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SPECIAL MOVEMENT TABLE<br />
Spaces Moved per Melee Round<br />
Human/Humanoid Normal Evasive Charging<br />
No armor 6 10 12<br />
Furs, shield, or leather 6 8 10<br />
Leather & shield 5 7 9<br />
Plate armor 4 6 8<br />
Plate & shield 4 5 8<br />
Duralloy armor 4 5 7<br />
Mounted, aerial and vehicular/robotic movement is not given. If robotic movement is desired<br />
equate yards to meters and then cut speed to one-tenth. For example, a standard robot traveling<br />
96 kilometers per hour travels 96,000 yards per hour, 16,000 per ten minutes, 1,600 per 1 minute,<br />
or 267 yards per 10 second melee round. This converts to 13 spaces per turn.<br />
DISTRIBUTION OF MONSTERS (MUTATIONS) AND TREASURE<br />
As a general rule, in the nonforested areas there will be more uninhabited space than space<br />
occupied. The determination of just where the “monsters” should be placed, and whether or not<br />
they will be guarding treasure (useful things) can become burdensome when the referee is faced<br />
with several to do at one time. It is a good idea to carefully place some of the best treasures<br />
(useful things) with or without guards in hard-to-find places in one or two of the levels and then<br />
add a few random items in the balance of the level using a 6 sided die:<br />
1-2 indicates a monster in the area only<br />
3-4 indicates a monster and a small treasure<br />
5 indicates a monster and a good treasure<br />
6 indicates a very strong monster and a good treasure<br />
20 or 30 separately placed things are more than enough on any given level.<br />
It should be noted that there is a tendency on the part of a new referee to fin the areas with many<br />
treasures, making for an unbalanced game with players that are so strong they easily beat all<br />
monsters. This is a dull, self-defeating situation!<br />
Treasure can be defined as many things: devices, the standard monetary unit common to both<br />
mutations and man alike, things like furs, or even knowledge of devices and other things. Note: a<br />
player cannot shoot a gun on board ship just because he or she can in real life! The player must<br />
learn how first. If trial & error is used, this may take up to 6 months time.<br />
As mutations (monsters) inhabiting rooms, spaces and corridors on a level are destroyed, the<br />
level will become drab and dull. Also, players will make fairly accurate maps of the area so it<br />
will be changeless in this way too. The revamping of such areas is recommended and methods<br />
are suggested: