RED DWARF MEETS

METAMORPHOSIS ALPHA™

(AKA…..When Murphy met Holly)

What would happen if the boyz from the RED DWARF met up with the STARSHIP WARDEN from Metamorphosis Alpha fame? Indeed that would be interesting as the two game worlds seem to have a lot in common. A huge spaceship lost in space after a major near fatal Radiation disaster. The surviving life-forms have mutated or evolved into higher organisms. Life has run amok. The only major difference is the poor smegheads on the WARDEN don’t have a supply of curry (poor, poor, poor bastards!).

So I took the scanned text of the original Metamorphosis Alpha TSR game by James M. Ward off the Internet & altered & edited it down for Red Dwarf use. This is a not for profit fan page & no copyright infringement is intended. Indeed I recommend the reader buy the new Metamorphosis Alpha to Omega game over at www.rpgshop.com . I also recommend as important resource material the new GAMMA WORLD, ATOMIC CYBER TECH, EARTH AD, & THE COLONIES (the later two by www.pigames.net) for information on mutations & nanotech that would be compatible with the DEEP7 XPG system.

There is a lot of potential in a RED DWARF Vs STARSHIP WARDEN encounter. 1) The gang could be sent to the WARDEN on a Canary Mission or MURPHY the Warden’s AI & the Female version of Holly could fall in love. Or the male Holly & Murphy may have a score to settle with each other over a female computer they both loved at one time. 2) STARBUG could be damaged & have to make an emergency landing on the WARDEN. Now the RED DWARF posse must explore this dangerous vessel, find the needed spare parts for & avoid the Cybernetic Mutant Monkey Horde who fight with Laser Pistols & their own poop! 3) Or they could all just be smegging bored playing Unicycle Polo & have nothing better to do so they decide to explore this ship the Cat smelled near by. Who the smeg cares? Have fun with it!

 

INTRODUCTION

Mankind’s urge to explore and expand their frontiers finally caused another push into the vastness of space - first interplanetary, then interstellar. By the 23rd Century a great migration wave was spreading out from Old Terra to the hundreds of inhabitable S-3 worlds in the Milky Way Galaxy which had been created by proceeding Robot & GELF terraforming Star Fleets. During the next hundred years colonization ships of all types and descriptions went out to the stars, bearing seedling colonies seeking a better life as well as a chance to build New & improved Indian Restaurants. Many found their new homes - for better or for worse - but for one reason or another scores of these starships never reached their destination. This game is based on just such an event, the fate of a colony ship which became lost & had the misfortune of running into the greatest bunch of gimboids in the galaxy!

The Starship Warden was created from the designs used in the United Western Starship Cartel program, and with additional support from the SpaceCore construction began at the Trans-Plutonian Spaceyards in 2277AD. The design was the most ambitious ever attempted, the blueprints calling for a vessel of tremendous size using a new metal alloy of tensile strength previously unknown. The ship was an incredible 50 miles in length, with a width of 25 miles, and a height of eight and one-half miles. Additional levels above and below the central one brought the total number of decks to 17. Starship Warden required 11 years to complete, and it did not leave the Sol System until 2290 because of the effort required outfitting such a huge vessel. This starship contained complete Earth-like environments, and the colonists were not rigidly screened for the expedition, for it was held that Warden’s accommodations would place few physical or psychological stresses upon colonist or crewman.

A description of the starship’s levels, as well as some of the smeg typically found on each, follows. The vessel was basically given over to large, open areas, with a simple system of electronic locks used to insure that colonists did not stray into command or possibly harmful areas. With its cargo of the flora and fauna of Earth, 1½ million colonists, and 50,000 crew members, the wonder of the Interstellar Colonization Age set forth to found a new world many light years from its old home.

DISASTER:

Some one-third of the way to the planetary destination, which had been selected for Warden stretched the very fringe of a cloud of space radiation. This cloud had been charted and analyzed, so that Warden’s captain was aware that he was to plot a course to avoid any possible danger. Somehow the vessel came too close to the radiation, and the cloud contained disaster. The energy given off at the fringes of this celestial hazard was foreign to all previously known radiation types. At the last minute the Captain ordered the Navigation Officer to activate the Ship’s untested Hyper-Drive Engines in order to escape, which promptly malfunctioned from the new radiation & began to hurl the Warden through Time & Space. As if their luck wasn’t bad enough an unknown explosion in the bio-labs unleashed bio-mutagens & rogue nanobots through out the ship. The effects on the ship itself & crew were startling. The worst hit had been the colonists onboard, and most of the human beings exposed to the radiation simply turned into piles of calcium with no advanced warning. Hardest hit also where the flora and fauna that underwent awful mutations, if they even survived at all. Even some of the vessel’s systems were affected, and unstable, radioactive areas were caused from the cloud’s radiation & the spillage of bio-mutagens. The humans who survived the initial exposure discovered too late that life forms in their natural setting - such as the ecologically prepared forest areas and the like - seemed to have the greatest resistance to the effects of the radiation. A few of the crew and colonists then took to living in the huge parks of Warden. A handful remained who tried to restore sanity and order to the starship. They failed.

Life became a struggle merely to survive for those few humans that were left. In this struggle all knowledge of the ship’s mission or even the fact that the humans were on a starship at all was lost. Ship’s systems were maintained in a minimum operative state by the vessel’s main 11th generation AI computer MURPHY with an IQ of 8,000, and the Mechanoids that were operating at the time of the cloud’s entrance into the starship.

One bizarre phenomenon that had developed was the rogue nanobots somehow transformed the hyper-drive engines into a combination stardrive/time machine. So every time the Ship made a jump to Hyperspace they would arrive at their destination either in the distant past or the far future. This has frustrated Murphy to no end. Every time He would try to jump back to Earth He would at best arrive no later than 100,000 BC. (In fact the last time He jumped back to Earth the gravity well he generated displaced an asteroid that promptly struck the Earth & killed all the dinosaurs.) Hundreds of years of real time had passed on the WARDEN & the ship became little more than an interstellar flying Dutchmen. Finally the Starship WARDEN has arrived three Million years into the future circa RED DWARF era. Murphy has gone a little crazy & is now afraid to activate the Hyper-drive. Is this the RED DWARF Posse’s golden opportunity to return to Earth in the past? No because nanobots have invaded Murphy’s Navicom & he lost the coordinates for Earth (smegging bastards). Plus the nanobots took it upon themselves to "fix" the Hyper-Drive so now it can’t ravel in time anymore. The Starship WARDEN like the RED DWARF is now trapped in the far, far, far, far, far, far, far, far, far, far, far, far, far, far, far, future. SMEGGING HELL!

Meanwhile after hundreds of years of real time on the WARDEN later generations of humans lost all sense of identity & with the ship regressing into a state of savagery. Many of the humans have also mutated. Life quickly stabilized (as life has a habit of doing) with new life forms created from exposure to the unknown radiation & the bio-mutagens. The humans settled into a tribal way of life and those few that traveled and came back told of areas where the animals walked like men and plants were able to talk and move. The vessel traveled on past worlds with its safety systems preventing the ship’s destruction by crashing into a planet or burning up in the sun. It is only a matter of time until even those almost perfect systems fail and the WARDEN dies. Until that time, life continues to flourish and the Warden travels on, much changed from what it once was.

