D 
  - 
  LP 
  - 
  MR 
  - 
  RR 
  11 
  hp 
  32 
  AC 
  19 
   
   
  Runs: 
  No Movement 
   
  Plant Mutations: 
  Attraction Odor, Larger Than Normal, Manipulation 
  Vines 
   
  Native Terrain: 
  Still fresh waters, ponds and by the edges of lakes 
   
  Description: Death Lilies, like their original stock, the common Water-Lily float 
  on the surface of water, with roots extending into the soil below. The leaves of 
  the Death Lily leaves are round, with a radial notch and easily distinguishable 
  from its non-mutated forbear Water Lily and it emits a scent that herbivores find 
  difficult to resist (Attraction Odor).The Death Lily is twice as large as a normal 
  Water lily. 
     Any creature touching a Death Lily will find itself grasped by 1d6 Manipulation 
  Vines (treat as CN 15 each) and dragged into the water under the plant. The 
  Death Lily drowns its victims to enrich the soil at the bottom of its pond. 
   
  Uses: 
  Bait/Lure – Herbivores 
  Preparation: 
  The pollen from the flower of the Death Lily can be used to 
  attract herbivores (as per the Attraction Odor mutation, but 
  only as a 2d6+3 Intensity Level poison. 
  Season: 
  Spring 
  Shelf Life: 
  2 days 
  Storage Requirements: 
  Airtight container 
  Use By: 
  2 days 
  Spoilage: 
  Ineffective, but 
  harmless 
   
  Uses: 
  Repellant – Insects 
  Preparation: 
  The roots of the Death Lily can be boiled, and the resulting 
  water mix can be used as an insect repellant. 
  Season: 
  All year round 
  Shelf Life: 
  2 days 
  Storage Requirements: 
  Airtight container 
  Use By: 
  7 days 
  Spoilage: 
  Ineffective, but acts as 
  an irritant 
   
   
  Name: Corpse Flower (Mutated Titan Arum) 
  CN 
  9 
  D 
  8 
  LP 
  3 
  MR 
  5 
  RR 
  10 
  hp 
  45 
  AC 
  19 
   
   
  Runs: 
  No Movement 
   
  Mental Mutations: 
  None. 
   
  Plant Mutations: 
  Attraction Odor, Increased Senses, Electrical 
  Generation 
   
  Native Terrain: 
  Rainforest or Jungle 
   
  Description: The Corpse Flower can grow to a height of almost 10 feet tall. 
  This mutated plant may grow in small groups of five or six plants. The Corpse 
  Flower consists of a fragrant spadix of flowers wrapped by a single, leaf-like 
  giant petal called a spathe. In the case of the Corpse Flower, the spathe is 
  green with purple blothches on the outside and a dark burgundy red on the 
  inside with deep furrows. The spadix (partially inside the spathe) is pale yellow 
  in color and hollow, approximately three to four feet in length. The upper, visible 
  portion of the spadix is coated in sticky in pollen, while its lower part is covered 
  with bright red-orange carpels. 
     The Corpse Flower emits a "fragrance" ressembling rotting meat, which is 
  treated as an Intensity Level 14 Poison against scavangers and carrion-eaters. 
  Failure results in the creature being lured to the plant. Once the creature has 
  touched the plant and come into contact with its pollen, the plant loses interest 
  and will stop emmitting the fragrance, and zap the creature for 2d6 points of 
  electrical damage. Other nearby Corpse Flowers sensing the presence of living 
  beings may then begin to emmit their attraction odors in an attempt to cross-
  pollinate.    
   
  Uses: 
  Bait/Lure – Carrion Eaters and Scavengers 
  Preparation: 
  The pollen from the Corpse Flower acts as a Intensity Level 
  14  lure upon carrion eaters and scavengers. 
  Season: 
  Every two 
  months 
  Shelf Life: 
  2 days 
  Storage Requirements: 
  Airtight container. 
  Use By: 
  2 days 
  Spoilage: 
  Ineffective, 
  however 
  becomes an Intensity 
  Level 4 contact poison. 
   
  Uses: 
  Sedative 
  Preparation: 
  If dried and infused or put into food or drink, the spathe of 
  the Corpse Flower can be as a mild sedative (treat as an 
  Intensity Level 9 Poison) which will put most mammals to 
  sleep for1d6 hours. 
  Season: 
  All year around 
  Shelf Life: 
  6 months 
  Storage Requirements: 
  Airtight container 
  Use By: 
  6 months 
  Spoilage: 
  Ineffective, but 
  harmless 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  7
  NEW MUTANT PLANTS FOR THE 
  STARSHIP WARDEN 
  by Christopher Hinderliter and Isaiah James Hubert 
   
  Many mutant plants can be found throughout the decks of the Warden 
  that can serve the role of guards for secure areas, individual random 
  encounters, or adventure hooks. Presented below are six new plants and three 
  new plant mutations that may be adapted to the needs of the individual Game 
  Master. 
   
   
   
  Walking Saguaro Cactus (Mutated Saguaro Cactus) 
  CN 
  2d6+3 
  D 
  2d6 
  LP 
  1d6 
  MR 
  2d6+3 
  RR 
  2d6 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  15 yards per second 
   
  Plant Mutations: 
  Increased Senses, Mobility, Spikes, Poison Throwing 
  Thorns 
   
  Description: The walking saguaro has mutated from the familiar stoic guardian 
  of the desert into a highly mobile plant. Possessing increased senses and 
  mobility, these cacti are able to roam the desert at will in search of water. In 
  combat, these cacti are able to use their increased senses to fire 1-3 poison 
  needles per round at targets within a 20 yard radius from their central stalks 
  (treat as poison throwing thorns). Additionally, every mature mobile saguaro 
  also possesses 1d6 spike-topped arms, which they use to strike opponents in 
  combat as if wielding a flail or punching with spiked gloves coated in a 2d6 
  Intensity Level poison. When resting, they bury their mobile roots under the 
  sand (or soil) and are only distinguishable from other saguaro cacti by the large 
  spikes on their arms. Walking saguaro cacti have a strong hatred of cactus 
  wrens. 
   
   
   
  Night Blooming Cereus (Mutated Cereus) 
  CN 
  2d6
  +3 
  D 
  2d6 
  LP 
  1d6 
  MR 
  2d6
  +3 
  RR 
  2d6 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  N/A 
   
  Plant Mutations: 
  EMP Generation** Magnetism*, New Sense (Sense 
  all electrical devices), Oxidizing Tendrils/Sap*  
   
  Description: The night blooming cereus is a robot killing plant that blooms 
  once per year, and is similar in appearance to the night blooming cereus 
  commonly found throughout the Arizona desert. Unlike those columnar cacti 
  however, these mutant cacti generate small magnetic fields, can sense all 
  electrical devices within a 1 mile radius, and have the ability to emit a powerful 
  EMP blast any time an electrical device comes within 5 yards. In combat, the 
  EMP blast of a night blooming cereus has the same effect as an EMP grenade 
  (See Metamorphosis Alpha rulebook Page 136). After releasing an EMP blast, 
  the plant then uses its long, mobile root to locate any disabled electrical 
  devices, which it then breaks down by oxidizing. 
   
   
   
  Faux Rose (Mutated Vine) 
  CN 
  1d6 
  +3 
  D 
  3d6 
  LP 
  1d6 
  MR 
  2d6 
  +3 
  RR 
  2d6 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  7 yards per second 
   
  Plant Mutations: 
  Aromatic Powers, Mobility, New Body Parts 
  (Flowers), Squeeze Vines, Acidic Secretion (from the 
  bottom of its stem.) 
   
  Description: As its name indicates, the faux rose is not actually a rose but a 
  mobile, intelligent carnivorous vine that grows large flowers, which resemble a 
  rose. These flowers also possess aromatic powers that produce a scent similar 
  to that of a rose. Faux roses use their vines to scurry about quickly, and have 
  been known to climb trees with them. 
     In combat, faux roses tend to prefer stealth, using their aromatic powers to 
  render their victims unconscious before attacking or springing out at victims 
  from tree branches or from behind other foliage.  When a faux rose attacks, the 
  plant will grapple its victim with its squeeze vines and then secrete a strong 
  digestive acid on him or her (from the bottom stem of the faux rose). The faux 
  rose uses this acid attack (treat as a WC 20 touch attack for 1d6 damage) to 
  dissolve the organic matter of the victim for its nourishment, healing 1 point of 
  its own damage for every 3 points of damage inflicted.   
     Due to the nature of its eating process, a faux rose cannot excrete acid and 
  do crushing damage to the victim at the same time, but may continue to hold 
  the victim in the squeeze vines while using the acid to eat. As a result, faux 
  roses tend to avoid using their acid attacks until their victims are unconscious or 
  dead.  
     Should a faux rose choose to alternate between doing crushing damage and 
  making acid attacks that plant will have to make a new attack to initiate crushing 
  damage on the round after the acid attack, as it tends to loosen its hold in order 
  to eat. In such cases, a failure to hit merely indicates that the victim remains 
  held without suffering damage that round, while a successful attack indicates 
  that the plant does 3d6 damage and can continue to do 4d6 damage from 
  crushing attacks on the subsequent rounds (see Metamorphosis Alpha rulebook 
  page 103). 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  8 
   
