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Metamorphosis Alpha
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=Dragon Articles= Issue #4's article was "Notes on the Androids on the Starship Warden", which provides further details behind the history of one of the more subtle menaces of the Warden, the [[Android]]s. Isue #5 contained three articles relating to Metamorphosis Alpha: * "Some Ideas Missed in Metamorphosis Alpha" provides expanded descriptions of chemical radiation neutralizers, chemical flammable retardants, radioactive material in containment, and sensory intensifiers. It also provides some justifications about how poisons are not as unbalanced as they seen, and corrects an error that the corebook asked for Leadership Potential to be checked against Item Complexity Level, when it was ''supposed'' to be Mental Resistance. * "Tribal Society and Hierarchy on Board the Starship Warden" elaborates a little on the titular subject. * "How Green Was My Mutant" provides a new set of random appearance generation tables for humans and especially human mutants. Issue #6 contained the article "An Alternate Beginning Sequence for Metamorphosis: Alpha". In this article, [[clone]]s are added to the library of freaks and weirdos aboard the Warden, with the reveal that one of the emergency countermeasures the Warden was equipped with was a cloning bank, programmed to generate fast-grown clones of deceased personnel should a massive breakdown of skilled labor or the chain of command occur - the kind of mass die-off where there simply wasn't ''time'' to wait for the usual procedure of educating kids born to the survivors to fill the role. Unfortunately for the Warden, the same catastrophe that triggered the protocol was also so severe it knocked the damn clone bank offline, until random chance saw it finally restored to functionality in the "now" of the game. As a result, between damage and decay, the clones have distinct gaps in their artificially-programmed knowledge, as well as the issue that the current state of the Warden doesn't exactly mesh with their out-of-date info! Not to mention that many of them are as mutated as their [[barbarian]] descendants. Basically, clones serve as a new player race, allowing for more skilled and "meta-aware" player characters, though you could always form a mixed party of clones and tribals. Issue #8's "Still More Additions to MA" provides descriptions and stats for an assortment of new mutated plants and animals to bedevil your players. Issue #13's "The Bionic Supplement" was a quarter-page-long sidebar that provides simple mechanics for having bionic replacements for various limbs or organs. Issue #14 featured the self-explanatory "Robots as Players in Metamorphosis Alpha". [[Robot]] PCs are recommended as expendable scouts created by a relatively advanced, secretive and ''very'' paranoid tribal culture hidden somewhere in the Warden's depths; programmed with the need to explore, these robots are sent off to wander and adventure until they meet their doom, broadcasting one-way radio and even visual transmissions to their creators. These robots will happily join bands of tribal explorers, sticking with them until eventually they meet their demise. Who knows? If the band is very successful, a replacement robot may be hastily constructed and sent out to join up with them! Issue #16's "Metamorphosis Alpha Modifications" provides updated and expanded rules for playing mutant characters, especially mutated animals. Finally, issue #23's "Water Adventures on the Starship Warden" does not, despite its title, provide some basic explanations for ''how'' you can incoporate such adventures into the game. Instead, it provides a new array of hostile aquatic mutant flora and fauna to bedevil your players when you venture into the flooded regions of the ship.
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