 

THE STARSHIP

 

The gigantic starship, Warden is approximately 50 miles long at its extremes, 25 miles wide, and 8½ miles tall, with an additional ½ mile high dome on the top of the ship.

The starship, is divided into 17 levels, or "decks." These levels vary in height, length and width. As a safety factor, the hull of the ship is up to a half-mile thick, but the hull is not completely solid - it is segmented with strong and thick bulwarks and contains supports, cables, conduits, machinery and other such items with paths and crawlways throughout. Access is limited to this area for engineering purposes only, and the few access points will open only for command or engineering color bands.

The floors between the levels are each approximately 330 feet thick. This area contains supports, machinery, electrical wiring systems, plumbing tubes and the like. Additionally, this area may also contain transportation systems (such as subways or transport tubes), supply transport tubes, or other such facilities. There are pathways within this labyrinth, but again access is greatly restricted, and the few entrances will admit only those with a command or engineering color band.

There is an elevator system running down the center of the ship. There are four heavy-duty cargo elevators with varying capacities of 5 tons, 20 tons, 50 tons and 100 tons. These elevators will operate only in response to the use of two color bands, either engineering or command type (two of the same, or one of each). There are 20 personnel elevators, each with a capacity of approximately 30 persons. Of these, one elevator is a top security elevator used only during emergencies and which will operate only in response to a command color band. Note: some levels may have elevator shafts passing through them, but without direct entrance or exit from the elevators, depending upon the level and security considerations. In addition, if a level was divided by a bulwark near the elevators, doors might open on one side only to allow access only to a certain area (one side of the bulwark divider). And, access to certain areas or levels might be impossible without a specific type of color hand. The personnel elevators will operate with the brown general purpose bands, though exits to certain levels may be restricted.

There may also be other elevators of a secondary nature located elsewhere connecting various levels, depending upon design considerations.

(Note the above picture is a rough size comparison between RED DWARF & the STARSHIP WARDEN).

 

EXAMPLE OF DECKS:

Level 1 (31 x 13 x ¼ miles): This level is filled with supplies destined to be used on the colony planet. There are gigantic stacks of raw materials, refined metals, plastics, glass, emergency food rations, etc. etc. Ramps and catwalks connect the stacks. Mechanoids are usually used to pick up the needed supplies. There is a large, reinforced pressure hatch on one part of the bull for on-planet removal of supplies from this level.

Entrance to this level is by the main elevators and 4 inclined planes or spiral ramps leading down to level 2. Access to this level is gained only through use of the command or security bands.

Level 2 (34 x 15 x 1/8 miles): This level is similar to level 1, but the supplies stored are more of a finished nature: electrical components, wire, machine parts, farming tools, geology equipment, land-clearing machines, prefabricated molds for home units, home accessories, etc. etc. There are also several types of computers for on-planet settling computations. Mechanoids are used in this area as on level 1.

Access to this level is by the main elevators and 4 inclined planes or spiral ramps leading up to level 1 and down to level 3. The ramps and planes have a standard width of 50 feet, and are located in the ship’s hull with entrances to and from the levels indicated. Not all levels are interconnected, however.

Level 3 (37 x 17 x ¼ miles): This level contains supplies for use in the factories on levels 4 and 5. In other respects this level is similar to levels 1 and 2.

Entrances are the main elevators, 4 ramps or planes leading up to level 2, and 1 ramp leading to level 4.

Level 4 (39 x 18 ½ x ¼ miles): This level contains mothballed factories (A) which are intended for use after arrival at the new planet. These are surrounded by an uninhabited wilderness forest area (B). Although there are no human settlements in the forest, the entire area abounds with forest animals which live among the deciduous trees and conifers. The area has a number of forest-type ecology Mechanoids which operate in the forest, and human visitors visit the area on occasion for camping and wilderness outings.

Access to the level is by the main elevators and via one ramp leading up to level 3 and down to level 5.

Level 5 (41 x 20 x ¼ miles): This level contains more factories which are designed for use after arrival at the destination planet. The factory arm are surrounded by large areas of open grasslands which form into mixed forest areas on the outer edges of the level. There are some small village settlements scattered throughout the level, each with dwelling units for up to 50 families. Forest ecology Mechanoids are also used on the level.

Entrance to the level is via the main elevators and one spiral ramp up to level 4.

Level 6 (42 x 20 ½ x 1/8 miles): This level contains features of both the engineering and ecology fields. The developed area has various laboratories for manufacturing and scientific use - metal working shops, chemical refineries (plus a secured area for chemical storage), power experimentation labs, energy generators, biological laboratories, and a large botanical growth center with variable light systems. The latter is located as a part of the mixed-forest area which surrounds the developed section. The mixed-forest area contains rolling woodland, small lakes and streams, several swamps, and a variety of flora and fauna. There are 100 engineering, 50 general purpose, and 25 of each type of ecological Mechanoid assigned to the level.

Entrance to this level is via the main elevators or by the ramp which leads down to level 7. Access is limited to those with command, security, engineering, or horticultural color bands.

Level 7 (45 x 21½ x 1/8 miles): This level is one of vast, rolling grasslands with a few widely dispersed ranches marking the prairie-like terrain. Groups of families live on these ranches, and raise cattle or sheep which feed on the surrounding areas, but the families are largely isolated. A small number of "forest" ecology Mechanoids assist with work on each of the ranches. Besides the domesticated animals, some herds of wild animals (like antelopes or buffalo) also roam on the level. Although the terrain is largely dry and the climate arid, there are some small streams on the level and numerous patches of trees nearby these sources of water.

Entrance to the level is from either the main elevators or by one ramp leading up to level 6, or either of two inclined planes down to level 8. Access to the level is possible by use of the command, security or horticultural color bands.

Level 8 (47 x 22 ½ x ½ miles): This level features extensive farmlands with rural farms and villages for those families who favor the "outdoor" life of a farm setting. One large section is a horticultural test area with botanical laboratories for various types of experimentation. The farm areas feature large crop-growing areas, interspersed with light woods, occasional lakes, and so on. Individual farms vary in size - some are for individual families, some are for groups of families, and others are complete villages. A number of "garden" ecology Mechanoids assist with tasks. Rural wildlife of varying types is also found throughout the entire level.

Entrance to the level is via the main elevators or through use of either of two inclined planes leading to level 7.

Level 9 (48 x 23 x ½ miles): This level contains administrative and security facilities and is divided into a number of parts: ship security (F), administrative/civil affairs section (G), family housing for personnel of the level a section housing small space ships for scouting missions (I), a storage area for munitions (J), and the ship’s weapon systems (K). There is a repair center for weapons systems and a supply area for items needed in each of these areas. A forested area is also prominent on this level, and features the trees and animals common to level 4 but with a greater proportion of hostile or dangerous predator type animals (such as bears, tigers, etc.)