   
   
  Tangle Rose (Mutated Rose) 
  CN 
  2d6 
  +3 
  D 
  2d6 
  LP 
  1d6 
  MR 
  2d6 
  +3 
  RR 
  2d6 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  No Movement 
   
  Plant Mutations: 
  Infravision, Manipulation Vines, Poison Thorns, 
  Squeeze Vines 
   
  Description: Tangle roses are hardy, mutant plants common to many areas 
  (on decks 6-8) of the Warden. Anything which touches or brushes against this 
  sweet smelling bush will be viciously attacked by 1d6 supple, thorn-covered 
  branches (treat as if squeeze vines with a 30 foot reach, intensity 12 poison 
  thorns, and an 11 WC). When a branch successfully strikes a victim, it will do 
  2d6 + 4 points of damage and inject Intensity Level 12 poison while whipping 
  about the victim in order to entangle him. Once a victim is entangled, the plant 
  may choose to immobilize the victim (causing no further damage that round) or 
  crush the victim for 3d6 points of damage on each continuing round, without 
  having to make another attack. 
     Tangle roses have a tendency to use their manipulative branches to randomly 
  remove equipment from immobilized victims and to release live victims that stop 
  struggling (allow a 50% chance of releasing a victim who does not attempt to 
  strike back). Stories are told of people being beaten with their own weapons by 
  these bushes (treat as clubs) and rumors persist of a breed of intelligent tangle 
  roses that steal equipment, use stolen weapons, and bury the bodies of their 
  victims in the soil around them. Tangle roses have been cultivated as guardians 
  by some primitive tribes. 
   
   
   
  Ronaldo Mushroom (Mutated Mushroom) 
  CN 
  1d6 
  +2 
  D 
  2d6 
  LP 
  2d6 
  MR 
  3d6 
  +2 
  RR 
  2d6 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  No Movement 
   
  Plant Mutations: 
  Bioluminescence*, Hallucinogenic Spores** 
   
  Description: This orange-capped mushroom can grow up to 1 foot tall. When 
  disturbed, the mushroom will release a 10-foot wide cloud of glowing, 
  hallucinogenic spores that will obscure vision and make breathing difficult for 
  three combat turns. Exposure to the spores of this cloud may induce visual, 
  tactile, gustatory, and auditory hallucinations or death (see the Hallucinogenic 
  Spores mutation below). When properly prepared, Ronaldo mushrooms are 
  said to have great medicinal powers. 
   
   
   
   
  Name: Giant Lily 
  CN 
  1d6 
  +3 
  D 
  2d6
  +2 
  LP 
  2d6 
  MR 
  3d6 
  RR 
  2d6 
  +2 
  hp 
  x 
  1.0 
  AC 
  19 
   
   
  Runs: 
  No Movement 
   
  Plant Mutations: 
  Increased 
  Senses, 
  Size 
  Change, 
  Radiation 
  Sensitivity and Imitation, Radioactive Blast**  
   
  Description: This mutated giant lily typically grows between 3 to 18 feet in 
  height. Due to the plant’s radiation sensitivity and increased senses, it shares a 
  link with the surrounding environment enabling it to detect any radiation source 
  or intelligent creature within a 300 foot radius, and preventing it from being 
  surprised.  
     Although firmly anchored to the soil, the giant lily is able to open, close, and 
  rotate its flower at will. Up to three times per day, the plant is able to emit a 
  cone-shaped burst of radiation from its flower (up to a maximum distance of 30 
  yards and width of 10 yards) that it may use in a manner similar to the radiated 
  eyes mutation (see Metamorphosis Alpha rulebook page 94). Giant lily flowers 
  are said to be a great delicacy and are used in the treatment of radiation 
  poisoning. 
   
   
   
  New Mutations:  
   
  EMP Generation: This plant has the ability to emit an Electromagnetic Pulse 
  capable of causing an electrical system overload that will shut down a Robot, 
  AI, Android, or any unshielded electronic system for 1-6 minutes. This pulse 
  has a blast radius of 5 yards from the center of the plant, and can be used once 
  every 24 hour period for every MR point the plant has 
    
  Radioactive Blast: The plant is able to send a cone shaped burst of radiation up 
  to 10 yards wide and a distance of 30 yards. The intensity of the radiation is 
  based on the MR of the plant, up to a maximum of 12 and can be used every 
  four combat turns, up to three times per day. 
    
  Hallucinogenic Spores: The plant possesses 1d6+ 4 chambers filled with 
  hallucinogenic spores which can be ejected at will. When ejected from 
  the plant, the spores will fill a 10 yard radius area with glowing spores that 
  will obscure normal vision and make breathing difficult for 1d6 combat 
  turns. Additionally, anyone caught within the spore cloud is treated as if 
  exposed to intensity 3d6 poison, in which * indicates no effect, numbers from 1-
  5 indicate that the character is suffering hallucinations, and a D result indicates 
  that the character will die in 60 seconds unless the substance is neutralized. 
  Any being suffering hallucinations will spend the next 5d6 minutes either sitting 
  and babbling incoherently or wandering around aimlessly, while experiencing 
  visual, auditory, gustatory, and tactile hallucinations.  
   
    * New Mutation from The Botanist’s Guide to the Starship Warden 
  ** Mutation included in this article. 
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  9
  MORE NEW MUTATIONS FOR MA4E 
   
  The following mutations will be used in future issues of MAJOR. It is 
  suggested that readers keep a copy of these mutations for their own reference. 
  These mutations will be particularly useful for the accurate conversion of MA1e 
  to MA4e creatures and mutants, as without them, many of the original 
  peculiarities of the original creatures would be lost. 
   
   
  PHYSICAL MUTATIONS 
   
  Increased Energy Reflection: A creature with this mutation will reflect mostl 
  electrical and energy attacks away from themselves. The reflected energy is 
  doubled to twice the strength at which they received it, and the mutant will 
  suffer no damage (except as at the GM’s discretion descried below). If the 
  damage potential reaches three times the mutant’s Hit Point score or more, the 
  mutant is vaporized. The mutant has no control of this power, with the energy 
  being reflected back at the original source. 
     Unlike the Energy Reflection mutation (Metamorphosis Alpha rulebook Page 
  93) the reflected energy, at the GM’s discretion, may damage anything that the 
  mutant is carrying or wearing. 
   
  Metal Skin: A creature with mutations has a high metal content in their skin, 
  scales or feathers. This improves their Armor Class by 3, but lowers their 
  Dexterity by 1. Creatures with this mutation make noise when they move, which 
  requires a successful Dexterity Check to avoid. Creatures with this mutation 
  add 2 points to any attacks that they make using natural weapons, except for 
  biting attacks. 
   
  Poor Vision: The mutant is shortsighted or longsighted and requires glasses or 
  corrective treatment to restore normal vision. 
   
  Shortsighted creatures can see nearby objects clearly but distant 
  objects appear blurred Creatures with this mutation suffer a -2 penalty to hit  
  anything at medium range and -4 to hit targets at long range. 
   
  Longsighted mutants can see distant objects clearly, but have difficulty 
  focusing on closer objects. Longsighted creatures suffer a -2 penalty to hit 
  objects that are at short range and within melee range, have difficulty reading 
  without visual assistance and have a -2 penalty applied when trying to figure 
  out new items. 
   
  Radiated Energy: The mutant is capable of storing energy gained during 
  radioactive exposure. While storing energy gained from radiation exposure, the 
  mutant will give off a faint glow. For every turn spent in a radioactive area over 
  Intensity Level 12, the mutant can emit a blast of heat from one part of their 
  body with a range of 20 feet every turn. This blast will do 4d6 damage. 
   
  If the mutant is in physical contact with another creature, three times per 
  day (as long as it has been within an Intensity Level 12 area for at least an 
  hour) the mutant can emit a high intensity heat wave which will inflict 6d6 
  damage upon the creature touching it. 
   
  Sensory Deficiency: The effect of this mutation is that the mutant lacks a 
  particular sense. The GM will need to work out penalties on a case-by-case 
  basis. It is suggested that this mutation be restricted to the following senses, 
  which can be determined randomly: 
   
  Roll 
  Sense 
  1 
  Vision 
  2 
  Hearing 
  3 
  Taste 
  4 
  Touch 
  5 
  Smell 
  6 
  Direction 
   
  Susceptibility: The mutant suffers twice the normal amount of damage, or 
  effects last for twice the normal duration from one of the following types of 
  attacks: 
   
  Roll 
  Mood 
  1 
  Gases 
  2 
  Paralysis 
  3 
  Electricity 
  4 
  Heat 
  5 
  Cold 
  6 
  Sonics 
   
  Thick Skinned: The mutant’s skin is far thicker than normal for its species. This 
  has the effect of improving the mutant’s Armor Class by 2, but reducing its 
  Dexterity by 1. The mutant also treats their Constitution as being 2 points 
  higher when resisting paralysis attacks. 
   
   
  MENTAL MUTATIONS 
   
  Blood Fury: A creature with this mutation must make a Mental Resistance 
  check whenever they suffer an injury, or they will retaliate. If in combat, and 
  they fail the check, they will attempt to close with an opponent and inflict as 
  much damage as possible. All melee attacks during this time do an additional 3 
  Hit Points damage. They will not surrender after failing the check, and will not 
  retreat. The fury will subside once until all opponents are dead, but there is a 1 
  in 6 chance that they will not realize who their allies are and continue fighting. 
   
  Clarity: This mutation has a ten yard range, but is more powerful if used while 
  in contact with a creature (treated as though the mutant’s Mental Resistance 
  score is 2 points higher). This mutation will abate fears, confusion and rage that 
  are a result of a mutation or mental attack. The mutant must succeed against 
  their target in a normal mental attack. 
   
  Fear Impulse: The mutant suffers from an irrational fear of something. If 
  confronted with the object of their fear, the mutant must make check versus 
  their Leadership potential on the Doing Things Table. The GM determines the 
  difficulty level, as appropriate to the circumstances. For example: A small 
  trapdoor spider might be considered a Difficulty Level 6 check, but a Black One 
  might be a Difficulty Level 18 check for a mutant with a fear impulse of 
  arachnids.  
   
  The GM can choose from the following list or roll 3d6 to determine the 
  object of the mutant’s fear: 
   
  Roll 
  Object of Fear 
  2 
  Avians 
  3 
  Arachnids 
  4 
  Canines 
  5 
  Felines 
  6 
  Intelligent Animals 
  7 
  Mutants 
  8 
  Robots 
  9 
  Computers 
  10 
  Electricity 
  11 
  Heights 
  12 
  Water 
  13 
  Intelligent Plants 
  14 
  Large Animals 
  15 
  Amphibians 
  16 
  Reptiles 
  17 
  Open Spaces 
  18 
  Darkness 
   
  Mental Block: The mutant is unable to acknowledge or fathom the existence of 
  a particular creature or object type. The mutant may see the subject of the 
  block, but ignore it completely, or avoid it. If confronted directly, the mutant will 
  become confused (treat this as though the mutant has been attacked using the 
  Confusion mutation by a creature with a Mental Resistance of 14, as listed  in 
  the Metamorphosis Alpha rulebook Page 96). The subject of the block can be 
  selected from the list below or rolled randomly: 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  10 
   
  Roll 
  Block Type 
  1 
  Specific species of creature or mutant 
  2 
  Robots 
  3 
  AIs 
  4 
  Intelligent Plants 
  5 
  Intelligent Animals 
  6 
  Aliens/Other 
   
  Predator Shield: This mutation creates an invisible field of energy completely 
  surrounding the mutant, just inches from its body. The shield is only effective 
  against creatures that are natural predators of the mutant. The force field will 
  absorb 60 points of damage before collapsing. While this mutation is in use, the 
  mutant can’t do anything else but concentrate on the force field. The field can 
  be maintained for ten minutes and can be used up to three times per day.  
   
   
  MA1E TO MA4E 
  CREATURES AND MUTANTS PART 2 
   
   
  This issue we cover a number of other commonly encountered, classic 
  era creatures on the Starship Warden. Over the years since the Warden 
  encountered the Id and their alien allies, some species have come and gone, 
  and the remaining creatures are generally tougher and better equipped to 
  survive on the Starship Warden, having developed societies, such as in the 
  case of the Wolfoids, or gained additional mutations, such as precognition in 
  the case of the Winged Biter. However, some mutations have crept into the 
  gene pools that are less beneficial over the years. 
   
   
  The descriptions below provide guidance on the score ranges that these 
  creatures may have. Of note, hit points for these creatures are rolled using the 
  CN score, while the hp stat lists any modifications to that roll, as a result of 
  mutations that the creature may have. 
   
  Enjoy, 
   
  Craig J. Brain 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bearoid / Golden Bear (Mutated Grizzly Bear) 
  CN 
  4d6+3 
  D 
  2d6 
  LP 
  1d6+8 
  MR 
  1d6+9 
  RR 
  2d6+5 
  hp 
  x 1.0 
  AC 
  18 
   
   
  Runs: 
  15 yards per second 
   
  Mutations: Heightened Intelligence x 2, Teleportation, Precognition, Telepathy, 
  Mental Control, True Breed, New Body Parts (Manipulative Paws), Speech, 
  Poor Vision: Nearsightedness*, Susceptibility (Gases)*, Susceptibility 
  (Paralysis)* 
   
  Attacks: 2 x WC 19 Omnivore Large Foreclaws 
   
   
  1 x WC 19 Omnivore Bite 
   
   
  1 x weapon 
   
  Skills: Combat: Unarmed, Combat: Primitive: Melee, Combat: Primitive: 
  Ranged, Hunting, Stealth, Survival, Tracking 
   
  Description: This creature is about 12 feet tall, is intelligent and is known to be 
  very curious, often found exploring new areas of the Starship Warden. These 
  mutants are particularly vulnerable gas and paralysing attacks. While Bearoids 
  retain their natural weapons (bites and claws - damage as per the 
  Metamorphosis Alpha rulebook Page 87), they prefer using bows and clubs in 
  battle, but are also known to be partial to advanced weaponry when they can 
  get it. 
  Bearoids have 8 points to allocate in Skill Levels with no skill score 
  being higher than 2 levels. 
   
  Unicorn (Mutated Horse) 
  CN 
  4d6+5 
  D 
  1d6+6 
  LP 
  1d6 
  MR 
  1d6+2 
  RR 
  2d6+5 
  hp 
  x 0.6 
  AC 
  10 
   
   
  Runs: 
  21 yards per second 
   
  Mutations: True Breed, Shorter x 2, Immunity (Radiation), Radiated Energy*, 
  New Body Part (Horn) 
   
  Attacks: 1 x WC 20 Medium Horn 
   
   
  2 x WC 21 Hooves (1d6 damage) 
   
  Description: This creature is about 3 feet tall, with a horn projecting from its 
  head (damage as per the Metamorphosis Alpha rulebook Page 87), and skin 
  that gives off a silvery light. Using its Radiated Energy mutation, the Unicorn 
  can emit a blast of heat from its horn with a range of 20 feet every turn. This 
  blast will do 4d6 damage. The Unicorn is immune to radiation and therefore 
  able to spend sufficient time in radioactive areas to regain any energy 
  expended when it uses its Radiated Energy attack. When any being tries to 
  touch or tame a Unicorn, (as long as it has been within an Intensity Level 12 
  area for at least an hour that day) the mutant can emit a high intensity heat 
  wave which will inflict 6d6 damage upon the creature touching it.  
  Unicorns are hardy creatures and when exposed to poisons, the poison is 
  treated as being 2 Intensity Levels lower. Because of the nature of the beast, it 
  lives in or near centers of high radiation. 
    
  Pegasus (Mutated Horse) 
  CN 
  4d6+5 
  D 
  1d6+6 
  LP 
  1d6 
  MR 
  1d6+2 
  RR 
  2d6+5 
  hp 
  x 0.6 
  AC 
  8 
   
   
  Runs: 
  21 yards per second 
  AC 
  3 
  D    1d6+11 
  Flies: 
  21 yards per second 
   
  Mutations: True Breed, Shorter x 2, Wings, Thick Skinned, Predator Shield* 
   
  Attacks: 2 x WC 21 Hooves (1d6 damage) 
   
  Description:  This creature is about 3 feet tall and usually white in color. It is 
  much lighter than its non-mutated cousin because of its hollow bone structure. 
  This feature makes it very fragile, but nature has provided for this by giving the 
  creature an unusually tough skin that is extremely difficult to pierce. While in 
  the air, this creature is far more dexterous than on the ground, and a far more 
  difficult target to hit.  
  These creatures can be domesticated but due to their small size, only 
  very small intelligent beings can take advantage of this fact. This flying creature 
  has never been known to be attacked by any other flying creature. Its feathered 
  wingspan is approximately 5 feet across and it attacks using its hooves. 
   
  Jeget (Mutated Jaguar) 
  CN 
  2d6-1 
  D 
  3d6+2 
  LP 
  1d6+12 
  MR 
  1d6+13 
  RR 
  2d6 
  hp 
   
  AC 
  19 
   
   
  Runs: 
  30 yards per second 
   
  Mutations: True Breed, New Body Parts (Manipulative Paws), Speech, 
  Susceptibility (Poison)*, Heightened Intelligence x 3, Confusion, Levitation, 
  Telepathy, Precognition, Force Ladder, Telekinesis, Force Field Generation, 
  Fear Impulse (Intelligent Plants)* 
   
  Attacks: 2 x WC 19 Carnivore Large Foreclaws 
   
   
  1 x WC 19 Carnivore Bite 
   
  1 x weapon 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  11
   
  Skills: Combat: Unarmed, Combat: Primitive: Melee, Combat: Primitive: 
  Ranged, Hunting, Stealth, Survival, Tracking 
   
