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Metamorphasis Alpha

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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:

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