Metamorphosis Alpha RPG Preview (5820418)
Metamorphosis Alpha RPG Preview (5820418)
Metamorphosis Alpha RPG Preview (5820418)
Warden
Metamorphosis
Alpha
Welcome aboard the starship
! This volume
Warden
Science Fiction
Metamorphosis Alpha is all about science fiction.
Characters can discover suits of powered armor, blaster
rifles, and artificial intelligence gone haywire. The
action takes place aboard a generation ship carrying
thousands of colonists in suspended animation, set
to travel for countless years until the ship reaches its
destination. Mutagenic energy has given humans,
animals, and even plants altered appearances, strange
miles wide; some areas are open and vast, while others
are crammed with tight corridors and maintenance
hatches. Most aboard the ship dont understand the
true nature of their world, but for the curious and
determined there are countless secrets to uncover and
technology to master. Understanding mutant breeds
can make the difference between life and death, as can
understanding your own mutant powers. In the future
the true secrets of the ship will be uncovered and the
keys to its control might be mastered.
INTRODUCTION
4
enjoyed support from the fans and in early issues of
Dragon magazine, eventually inspiring an entire world
filled with mutants and technology. In the 1990s, TSR
published Metamorphosis Alpha to Omega, marrying the
concept to a new set of game rules.
In 2002, the Starship Warden was launched again
with its original creator at the helm. Fast Forward
Entertainment published a third edition in hardcover,
which marked a return to a system closer to its original
game rules. Those ideas were pushed forward in 2006
with the fourth edition published by Mudpuppy
Games. Fourth edition pushed the story of the Warden
forward when the vessel crashed into an asteroid
possessed of a fungus-based intelligence, and alien life
began to invade the ship.
What
You Need
Besides the copy of the game youre reading right
INTRODUCTION
6
The shaman told Scar-lock that to prove his worth as
future leader of the tribe, he must journey farpast the
wolfoid packs, through the field of leechvines, and risk
unknown dangersto reach the Great Eye. Looking into
the Eye is to risk madness as a price for wisdom. Scar-lock
was young, brave, and foolhardy; of course, he agreed. He
only needed to know where it was he could find this Great
Eye. The shaman gestured with withered, webbed fingers
and said in a harsh whisper, At the wall at the end of the
world.
The world of Metamorphosis Alpha is the starship
Warden, or at least whats left of it. Constructed and
launched as a vast colonization ship, the Warden left
Earth in search of a new planet. With all environments
and life of Earth held inside its hull, the Warden
was ready to populate a new world full of hope and
promise. However, something happened. Something
bad. Perhaps no one truly knows the answer, or maybe
the secret is hidden somewhere within the ship waiting
to be found. Whatever disaster befell the Warden killed
many of the humans, plants, and animals living on its
many decks. Of those who survived, most were forever
mutated, with each subsequent generation evolving
stranger and stranger. While horrible defects continue
to crop up, many mutations offer fantastic powers that
help the mutants survive on a tiny world of decreasing
resources and increasing danger.
The disaster left the computer systems
malfunctioning and the Warden adrift. Artificial
intelligence still maintains the primary life support and
auxiliary systems aboard the ship, but it is unable to
properly identify mutant lifemaking encounters with
robots and androids unpredictable at best and a brush
with metallic, laser-wielding death at worst.
Somewhere within the bowels of the ship,
military personnel and supplemental crew are held
in cryogenic stasis, intended to be awakened in the
event of emergency. If those systems were damaged or
mishandled by the computers, the humans inside could
be dead or suffer serious problems when roused from
their long slumber.
This is the world of the starship Warden. Within its
walls are all the hopes, dreams, and wonder of mankind
and life on Earth. However, danger, madness, and death
are dealt with equal measure.
OUR
CHAPTER
WORLDONE
HAS WALLS
7
Life
on the Warden
Warden, the first colonization starship, left the Trans-
8
Safety
CHAPTER ONE
Tech
by James M. Ward
If the characters are pure strain humans,
robots and androids are often respectful
and very willing to help, so there is little risk.
If the characters are mutants of any type,
the robots and androids can be deadly and
instantly attack, so there is great risk. Either
way, new weapons must be found or taken
from others who clearly dont need them
enough.
One of the great fun elements of the
game is learning how to use ultra powerful
weapons and equipment. Clearly a primitive
tribesman doesnt know how to use a selfcontained toaster, and they may end up
believing this toaster is a deadly heat ray
device. The same situation can happen as a
character picks up a powerful fusion blaster
rifle. Taking a risk on learning how to use
this weapon can have the adventurer shoot
himself in the chest or have him figure out
a way to send a beam of energy through a
twelve inch wall of steel.