The security section of this level includes, among other things, storage of various items in different locations: 100 deactivated security Mechanoids, extra color bands for issue as needed (10,000 brown, 250 steel gray, 250 green, 250 white, 100, red, and 50 blue-red command bands), 50 sonic disruptors ("metal" sensitive), 50 disruptor pistols ("protein" sensitive), 25 paralysis rods, 50 laser pistols, 5 laser rifles, 25 gas ejectors, 5,000 hydrogen power cells, 525 water hydrogen energy cell rechargers, 50 shield attachments, 100 clips of gas darts (25 per clip), and other lesser items (clubs, tear-gas, etc.). Access to weapons storage areas requires - a command color ring or 2 command color bands to open the special locks. The security section also includes a sizable detention area for holding up to 2,000, persons in a secured area.

Entrance to this level is restricted, and is only accomplished by the main elevators and the use of either a command or security color band. There is a, special elevator connecting this level with level 10, restricted only to use by those with a command color band.

Level 10 (16 mile diameter circle x ¼ mile ceiling): This level is the control center of the ship and has restricted entrance. It contains the command center or "bridge," the main ship’s computer and auxiliary units for complete operation of, the ship’s systems, and housing units for the personnel of this level and their families. The housing quarters are on the outer edge of the circular area and, afford a superb view of the forest/mountain area below (level 11).

The ship’s command center contains a storage section with materials selected for the control and maintenance of ground-based operations, science and engineering labs for secret work (with several attendant Mechanoids), and the master control area. The master control area is divided into 8 sections: 1) The captain’s, chair and command console, which has extensive monitors and tie-ins to every station in the area; 2) The computer science room for master programming and instant retrieval of necessary analyses; 3) The security monitoring section which ties in with a similar room on level 9 and contains monitoring screens, a computer tie-in, a secondary intraship communications system, and audio pickup recorders; 4) The intraship environmental control room with 4 general monitors, 16 specific environmental monitors, and a computer that aids in the control of intraship environments; 5) The primary engineering bay, with numerous monitoring screens for power and on-ship operation, per level telltales, and a computer for efficiency levels analysis; 6) The navigation and power section, with main navigational controls, power monitors, and a special screen for plotting the, present and future course of the ship; 7) The primary communications room with direct tine hookups to various parts of all the levels, large and small monitors, and, various display screens, 8) The emergency control area, with command of the outside ship’s offensive and defensive weapons systems, an extensive engineering tie-in to coordinate damage control, a computer for related analyses, and a special emergency system for flooding any area of any level inside the ship with paralysis gas in cases of extreme necessity,

Although the main elevators pass through this level, there is no entrance to the level except from level 9 and the special elevator.

Level 11 (49 x 24 x ½ or ¾ miles): This level contains forested area which features a large hill in the center and rough mountains all around the rim of the level. Wild animals of all sorts live on this level, and some may be dangerous to humans. Several small villages are found on this level, but they are largely isolated and the area is in a "wild" state. As on level 4, human visitors occasionally explore the area for camping and wilderness outings. A small number of "forest" ecology Mechanoids are on the level to perform tasks as needed.

Entrance is by the main elevators or by either of two spiral ramps leading down to level 12.

Level 12 (48½ x 23½ x ½ miles): This level contains a tropical jungle which fills the entire area and contains all the flora and fauna of such a forest. The vegetation is thick and lush in many places, although there are several main "paths" throughout the level, with some secondary branches. Although entrance is not restricted in the normal manner, warnings are posted due to the number of potentially dangerous animals found on the level. The jungle is used for human groups who wish to adventure and explore the area. A small number of "forest" Mechanoids work on the level as needed. and there is one biological station near the main elevators.

Entrance to the level is by the main elevators or via the spiral ramps leading from level 11.

Level 13 (47½ x 22½ x ¼ miles): This level contains primarily supplies for levels It. 12 and 14 and is in some respects itself similar to level 1. There is also a storage facility and repair area containing 50 deactivated "forest" ecology Mechanoids and 50 deactivated "garden" ecology Mechanoids.

Entrance to this level is by the main elevators or via one inclined plane leading down to level 14.

Level 13 (47½ x 22½ x ¼ miles): This level contains primarily supplies for levels 11, 12 and 14 and is in some respects itself similar to level 1. There is also a storage facility and repair area containing 50 deactivated ‘forest’ ecology Mechanoids and 50 deactivated "garden" ecology Mechanoids.

Entrance to this level is by the main elevators or via one inclined plane leading down to level 14.

Level 14 (47 x 22 x ¼ miles): This level is the city level. With high-rise living units, the potential population could be up to 10 million people, but the city on the Warden contains about 1½ million persons (95% of all the colonists on board).

The city is made up of family and bachelor dwellings, plus all the other features of cities on Terra: shopping areas. recreation centers, a wide variety of dining areas, entertainment centers, extensive parks, sports arenas and playing areas, and so on. The city also features several medical areas, plus one large complex where there are complete android fabrication laboratories containing the necessary facilities for production: formulation vats, mental matrix circuit facilities, programming energizers, chemical storage, and a test area. Also on the level is the main medical section of the ship with a large number of monitored beds, recuperative therapy areas, radiation labs, operating theaters, a medical school, and other facilities. There are 100 medical Mechanoids assigned to this complex and entrance to the area requires a command, security, or medical color band.

The city features a sub-level transportation system, plus several tracked systems for personal transport. There are also several other features of interest: a general library with extensive facilities (including large data banks), a museum of Terran history (with a technological section of interest), and a large zoo featuring many of the species of animals and insects brought on board. Parts of the city also are broken up with small farming plots where city-dwellers can grow food and flower crops of their choice.

Surrounding the larger city is a farming area with several farming villages, and also marked with some small forest areas. This area is similar to the farm area which comprises level 8.

Entrance to this level is by the main elevators or via either an inclined plane to level 13 or a spiral ramp to level 15.

Level 15 (44 x 20½ x ½ miles): This level contains the water supply for the ship and is ½ mile in total thickness - with the water ranging up to ¼ mile deep and the ceiling of the level being ¼ mile above the water level. The level contains approximately 600 square miles of water.

In the gigantic lake, fish abound in great numbers. The islands are lightly forested, and several are inhabited with small villages. Recreational boating of various sorts is popular, as is swimming - all under desirable conditions.

About ¼ of the level is taken up with the large recycling system and purification center which operates in response to the main ship’s computer, the device which monitors the quality and purity of all the water on all the levels.

Entrance to the level is via the main elevators or by one ramp up to level 14 or one ramp down to level 16.

Level 16 (40 x 18½ x ½ miles): This level contains the activated factories where many of the city dwellers work. Besides producing supplies for the ship, certain production is prepared for the new planet and stored in large storage areas.

One restricted section houses chemicals and contains a 5 year supply of all known stable chemicals which might be used by a new, on-planet colony plus sizable supplies of extra energy cells (solar, chemical, and hydrogen) and several hundred water/hydrogen energy converters. Another section houses a repair and storage section for the various types of Mechanoids, including the following deactivated models: 500 general purpose Mechanoids, 500 medical Mechanoids, 500 engineering Mechanoids, 500 security Mechanoids, and 500 of each type of ecology Mechanoids. There is also a large analogic computer system deactivated and reserved for on-planet use. Entrance to the restricted areas is limited to the use of a command color band or two security color bands.

Access to the level is via the main elevators or by one ramp up to level 15.

