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1. Make minor level alterations: block corridors with rubble, make new passages, fill in rooms<br />
that were empty.<br />
2. Replace already located monsters with new ones.<br />
3. Add new monsters where none existed before.<br />
It has been previously stated that a player can usually move 2 miles in one full turn. This can be<br />
further subdivided into 4 movement turns in which a player can move one-half mile. Time must<br />
be taken to rest, so for every 4 full turns of constant action the player must rest I full turn (I<br />
hour). Melee or combat turns are explained in another section and they last 10 seconds.<br />
It is necessary to carry a light source (torch, etc.) in the forested areas of the ship for travel in the<br />
night cycle. Travel in the nonplanted areas of the ship is automatically lighted by the main ship's<br />
computer.<br />
Monsters (mutations) will usually attack and/or pursue any player they sense, with the exception<br />
of a monster that is intelligent enough to run from a superior party or the player being similar to<br />
the mutation. There is no chance of avoiding a monster if the monster has surprised a player or<br />
group. If the players are not surprised and decide to flee, the monster will continue to pursue in a<br />
straight line. When a corner is turned, a door passed through, or an inclined plane taken, the<br />
monster will only follow on a roll of a 1 or a 2 on a six-sided die. Distance between men and<br />
monsters will open or close according to the relative speeds of monster and man determined by<br />
the encumbrances a man has (armor, devices carried etc.) and the speed given for the monster. A<br />
man with no encumbrances normally moves 12 yards in 1 melee turn.<br />
TREASURE ITEM LIST FOR THE SHIP<br />
A list of possible items to place on the levels of the ship, both technological and mutated, is<br />
given to aid the referee. The list should not be considered an end in itself, but a starting point for<br />
the prospective referee or campaigner who is imaginative. These items should be guarded by<br />
various creatures or hazards in most cases.<br />
In no way should a game judge feel bound by this list, or any other within this book. The<br />
information contained herein gives a wide basis for campaigns, but individual referees will enjoy<br />
adding their own ideas for specific parts of their own campaigns.<br />
TECHNOLOGICAL:<br />
01: Solar Cells (1-10)<br />
02: Chemical Cells (1-10)<br />
03: Hydrogen Energy Cells (1-10)<br />
04: Disruptor Pistol, Protein<br />
05: Disruptor Pistol, Metal<br />
06: Shield Attachment<br />
07: Paralysis Rod<br />
08: Paralysis Dart<br />
09: Paralysis Dart Ejector<br />
10: Paralysis Dart Charger