  Description: Jegets came from the large pride of jaguar being raised on the 
  Warden. They bred true after wildly mutating, becoming highly intelligent and 
  highly capable. Only 2 feet long, these bipedal creatures have powers far 
  exceeding their small stature. Jegets can use weapons, but prefer to hunt prey 
  using their natural weapons (damage as per the Metamorphosis Alpha 
  rulebook Page 87) as a display of skill. When outmatched, they will not hesitate 
  to use heavier weaponry. Jegets have 9 points to allocate in Skill Levels with 
  no skill score being higher than 3 levels. 
   
  Dart Creature (Mutated Porcupine) 
  CN 
  1d6+3 
  D 
  2d6+3 
  LP 
  1d6+2 
  MR 
  1d6 
  RR 
  2d6 
  hp 
  x 1.0 
  AC 
  16 
   
   
  Runs: 
  6 yards per second 
   
  Mutations: True Breed, Taller, Quills, Poison Glands 
   
  Attacks: 1d6 WC 19 Poison Quills (1d6 damage, plus poison) 
   
  Description:  This beast appears as the non-mutated cousin, but its quills are 
  much different. These are hollow and filled with a toxic poison. Due to the sheer 
  number of quills, the Intensity Level of the poison will remains at intensity level 
  15, rather than being reduced with use. The creature is able to cast 1d6 of 
  these a range of 10 yards once per melee turn. Quills that miss the target ooze 
  red, blood-like poison that becomes harmless after two hours of exposure to 
  air. 
   
  Thief Beast (Mutated Raccoon) 
  CN 
  1d6+2 
  D 
  3d6 
  LP 
  1d6 
  +12 
  MR 
  1d6 
  +12 
  RR 
  2d6 
  hp 
  x 1.0 
  AC 
  19 
   
   
  Runs: 
  7 yards per second 
   
  Mutations: True Breed, Heightened Intelligence x 3, Heightened Brain Talent, 
  New Body Parts (Manipulative Paws), Speech, Telepathy, Illusion Generation, 
  Telekinesis, Repulsion Field, Empathy, Light Generation 
   
  Attacks: 1 x Weapon 
   
  Skills: Animal Training, Combat: Small Arms, Hunting, Medicine Primitive, 
  Medicine: First Aid, Riding: Animal, Stealth, Survival, Tanning, Tracking 
   
  Description:  This highly intelligent creature uses it mental mutations to create 
  illusions that will be the most effective in frightening its enemies. It has 
  manipulative paws which allow it to use many devices designed for human 
  hands and it can generate a dazzling light from its skin. It constantly seeks out 
  technological devices and studies them. Of all the animal mutations of the ship, 
  it uses these devices the most. The Thief Beast is also known to tame smaller 
  to mid-sized animals for mounts. 
   
  Winged Biter (Mutated Python) 
  CN 
  1d6+2 
  D 
  2d6 
  LP 
  1d6+4 
  MR 
  1d6+4 
  RR 
  2d6 
  hp 
  x 1.0 
  AC 
  18 
   
   
  Flies: 
  25 yards per second 
   
  Mutations: True Breed, Wings, Immunity (Poison), Immunity (Paralysis), 
  Heightened Intelligence, Precognition, Poison Glands 
   
  Attacks: 1 x WC 20 Omnivore Bite, plus poison 
   
  DescriptionThis snake averages only 3 feet in length with a feathered 
  wingspan of 4 feet. This snake is resistant to all forms of paralysis, and poison. 
  This snake is omnivorous and has a poison bite (Intensity Level 13). It displays 
  the power of precognition not just when it is concentrating on that power, but all 
  the time without the seeming need to concentrate. When it is in its early 
  developing state it is possible to tame it and use it for protection, as it will 
  always give warning before an attack. Its favourite egg-laying place is on or 
  near a mirror oak. 
   