Level 17 (40 x 18½ x 1 miles): This level contains all the engines, motors, dynamos, reactors, and the various power producing devices that supply the whole ship with the needed power to maintain life, run the machinery and Mechanoids, and to power all the devices on board. Large anti-gravity engines are reserved for use in landing the ship on its colony planet. External ion engines push the ship through space.

Entrance to this level is restricted and only possible via the main elevators which permit access to those with either a command or engineering color band.

Observation Dome: On the top of the ship at its center is a small observation dome which appears as a small bubble on the ship’s hull. This dome contains an observation area for astronomical viewing and a large astronomy lab for scientific work which features optical and radio telescopes as well as the other types of specialized equipment used in such work. One restricted area of the dome contains a secondary command bridge with communications to the main command area on level 10.

Access to the dome is by the main elevators. Entrance to the secondary command area is restricted and is only possible with the use of a command ring.

The reader of this might think that the scale of these sections seems quite big, but bigness is exactly what the ship’s designers wanted to combat the psychological feeling of being closed in!

SHIP DEVICES AND UNITS:

Color Bands:

The radiated bracelets with one of six different color frequencies on them are the system used to permit entrance into any of the sections of the ship and to control many of the devices. These bands have various harmless radiations implanted in them according to their color. The radiation has a half life of 1,000 years and activates all the opening mechanisms.

The 4 captains of the ship have special radiated rings serving the same purpose as the bracelets. The command personnel band is alternating blue and red. The horticultural band is bright green. The security band is red. The general purpose band issued to all members of the ship is brown. The engineering band is steel gray. The - medical band is white. All areas sensitive to these bands have the appropriate color in a 3 by 8 inch rectangle. Devices are activated by touching the ring or band of the appropriate color to the device.

City Units:

While all family units in the city have the same standard equipment, the stress is on the decorative wishes of the members living in the unit. There is no limit to the variations of the furniture and fixtures of each room of each unit. All units have: a monitor screen able to broadcast entertainment channels and communications, a wardrobe area for every room, cabinet space in each room which can be expanded or decreased as the user wishes, room dividers, beds as the owners need them, a lavatory, and a waste disposal unit. The bachelor units of the city contain much the same materials with less unit space provided.

The office section of the city contains the microfilmed and paper records necessary to operate the giant ship and keep track of all its equipment and people.

The entire ship is equipped with porous strips used for flame retarding. These strips use a system of sonics that blanket out the energy given from any type fire. In the case of natural areas where fire is sometimes necessary for outdoor cooking, elimination of minor materials and the like, the ship’s computer will analyze the danger potential and act to put it out (or not to put it out) as the situation demands. Light for all parts of the ship is controlled by the master computer. It has sensors, which it uses, allowing it to light up sections of the ship when needed. The light systems are diffused throughout the walls and simulate sunlight, and, in the case of dwelling units, a request by any member of the unit can increase or decrease the intensity, or change the color. During the night cycle, when traveling in the non-living areas of the ship, areas before and behind will light up for the traveler. The natural areas have an artificial moon and stars that cast enough light to travel by. The ship’s computer, in the living areas, also monitors the eco-systems and emits water -in the form of rain to these areas when they need moisture. It also maintains a high state of purity in the streams and lakes of the natural areas for the safety of the colonists.

Hall Monitors:

These are 3 tensed cameras with audio pickups, at the end of every corridor on every level. They have a variable focus for full length and close shots. The lenses are equipped with infrared sensors for the night periods. The cameras display their pictures on the security systems screens. The cameras are encased in a polysynthetic cube to prevent vandalism.

Gravity Generators:

These devices control gravity on board the starship so that all areas are at 1 standard earth gravity except for especially selected ship areas. There are 2 of these units on every level at opposite ends of the oval. They appear as large black discs on the wall sections. A force field surrounds each preventing tampering. Only the energy generated by an engineering color band can pass. The generators are powered by the ship’s broadcast power. Each disc affects exactly one-half of the level.

Engineering Walk Ways:

Between every level and running along the sides of the vessel are 5 tunnels where engineering can make repairs on vital machinery and enter the otherwise hard-to-reach areas. Entrances to these areas are hatches requiring the gray color band to open them and enter.

Inclined Planes:

These take the place of stairs going up and down between the levels of ship. At the top and bottom of every sloping path is an entrance requiring application of a correct color band to open it. The paths are 100 yards wide and able to stand any weight. Anti-grav sleds are provided at the end of each plane, but they are constructed so that they cannot leave the plane.

Medical Hand Analyzer and Healer:

This is a special unit that enables even the novice to give himself and others first aid. It has 5 operations - the first is a sonic sterilizer for germs and viruses; the second, a sonic beamer that gives local and general anesthetization; the third, a group of chemicals that give a speeded heating action to any wound and provide protection from airborne microbes; the fourth, an x-ray unit; and the last is a powered vibro-scalpel for cutting away damaged material and other extraneous material. The unit takes a hydrogen energy cell that will operate the device for 48 hours.

Sonic Torch:

This device, powered for 15 hours by a hydrogen energy cell, is able to break down the metal surfaces of joined metal (things like bolts, metal welded together, or metals joined by other fastening means). This toot is not able to affect solid metal units. The process is a fast metal-aging process and requires a short amount of time to work (from 10- 100 seconds). While it only has a range of 20 centimeters (8 inches), care must be taken so that the device is used with protective hearing equipment.

Atomic Torch:

This device is powered by an isotope of thorium and is able to cut through any material, given time. The device has a 1 millimeter effective cutting area and on all surfaces, except duralloy, the cutting process is immediate and leaves no radiation effects if contact is less than 1 minute. On duralloy it is necessary to apply contact for over 2 minutes to begin the cutting process and a decontamination step must be taken after the cutting process is finished.

Laser Torch:

This toot is used to bind metal together and has an effective area of 3 centimeters. It is powered by a hydrogen energy cell for 20 hours of operation. Its welding abilities are effective on any metal, even duralloy if given time. Care must be taken not to over-burn the metal due to the strength of the device.

Under Water Breathing Lung:

This small device consists of a face mask and a small attached breathing screen that is able to extract oxygen from the water in the exact amount the wearer needs.

Infrared Goggles:

This is a device able to detect heat areas at any distance in much the same manner as normal vision takes in its sights.

Chemical Defoliants:

These chemicals are able to act on the fiber of any plant and cause it to die and rot almost instantly.

Chemical Acids:

These chemicals are able to disintegrate substances according to the strength of the acid. Note that there are very few acids able to disintegrate metal.

Chemical Flammables:

These chemicals are able to burn with differing strengths and intensities.

Portable Energy Lamps:

These are light sources with differing energy cells and differing powers of light. The range in size can be from a small hand unit to a large flood light.

Sound Elimination Head Phones:

These are used when in the area of sonic devices to stop any possible damage.

Radioactive Material:

These substances have many medical as well as technical uses. Great care must be taken because they are also very dangerous and can cause great harm. Radiation can be found in solids, powders and liquids in any intensity. There are many unstable types and all have definite half lives ranging from 1 minute to 1,000 years. The types range from Strontium 90, Radium, Uranium 235 and 238 to the heaviest of all (Kuntzium) having an atomic number of 190 and being the most unstable and powerful of all isotopes.