Even when the tribesman has learned
how to use the most dramatic of power
armor with massive energy weapons, it
may not be enough. In Metamorphosis Alpha,
you could be destroying whole jungles full
of creatures and be instantly laid low by a
seven foot tall rabbit that turns all of your
armor and fine equipment to soft gray
rubber.
that can only be magic and deal with powers he is illequipped to face. His flint-tipped spear may not keep
him alive past the next hill.
Through discovery, trade, combat, and sheer luck,
a character might acquire fantastic tech weapons and
the know-how to use them properly. As she advances
9
in skill and equips herself for exploration and battle,
she might become just as feared as that first pack of
wolfoids. But one should never get cocky, for the next
mutant could have powers that reduce her mighty arms
to rubber and leave her mind a quivering mass of jelly.
Sometimes the smartest thing to do in a fight is to turn
and run hard and fast in the opposite direction.
Adventuring
Where To Next
11
You want to fire a laser pistol at the charging wolfoid
and then use your mutant levitation ability to escape
before the rest of the pack tears you to shreds. Action
is often fast and furious aboard the Warden, and the
System 26 game rules are designed to reflect that. The
basics of the game are easy to learn, and it doesnt take
long to resolve actions quickly and get on with the
adventure.
Whether the actions are taken during the heat of
combat, the tension of negotiations, or the frustration
of puzzling out tech artifacts, the basic rules of the
game are the same. Youll be grabbing some dice
and using the rolls to determine success or failure.
In a moment youll know whether you blasted
your enemys face off, won over a potential ally, or
accidentally detonated an explosive. Uncertainty is part
of the fun, and failure can often be as interestingand
potentially hilariousas success.
Only one person at the table is required to have a
detailed knowledge of the rules, the Referee. While
being a game guru is never a bad thing at the table
(unless you try to be an obnoxious know-it-all), if you
learn the material in this chapter youll be prepared to
adventure aboard the Warden.
The main elements to learn are how to interpret the
information on your character sheet, how many dice to
roll for an action, and how to read success or failure so
the referee can tell you what happens next. Once you
learn the basic game rules, you can either jump right
into playing with your friends or read other sections of
the book. If you want to create your own character, that
information is in the next chapter.
Players
There are central characters at the heart of any good
Referee
While each player usually has only one character,
BASIC GAMEPLAY
12
Dice
The S
2d
...indicates rolling two dice. The dice you roll to
generate results in the game are called a dice pool, even
if you only use one die for a particular action.
Basic Roll
CHAPTER TWO
Character
Sheet
We talked about characters a bit by discussing
Stock
13
Traits
Mutations
Traits
Qualities
Actions
Whether youre swinging an axe at a mutated
Action Points
BASIC GAMEPLAY
14
adventure with 2 points and spends them as chosen
during play. They can be earned during an adventure
by succeeding at impressive actions, coming up with
crazy plans, great roleplaying, and other rewards as
determined by the referee.
Easy: 3+
Average: 4+
Hard: 5+
If the action is easy, any die roll above a 2 (i.e. 3 or
higher) scores achievements. If its average, a 4, 5 or 6
earns them. A hard action only gets an achievements
when a 5 or 6 is rolled.
CHAPTER TWO
Enhancements
15
1 Enhancement
2 Enhancements
3 Enhancements:
Botching
Complex Actions
BASIC GAMEPLAY
16
how long it takes for you to succeed. Take too long and
the point may be moot, or you could screw up so badly
that youre forced to give up.
The threshold is the number of achievements
necessary to complete the complex action. Once the
threshold has been reached, the action succeeds
assuming you made it in time.
An increment is determined by the referee and
represents how much time elapses with each roll.
The increment could be a combat turn (3 seconds),
a minute, an hour, or even longer for something
truly complicated. Difficulty and the dice pool are
determined the same way as with simple actions, but
now achievements are tracked and accumulate with
each increment.
If you botch during a complex action, your entire
attempt is a failure. The referee will let you know the
consequences and if starting over is even an option. Just
like normal botching, an action point can transform the
roll into ordinary, boring failure for that increment.
Nuts
& Bolts
The basic gameplay here is just enough to get you
Staying
Alive
The starship Warden is a dangerous place. Fire,
Where to Next?
CHAPTER TWO
After
the Preview
The preceding pages are an early sneak-peek of the