  Wolfoid (Mutated Timberwolf) 
  CN 
  2d6 
  +10 
  D 
  2d6+4 
  LP 
  1d6 
  +11 
  MR 
  1d6 
  +13 
  RR 
  2d6+4 
  hp 
  x 1.0 
  AC 
  19 
   
   
  Runs: 
  14 yards per second 
   
  Mutations: True Breed, Taller x 4, New Body Parts (Manipulative Paws), 
  Speech, Regeneration, Radiated Eyes, Heightened Intelligence x 4, Energy 
  Reflection (Radiation), Energy Reflection (Laser Light), Energy Reflection 
  (Electrical Energy), Energy Reflection (Paralyzation), Sensory Deficiency 
  (Touch)*, Immunity (Contact Poison) 
   
  Attacks: 1 x WC 19 Carnivore Bite 
   
   
  1 x weapon 
   
  Skills: Animal Training, Combat: Unarmed, Combat: Blade, Combat: Primitive 
  Melee, Combat: Small Arms, Hunting, Medicine Primitive, Medicine: First Aid, 
  Riding: Animal, Stealth, Survival, Tanning, Tracking 
   
  Description:  This biped stands about 8 feet tall** and has manipulative paws, 
  allowing it to use tools and weapons designed for humans. A Wolfoid’s fur 
  reflects nearly all types of energy and the creature is immune to contact poison. 
  Wolfois are intelligent, and can regenerate damage at a rate of 1 point of 
  damage for every 3 points of Constitution (rounded up to the nearest multiple of 
  3) every 10 minutes. Wolfoids have no sensory nerve endings and many have 
  taken to wearing heavy plant fiber clothes to prevent being injured and not 
  knowing it. This race has been able to master many of the mutated beasts and 
  use them as guards and protectors, which they surround their living area with. 
  Wolfoids have 9 points to allocate in Skill Levels with no skill score being 
  higher than 3 levels. 
   
   
  * New Mutation from The Botanist’s Guide to the Starship Warden 
   
  ** In MA1e this was originally listed as 4 feet, however in play this never 
  seemed to be the case and I have opted for 8 feet as per MA4e. 
   
   
  NEXT ISSUE 
   
   
  We hope you enjoyed this issue. The contents of the next issue should 
  (but may not due to unforeseen circumstances) include the following: 
   
  MA1e to MA4e Creatures and Mutants Part 3 
  Alien Autopsy Report: The Stone Aliens 
  Skills in 2525 
  Another map by Ryan Wolfe 
  News and previews of future MA products 
   
   
  If you have any suggestions or submissions for articles, please contact 
  me.  
   
  Craig J. Brain 
  Editor 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  12 
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  13
     
   
  MUTATED ANIMAL 
  CHARACTER SHEET 
   
  NAME: 
  SPECIES: 
  CN 
   
  D 
   
  MR 
   
  RR 
   
  LP 
   
  AC 
   
  hp 
   
  Luck 
   
  Weight: 
   
  Primary Move: 
   
   
  MUTATIONS: 
  Mental: 
  Physical: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attack Type: 
  Size: 
  Damage: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Skill: 
  Level: 
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Origins: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  General Information 
   
   
  Equipment: 
   
  Weight: 
  Uses / 
  Charges: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  14 
   
  MUTATED PLANT 
  CHARACTER SHEET 
   
  NAME: 
  SPECIES: 
  CN 
   
  D 
   
  MR 
   
  RR 
   
  LP 
   
  AC 
   
  hp 
   
  Luck 
   
   
  MUTATIONS: 
  Mental: 
  Plant: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attacks: 
  Damage: 
   
   
   
   
   
   
   
   
   
  Fruit: 
  Effect: 
   
   
   
   
   
  Skill: 
  Level: 
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Origins: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  General Information 
   
   
  Equipment: 
   
  Weight: 
  Uses / 
  Charges: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  15
   
  MUTATED PLANT 
  CHARACTER SHEET (ALT) 
   
  NAME: 
  SPECIES: 
  NATIVE TERRAIN: 
  CN 
   
  D 
   
  MR 
   
  RR 
   
  LP 
   
  AC 
   
  hp 
   
  Luck 
   
   
  MUTATIONS: 
  Mental: 
  Plant: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attacks: 
  Damage: 
   
   
   
   
   
   
   
   
   
  Fruit: 
  Effect: 
   
   
   
   
   
  Skill: 
  Level: 
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Origins: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  General Information 
   
   
  Equipment: 
   
  Weight: 
  Uses / 
  Charges: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Useage: 
   
  Preparation: 
   
   
  Season: 
   
  Shelf Life: 
   
  Storage 
  Requirements: 
   
   
  Use By: 
   
  Spoilage: 
   
   
   
  Useage: 
   
  Preparation: 
   
   
  Season: 
   
  Shelf Life: 
   
  Storage 
  Requirements: 
   
   
  Use By: 
   
  Spoilage: 
   
   
   
  Notes: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Metamorphosis Alpha Journal & Online Resource 
  © 2006 James M. Ward 
  16 
   
   
   
   
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Metamorphosis Alpha Major/Metamorphosis Alpha Major Issue 3.pdf