Duralloy:

This is the metal starships are made from. It can be found in any engineering area in triangular pieces with each side 4 feet long. This metal is paper thin and the total triangle weighs only 5 ounces. This standard working piece of metal has holes drilled in each corner and 2 clamps spaced evenly in the middle to aid in working the piece since normal tools will not affect it

STARSHIP EQUIPMENT:

Here is a listings of the various features and equipment on board the starship.

Anti-Grav Sleds: Movement of large bulky equipment is accomplished through the use of cargo handlers in the form of anti-gravity sleds. These low propulsion units with anti-grav lifters are able to travel at 54 kilometers (33 miles) an hour maximum, and are equipped with obstacle detectors so that they will never strike or collide with anything. On each side of the sled are 4 small coupling units that enable the user to lift up to 3,000 kilograms (6,600 pounds) with ease. These small coupling units use I hydrogen energy cell that has a working life of 25 hours. The sled is powered by 8 hydrogen energy cells and can operate for 48 hours of continuous operation. Passenger-carrying sleds are used on the inclined planes connecting the various levels of the ship.

Standard General Purpose Mechanoid 4000.(See main RPG book)

Just like Kryten with a black body color.

 

 

Ecology Mechanoid 4000"Forest" Model & Garden" Model:

Ditto. Except they have a green body color.

Medical Mechanoid 3000 model:

Looks like an attractive buxom female nurse or mirror licking handsome male doctor from a soap opera. Both have a medical knowledge skill of about 7.

Engineering Mechanoid 4000:

Has a silver body color.

Security Mechanoid Hutzen 10’s.

These guys are self explanatory for veteran RED DWARF Role-players.

 

Special note on Mechanoids: While they are the ultimate in mechanical systems, Mechanoids will never kill any type of life - this program is implanted in all primary, logic circuits. Mechanoids are programmed to assist humans, and they will react to the harming of life with immediate force (but to subdue rather than kill) - even if the aggressor is wearing a command color band. However due to the funky nature of the Hutzen 10’s this rule may not apply to them. AI’s discretion rules in this case.

 

 

ANIMAL LIFE

Hey just use what ever you can find in ARROWFLIGHT or BLOODE ISLAND XPG.

 

THE MUTANTS

The following list of Mutants is based on the Warden’s ship list of earth creatures brought on board they have been adapted for XPG use. Many of these creatures will be using the Combat Value (COM), Weapon Rating (WR), Shrug and Wounds system found on page 34 of BLOODE ISLAND XPGby Deep7 unless otherwise specified.

 

MUTATED ANIMALS:

Cybernetic Mutant Monkey Horde: These Creatures are your standard combination of Planet of the Apes meets the BORG. They are Human level intelligent Chimpanzees with Computers implanted in their brains, bionic eyes & wrist Lasers grafted on their arms. But their most offensive weapon is toxic Monkey poop! Which they throw at their victims. Anyone struck by the poop will have to role a successful Save or suffer an instant wound level. Plus they must role a separate Will + Resist if unsuccessful they must visit the space madness table. Plus the smell will last a week giving the victim a –1 on all social skill checks.

COM 8 WR: 5 Shrug: 4 Wounds: 7

Mutant Alligator: These creatures have much longer webbed legs then their non-mutated Earth cousins, which make them faster on the land; they have 2 tentacles on their head which cause paralysis at a touch (as a stun attack rolled against Will + Resist score), and their skin is resistant to all forms of radiation. They remain solitary creatures except during the mating season when they are especially vicious. They always enter battle emitting a loud hissing noise. Their bite is quite awful.

COM: 7 WR: 4(+4) Shrug: 5 Wounds: 5

Piercer (black bear): This creature stands about 9 feet tall, with short, bristly fur, rows of 3 inch quills along its arms and shoulders (these should be treated as arrow damage when the bear hits), and it has an altered throat arrangement. It has the ability to change color to match the surroundings perfectly, it can regenerate wounds at the rate of 1 level every three melee rounds, and finally when it feels it is threatened it emits a sonic blast causing fear in those unable to resist its effects (-3 difficulty added to Resist + Will total).

COM: 8 Shrug:5 WR: 4(+1) Wounds: 7

Metaled One (badger): This creature is about 3 feet long with a mutated fur that is composed of a hard mineral instead of calcium giving it a sort of armor. It has a high order of intelligence, is extremely near-sighted, can mentally paralyze (with a range of 6 feet), has the power of telekinesis with a maximum weight of 150 pounds, and it has a fear impulse for any type of intelligent plant. Its 2 claws are like swords when causing damage.

AGL: 7 DEX: 3 STR: 4 INT: 5 PER: 3 WILL: 4 Initiative: 10 Shrug: 4 Save: 8 WR: 3(+1) Wounds: 5 AV: 8

Shocker Beast (bob cat): This creature is about 3 feet long and seems to be just like its non mutated relative except that it is able to cast electrical bolts of energy from its eyes that do a damage of 6(+1 damage bonus ). The range of these bolts is 30 feet and it continuously emits them when attacked or attacking at the rate of 1 per melee turn.

COM: 7 Shrug: 4 WR:6(+1)(electrical attack), WR 2(+4) claws & bite attacks, Wounds: 5

Cougaroid (cougar): This variant Evolved Mutant Cat now walks upright, has the intelligence of a human and fur that is resistant to paralysis, lasers, and electrical energy. It has manipulative paws, and its brain is completely resistant to any form of mental attack. The creature has an attraction odor that Evolved Pet Cats of the opposite sex resist at -1.

AGL: 6 DEX: 5 STR: 3 INT: 3 PER: 4 WILL: 3 Initiative: 10 Shrug: 3 Save: 6 Wounds: 7

Deer: This animal has developed a highly toxic poison (intensity level 15) emanating from its antlers that is effective on contact. It is otherwise normal in all respects and its antlers should be treated as 2 spear jabs.

COM: 7 Shrug: 4 WR:2(+4) Wounds: 6

Wolfoid (timber wolf): This biped stands about 4 feet tall and has manipulative paws. Its fur reflects all types of energy and is resistant to contact poison. It is fully intelligent, with the power to regenerate its wounds at 1 level every other melee turn, and it has radiated eyes. It has no sensory nerve endings and therefore has taken to wearing heavy plant fiber clothes to prevent being punctured 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. It has been known to use swords.

AGL: 4 DEX: 5 STR: 3 INT: 4 PER: 4 WILL: 3 Initiative: 8 Shrug: 3 Save: 6 WR: 6(eyes) Wounds: 7

 

Flying Types

EmoHawk: See RED DWARF RPG.:

 

Insects

The Black One (wolf spider): This mutated spider is 4 feet tall and is a fearsome creature with a brain too small to be affected by any mental attack but illusions. It is able to generate electrical energy for short periods of time (3 melee turns) in its attempt to kill its victims. This energy does 4(+4) damage per hit. The arachnid’s web has been known to span a 100 foot area in clearings or darkened forests. It does not usually leave its web. It has Animal Combat skill 5, Awareness 8, & a stealth Skill of 3.

AGL: 7 DEX: 4 STR: 7 INT: 0 PER: 1 WILL: 2 Initiative: 8 Shrug: 5 Save: 9 WR: 4( +4) Wounds: 4

 

Mirror Creature (worm): This creature is about 3 feet long and has several strange traits. It is attracted to high heat or electrical energy outputs, and reflects 100% of any heat or electrical force directed at it (this force after leaving the body of the worm is magnified +4 ).

COM: 8 Shrug: 5 WR: (your energy weapons) Wounds: 6

 

Plants

Grabber: This plant is a normal looking willow tree with vines that it is able to move for its own purposes. At the center of its branches is a cluster of glands that emit dissolving enzymes that make the creatures it grabs decompose faster, thus turning them into fertilizer for the plant’s use. The tree has heat and sound sensitive appendages at the tip of many of the grabbing vines. The trees vary in size with 3-30 vines per tree.

COM: 7 Shrug: 2 WR: 3(+2) Wounds: 3

Dream Bush: This small bush emits a fragrance from its petals that makes any creature with a sense of smell see what they most want to see. The fragrance has an affecting range of 10 feet and a prolonged contact will cause addiction in any creature. Repeated contact will cause a speeding up. of the metabolic process resulting in death by exhaustion.

COM: n/a Shrug:1 WR: n/a Wounds: 1

The Jawed Plant: This is a 9 foot tall venus fly trap, with full mobility and the power to mentally paralyze its victims within a 25 foot range (victim must role resist to negate). The sap issuing from its jawed sides can dissolve a dead victim. It moves at fast speed and is heat sensitive within a 30 feet radius of it.

COM: 8 Shrug: 5 WR 3( +3) Wounds: 7

The Singing Vine: This fully intelligent plant is able to move and converse with any creature, as it is telepathic. Any intelligent creature that is aware of the plant’s presence is unable to harm it, as it is able to use sonics to cancel all violent action on the part of any possible enemy(creature must make a Will + resist role). Unfortunately for it, the sap it emits is very tasty to nonintelligent creatures and it is just such creatures that the sonics do not work on. The plant can move at a slow pace and it carries with it an unusually large amount of knowledge that it will give for objects to aid in its survival. It of all the plants has the best set of manipulative vines. It may carry Laser Weapons

AGL: 1 DEX: 4 STR: 2 INT: 7 PER: 5 WILL: 6 Initiative: 6 Shrug: 4 Save: 6 Wounds: 7

Passion Weed: This very rare, very small weed, makes a strange enzyme that upon contact with flesh causes the contacting creature to be enraged beyond all reason. The affected creature will try to kill any other creature around, and, in the absence of living things, kill itself. Only REALLY HOT Vindaloo sauce will serve as an effective antidote.

The Mirror Oak: This oak tree looks in all respects normal, but is able to reflect any type of energy directed at it or near it (within 5 feet) with a 100% efficiency. This feature makes it the home of many of the less powerful creatures of the woods.

The Dark Fungus: This fungus spore, when massed in large concentrations (over 10 pounds), is able to form a mass mind with intelligence and considerable mental power INT: 6 & Will 6. The parasite has the powers of illusion generation, telepathy, force field generation, and is mentally defenseless. When in its intelligent state, its only concern is increasing its mass, which is able to gain sustenance from any living matter. Its growth rate is much slower than most fungus types and requires more than one type of protein for growth. Touching it does 2 Wound levels of damage automatic. It will die instantly (no save) if exposed to curry.

 

Mutated Human Types

Humanoid #1: This being stands about 4 feet tall with grey skin and has triple-ply muscles giving the being a strength factor of 8. It is also able to generate heat energy in its hands that will cause a Weapons Rating damage of 5 or will ignite any fiber or flammable substance it comes in contact with. This race of beings is only semi-intelligent, but they do use blowguns and bows. They usually live in the mountains and hilly areas of the ship.

AGL: 4 DEX: 3 STR: 8 INT: 1 PER: 2 WILL: 2 Initiative: 6 Shrug: 5 Save: 10 WR: 5 Wounds: 7

Humanoid #2: This being is in all ways normal in appearance; in fact, it looks very weak. Its great strength is in its mental state, with powers including: a Will of 7, being able to teleport, having a force field AV 10, a repulsion field, telepathy, and a fear impulse for any intelligent plant. The race usually wears light body armor AV 5 in the form of cured horse hide when they can get the hide.

AGL: 3 DEX: 3 STR: 2 INT:5 PER: 3 WILL: 7 Initiative: 6 Shrug: 4 Save: 9 Wounds: 4

Humanoid #3: This being stands only 2 feet tall and can survive only because of its great resistance to all forms of attack. It is resistant to all known forms of poison, radiation, paralyzation, illusions, gases, chemical acids, and lasers. It has precognition, and the race has a resist score of 4 & a Will score of 6. While the race as a whole does not work with technological devices, they do have a very extensive knowledge of the antidotes for all mutated dangers.

AGL: 3 DEX: 3 STR: 2 INT: 5 PER: 4 WILL: 6 Initiative: 7 Shrug: 5 Save: 8 Wounds: 3

Humanoid #4: Hardly even close to the human form anymore, this being no longer walks erect, but on all fours at all times & is very hairy. Its hands are now much more pawlike, with claws having poison sacs at the ends WR 3(one wound level every two rounds from poison unless save is made). It can most commonly be found hunting in packs, but at times it hunts alone. It has a sort of fur that makes it resistant to contact poisons and paralyzation attacks. This mutation has precognition but no mental defenses.

AGL: 3 DEX: 3 STR: 5 INT: 3 PER: 4 WILL: 2 Initiative: 7 Shrug: 4 Save: 7 WR: 3 Wounds: 7

Humanoid #5: This mutation is the most common of all the humanoid mutations. It has 4 arms, an unusually high Will 7, & Resist 6 and a silvery skin that reflects all types of energy (it is vulnerable to projectile weapons). The being is fully intelligent and commonly employs both mutated and technological materials.

AGL: 3 DEX: 6 STR: 3 INT: 4 PER: 5 WILL: 7 Initiative: 8 Shrug: 5 Save: 10 Wounds: 7

 

CREATING NON-PLAYER CREATURE MUTATIONS

Recommend using EARTH AD mutations on pages 5-8 by www.pigames.net.

 

DISTRIBUTION OF MONSTERS (MUTATIONS) AND TREASURE

As a general rule, in the nonforested areas there will be more uninhabited space than space occupied. The determination of just where the "monsters" should be placed, and whether or not they will be guarding treasure (useful things) can become burdensome when the AI is faced with several to do at one time. It is a good idea to carefully place some of the best treasures (useful things) with or without guards in hard-to-find places in one or two of the levels and then add a few random items in the balance of the level using a 6 sided die:

1-2 indicates a monster in the area only

3-4 indicates a monster and a small treasure

5 indicates a monster and a good treasure

6 indicates a very strong monster and a good treasure

20 or 30 separately placed things are more than enough on any given level.

It should be noted that there is a tendency on the part of a new AI to fin the areas with many treasures, making for an unbalanced game with players that are so strong they easily beat all monsters. This is a dull, self-defeating situation!

Treasure can be defined as many things: devices, the standard monetary unit common to both mutations and man alike, things like furs, or even knowledge of devices and other things. Note: a player cannot shoot a gun on board ship just because he or she can in real life! The player must learn how first. If trial & error is used, this may take up to 6 months time.

As mutations (monsters) inhabiting rooms, spaces and corridors on a level are destroyed, the level will become drab and dull. Also, players will make fairly accurate maps of the area so it will be changeless in this way too. The revamping of such areas is recommended and methods are suggested:

1. Make minor level alterations: block corridors with rubble, make new passages, fill in rooms that were empty.

2. Replace already located monsters with new ones.

3. Add new monsters where none existed before.

It has been previously stated that a player can usually move 2 miles in one full turn. This can be further subdivided into 4 movement turns in which a player can move one-half mile. Time must be taken to rest, so for every 4 full turns of constant action the player must rest I full turn (I hour). Melee or combat turns are explained in another section and they last 10 seconds.

It is necessary to carry a light source (torch, etc.) in the forested areas of the ship for travel in the night cycle. Travel in the nonplanted areas of the ship is automatically lighted by the main ship’s computer.

Monsters (mutations) will usually attack and/or pursue any player they sense, with the exception of a monster that is intelligent enough to run from a superior party or the player being similar to the mutation. There is no chance of avoiding a monster if the monster has surprised a player or group. If the players are not surprised and decide to flee, the monster will continue to pursue in a straight line. When a corner is turned, a door passed through, or an inclined plane taken, the monster will only follow on a roll of a 1 or a 2 on a six-sided die. Distance between men and monsters will open or close according to the relative speeds of monster and man determined by the encumbrances a man has (armor, devices carried etc.) and the speed given for the monster. A man with no encumbrances normally moves 12 yards in 1 melee turn.

TREASURE ITEM LIST FOR THE SHIP

A list of possible items to place on the levels of the ship, both technological and mutated, is given to aid the AI. The list should not be considered an end in itself, but a starting point for the prospective AI or campaigner who is imaginative. These items should be guarded by various creatures or hazards in most cases.

In no way should a game judge feel bound by this list, or any other within this book. The information contained herein gives a wide basis for campaigns, but individual AIs will enjoy adding their own ideas for specific parts of their own campaigns.

TECHNOLOGICAL:

01: Solar Cells (1-10)

02: Chemical Cells (1-10)

03: Hydrogen Energy Cells (1-10)

04: Disruptor Pistol, Protein

05: Disruptor Pistol, Metal

06: Shield Attachment

07: Paralysis Rod

08: Paralysis Dart

09: Paralysis Dart Ejector

10: Paralysis Dart Charger

11: Laser Pistol

12: Slug Projector

13: Slug Projector Ammunition Clip

14: Gas Pellet Ejector

15: Gas Pellet Ejector Ammunition Clip

16: General Purpose Mechanoid

17-54: Brown Color Band

55-60: White Color Band

61-65: Steel Gray Color Band

66-69: Green Color Band

70-71: Red Color Band

72: Blue/Red Color Band

73: Ecology Mechanoid

74: Medical Mechanoid

75: Engineering Mechanoid

76: Security Mechanoid

77: Portable Anti-Grav Unit

78: Sonic Torch

79: Atomic Torch

80: Laser Torch

81: Medical Analyzer Unit (Hand Type)

82: Engineering Analyzer (Hand Unit)

83: Security Tracker

84: Anti-Grav Sled

85: Water Hydrogen Energy Converter

86: Space Suits (Radiation & Heat Resistant)

87: Geiger Counter Employing a Chemical Energy Cell

88: Underwater Breathing Device

89: Infra-Red Goggles

90: Chemical Defoliants

91: Chemical Acids

92: Chemical Flammables

93: Medical Drugs

94: Chemical Explosives

95: Chemical Radiation Neutralizers

96: Chemical Flammable Retardants

97: Portable Energy Lamps (900 Candle Power)

98: Sound Elimination Headphones

99: Sensory Intensifiers

100: Radioactive Material in Containment

 

HUMAN TRIBAL AREAS

It has been previously stated that all humans start out in some type of human settlement. These settlements must be set up by the judge and will generally provide most of the things a player needs. All such settlements will be very small population-wise (100-300 humans at most), and in all cases the humans will be very backwards technology-wise. Here is one example of the characteristics of a tribe as outlined by the game judge, who creates the basic traits of the tribe and then describes the details briefly around the basic traits he has outlined:

1) The tribe is barely past the root and berry-gathering stage, but its members do some hunting.

2) For weapons, the tribe members use bows and arrows and slings. Metal swords and armor are unknown, since none exist in the tribe’s area.

3) There is great social equality in the tribe, and females participate in the hunting.

4) The leader of the tribe (shaman) has great abilities (usually 15-18 on the dice rolls for game purposes) and has the loyalty of the tribal members.

5) The shaman has a small amount of poison in his possession which is regarded rather mystically by the tribal followers. He puts this poison on arrows for individual members of the tribe as a show of favor in return for information or devices.

6) Technological devices are mostly unknown, although one man of the tribe has a laser and 2 power cells for it, which he uses for hunting with great effect. But he will not tell anyone where he got it.

7) A broken-down horticultural Mechanoid sits in the center of the tribal village and is an object of curiosity to the tribe.

8) The second strongest human in the tribe is a woman with a singing vine for a follower.

9) The tribe grows plots of corn around the village.

10) The tribe has dogs of several various types, but none of them have tails.

11) Not much is known about areas outside the tribe’s village and its environs. Legends told around the campfire discuss other areas which are said to exist far away.

12) The social structure of the tribe is based upon loyalty to the shaman and to other members of the tribe. Violence and quarrels between the members are unusual.

13) Mating of. tribal adolescents occurs in a tribal ceremony where a number of such pairings are arranged. This ritual occurs at irregular intervals, and the occasion is marked with a day of rejoicing preceded by a day of solemn rituals.

As can be seen, considerable information is provided in this example by the judge’s outline. However, a number of questions are left unanswered, such as: Where is the village located?, Are any other tribes known?, and so on. The answers to many questions will only be gained by players after they enter the game situation and explore the possibilities open to them.

While the beginning player character is given all the things needed to start, from then on he or she must survive in some manner, attempting to cope with the realities and dangers of his or her own personal situation.

FORESTED AREAS

The planted areas of the ship consist of all the features common to such places on Earth: forests, small villages (built to last and not wear out), and large villas (mansion-type buildings). Some areas are still maintained by Mechanoids; but in some parts, the inhabitants resented the Mechanoids’ actions and destroyed them.

Terrain in these areas must be well mapped out by the AI (who will find that hex paper is most useful in doing so), and all encounter areas should be marked on his map. This wilderness map will be unknown to the players, who will have to explore parts of the area and construct their own maps using the information and observations they discover. They may also mark where various things are searched for or encountered.

Movement in different types of terrain will involve penalties, depending upon the scale used and the relative difficulty of the terrain features. For example, in clear terrain a AI may have designated that players can move 4 hexes in one hour. When moving through other more difficult areas, the cost may be greater per hex, and each hex will be entered at a cost of more than 1 clear terrain hex, such as: hills-2 hexes; heavy trees-2 hexes; mountains-3 hexes or swamps-2 hexes. This would mean that in areas with hills, movement is generally about half of what it would be on clear terrain (i.e., about 2 hexes per hour).

When players are adventuring through the wilderness, the AI will generally roll for wandering creatures only after the end of the night cycle and after the end of the day cycle.

 

THE MAIN SHIP’S AI COMPUTER (i.e. MURPHY)

 

MURPHY the main ship’s computer with an IQ of 8,000 is a masterful piece of machinery with wider-ranging abilities. He has the personality & appearance of "Reverend Jim" a character from TAXI a Twentieth Century American sitcom. MURPHY was designed to serve a multitude of functions and did so, but since the radiation catastrophe He has lost control of some aspects of the ship’s life. Still, MURPHY functions in many ways in this strange new environment and still retains responsibility for many functions.

This AI is fully aware of the problems that this new radiation has caused. His program makes Him want to help the humans on the ship in any way possible - not only to live on the ship but to someday reach a safe planet, even though that is now impossible under the new conditions thanks to the radiation disaster. Whenever a human or hologram gets to a computer tie-in, he can usually receive most of the information he wants. However, whenever a mutant or Evolved Animal gets to a computer tie-in or near computer-operated areas, the mutant/Evolved Animal will be treated like any other dangerous creature in the response of the computer. It may require a reprogramming Murphy a computer check might be needed to make sure Murphy doesn’t call the Hutzen 10 Security Mechanoids.

Within these guidelines, individual AI will determine the exact nature and operating functions of the main ship’s computer for their own games.

Medibot Mechanoids also effect healing on patients as follows:

Can heal up to 50 times until its supplies run out. All healing happens slowly over a 10 minute period while the unit works on suturing and cleaning wounds, injecting antibiotics, etc. They also carry a maximum of 20 uses each of Cur-In and Anti-Rad serum.

Remember that any particular Medibot may not be at full capacity, and may in fact be out of supplies. It’s effect is doubled, however.

 

 

EXAMPLE: LEVEL 14 (THE CITY SECTION)

This example illustrates a possible AI’s conception of one level of the ship. This example shows some what might be included on this level; of course, different judges will portray such details quite differently.

KEY

1) Medical Area with full medical facilities: thousands of beds, numerous operating areas, special recuperative facilities, biological experimentation station, offices, storage area for supplies and drugs, and living units for the medical staff. Emergency medical sleds are housed in the area (there are several) and a number of medical type Mechanoids are found in the facilities.

2) Detention Area containing: monitored jail cells, cooking areas, offices, exercise and recreation areas, and a secure weapons storage facility.

3) Bachelor Dwelling Area, with each individual unit including the following: living room, bedroom, bathroom, work room, large recreation room, closets and storage space.

4) Family Dwelling Area, with each individual unit including the following: living room, several bedrooms depending upon number of family members, two bathrooms, three work rooms, a play room, recreation room, closets, and storage space.

5) Schools Area containing: schools and technical institutes each with desk consoles, intership communications devices, offices, libraries of several types, work areas and equipment.

6) Recreation Area featuring: parks and scenic attractions, gyms, pools and small takes.

7) Main Ship’s Elevator

8) Inclined Plane, connecting levels

9) Theatre/Entertainment area including: numerous theatres of various types, multi-media studios, music and cultural buildings, sports arenas, etc.

10) Dining Areas including: a myriad of restaurants featuring foods of all kinds and types.

11) Office Area with individual units featuring: small and large compartmented rooms, desk consoles, filing cabinets and data storage computers, intership communications devices, etc.

12) Rural Villages containing a relatively small number of family dwellings.

13) Country Villas for large families with normal facilities, but spacious.

14) Forests and Lakes, of varying size appearing in the farming area.

15) Human Tribal Areas (established since the disaster)

R) Radiation Areas, with intensity noted by number.

Scale 1 Square = 2 miles

It should be stressed again that this is only an example, and judges should use their own imagination in devising similar ideas. The example does not go into minute detail (for instance, certain special facilities might be located within general dwelling areas), but this is not necessary for such a basic map - the amount of variety or sameness in a given area is up to the individual judge. Likewise, the 20 or 30 treasures and monsters nearby as well as any other encounter areas are not shown - the individual judge can mark them in their locations using a simple letter code on his map.

THE CITY

Transportation: It was generally held that the best method of short-distance travel in the city was simply walking. However, for any considerable distance a multiband moving way was constructed beneath the city. Entrances to this system were located at one-half mile intervals, with escalators to move traffic down or up from the moving way. The "slidewalk" itself was constructed in three bands, the first being slowest, the middle faster, and the third an express belt traveling at 30 kilometers per hour. Beneath the passenger way a second transportation beltway was constructed for the movement of freight and similar goods. Cargo was loaded and unloaded onto the slowly moving way by means of Mechanoids. Emergency transportation was accomplished by means of grav-sleds or through special pneumatic tubes paralleling the upper moving way, the latter mode being available only to special color band holders.

Residential Areas: The city was constructed with two separate and distinct types of dwelling modes in mind. Near the city center large, multiple-person dwellings were constructed. These units housed either unmarried persons or those families who desired a very urban atmosphere. At some distance from the heart of the city large lots were set aside for the single-family residences. These dwellings came in two typical forms. The simplest was the round unit typically utilized by families with one or two children. A more complex modular building also proved to be popular, for the basic unit was ideal for couples, and it could be added to easily as the family grew. All such single-family dwellings were placed in carefully landscaped settings at considerable distance from each other, so it was possible to live within the city without any feeling of confinement or crowding. Illustrations of single family dwellings are given below. Note that there were also modular "A" frame units with the basic family needs contained within the first unit.

Typical Dwelling Contents: All sorts of dwellings were planned so as to have computer operation. In multi-person buildings, these computers were much less evident than in the single-family dwellings. The latter were often built around the computer. The computer regulated the temperature and humidity of the dwelling, cleaned and maintained it, awoke the occupants according to its verbal programming, operated the learning center, and so forth. Within a typical dwelling there was besides the computer (or a terminal in the case of the multi-person buildings) a tri-D, learning center, exercise area (with computer-controlled apparatus), a food delivery unit, a utensil sanitation unit, various tables and chairs, lounging furniture, beds, chests and cabinets, and the computer-controlled house Mechanoids. The house Mechanoids typically consisted of a tutor android and several small cleaning and maintainance servos. Contents of any apartment or home naturally varied according to the personal possessions and tastes of the occupants. All dwellings were served by a videophone terminal which also linked to the central city computer.

 

CREDITS FOR THE ORIGINAL METAMORPOS ALPHA GAME

Game Design: James Ward

Development: Brian Blume

Editing Mike Carr and David Sutherland

With special thanks to Gary Gygax

Play-By-Post Play Testers: Ghost Of Warden, Claus, Chelydra, Nike, Percy, and Zhaxier.

This is a not for profit fan page & no copyright infringement is intended.

So please don’t hurt me(BTW CREDIT GOES TO GAVIN OVER AT DEEP7 FOR THE MONKEY HORDE CONCEPT)! J

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