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February 1st, 2018, 07:49 #31Crusader
- Join Date
- Dec 2015
- Posts
- 17
I would be willing to pay $20 for a quality MA1e ruleset for FGII. Played MA1e off and on for decades. Been a Gm/Dm of D&D since 1974 or 1975 (That is why I am called Old-Dm). I can't code, but I can covet someone else's hard work and then purchase the fruits of that labor.
Good Luck and keep us informed.
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February 1st, 2018, 11:54 #32Crusader
- Join Date
- Jan 2018
- Posts
- 21
Old-DM,
I am in a similar situation to yours. I have a full time job and two part-time jobs. I love to play RPGs, but don't have the time to learn to code and then convert a rules set to FG II. Even when I have tried to ask how much such a project might cost, so I could gather my funds to arrange it, I got responses that I should just program it myself. Much as I love FG II, it looks like I will have little use for it in the end.
Craig J. Brain
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December 17th, 2022, 21:17 #33Crusader
- Join Date
- Jan 2018
- Posts
- 21
Hi All!
I am getting back into using FGU, and will have the updated software installed shortly. I will then start looking at this again
Craig J. Brain
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December 18th, 2022, 03:39 #34
I just thumbed thru MA 1.1 and it is one hot mess!
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December 18th, 2022, 19:02 #35Crusader
- Join Date
- Jan 2018
- Posts
- 21
An awesome game, but so many ideas just not well suited to translating into FGU. Protein disruptors for one, as previously mentioned.
I've been rewriting some of the rules to keep the spirit of the game, but make them usable on the platform.
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December 18th, 2022, 20:44 #36
Sorry. I meant in its layout etc compared to more recent games. You should definitely engage with Bayne7400 and see where that leads you.
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December 19th, 2022, 09:00 #37Crusader
- Join Date
- Jan 2018
- Posts
- 21
I'll do that! Thanks for the suggestion!
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April 29th, 2026, 03:41 #38
Thread-Necro. Two Things.
First, I am curious as to where this project is and would welcome any updates from those involved.
Second, I wanted to share with everyone that I am working on a version of 1st Edition Metamorphosis Alpha (1976) to use with the Core Ruleset for Fantasy Grounds Unit. My point of reference is the Goodman Games pdf that came with the Metamorphosis Alpha Bundle of Holding. It only included Chapter 2 of the new book, which is the original Text and 2 page errata of the 1st edition of Metamorphosis Alpha. Core is fairly bare bones so there isn't really much automation. Nevertheless, the charts are there for everyone to reference. Here is the progress so far:
1. Rulebook (Complete - except adding Art Section). Full text of the 1st Edition of Metamorphosis Alpha (1976) is added to the Story Tab. The Table of Contents has full links for each entry to other Story Tab entries. I used those as Titles for the Story Tab Entries.
2. Errata. (Complete) All Errata is incorporated into their respective sections.
3. NPCs. (Incomplete). All Mutated Animals are incorporated into the NPC Tab. Entries include the following:
a. Picture Tab: AI art piece and token for each creature.
b. Notes Tab: Original write of the creature from the rulebook. A short stat line which incorporates the number appearing, armor class, hit die and movement from the rulebook along with Hit Points (Average of the Hit Die), Attacks and Damage, Special or Mutations, and Abilities. Note that the original book did not have any abilities pre-configured for these creatures and suggests rolling Dexterity in the encounter to determine initiative, so I leave them as 3d6. Here is the example state-line for a Bearoid.
Bearoid: HD:9; HP: 32; AC:5; MV:7; #AP:1; Long Bow (WC1) 2d6; Long Bow Damage 1d8; Club (WC3) d20; Club Damage 1d8; Special: teleportation, precognition, telepathy, and mental control, manipulative paws, near-sighted; DEX 3d6, MR 3d6, RR 3d6,
c. Main Tab. I have adjusted the Size and Reach, and under the "Senses" section, I add the full stat-line for quick reference. Under the "Rolls" section I added the various dice rolls. The Roll Section looks like this for the Bearoid:
HD 9d6, Club (WC3) Long Bow 2d6; Arrow Damage 1d8; Club (WC3) d20; Club Damage 1d8+2, DEX 3d6; MR 3d6; RR 3d6; CON 3d6.
This allows for the referee to make a roll and it shows up as that particular item in the Chat window. Note, I included the alternate 2d6 for Bows and d20 for everything else. I used typically the highest damage as the entry would be too large for adding damage by type (Mutated Humanoid, Mutated Creature or True Human).
Still finalizing the entries, but very usable at this point.
4. Robots (Complete). I added full NPC entries for each Robot type and the Android, with stat-lines, AI Art and Tokens, and the Story Section is complete as well.
5. Tables (Incomplete). Under the "Tables" Tab, I should have all the tables complete. There may be a few outliers, but I have the following entries completed: Generational Mutations, Types of Generational mutations, Physical Mutations Table, Shapechange or Subclass, Genius: Type; Mental Mutation Table, Monster & Treasure Encounters; Monster (Mutation) Pursuit; Technological Items; Solar Cells (1d10); Chemical Cells (1d10); Hydrogen Energy Cells (1d10); Mutated Items; Loyalty Morale Chart; Morale Checks; Wandering Monsters (Forested Area); Wandering Monsters (Non-Forested Area); Wandering Monsters Appearance Distance; Encounter Table (City); Encounter Table (Grasslands); Encounter Table (Forest); Encounter Table (Swamps); Encounter Table (Forest); Encounter Table (Mountains); Surprise Roll; Pursuit Roll.
Regarding the Encounters table, I have a each of the encounters linked to its respective NPC Entry, but need to updates this to an encounter entry so that the Referee can adjust quickly how many appear.
6. Vehicles (Incomplete): I have added two vehicles - the Anti-Grav Sled and the Anti-Grav Sled (Passenger) with stats and AI art and Tokens.
7. Items (Incomplete): This is one of the next steps. As Metamorphosis Alpha did not come with an equipment list that you would see today. The items are spread out and it was expected the referee might just give items. Nevertheless they talk about currency called "Domars." So I have all the equipment from the book (Weapons, armors, etc) organized by type, domar cost, weapon or armor class, but need to add those in as individual Items entries so the PC or Referee can drag and drop them or put them in parcels. Techological Items (from the Table) and Mutate Items (from the Table): I need to add all those as Items to drop/drag into PC or Party Sheet's Inventory with descriptions, then add them items to their respective tables. Another note regarding Items, is that I am putting in descriptions as a 1st century BC person would describe them. For high tech items, I have it as unidentified and have a chat box of the description to share as a guide or put in the chat window to describe the item to the players. Less work for the Referee to try to come up with how to describe a Sonic Metal Disruptor without completely giving it away.
8. Images (Incomplete): As I said above I have AI art and Tokens for all the creatures and robots. I have the pictures copied from the 1st edition of the Rulebook, but need to add them to their respective story sections.
9. House Rules and Clarifications (Incomplete): I have story sections added for the following -
a. Combat Sequence (Clarification)- this is taken from the book, some from the referee screen and my own clarifications. It has the steps and the links to appropriate tables and charts
b. Critical Hits and Fumbles (House Rule): Two Critical Hit Charts of my own making. One is damage focused, the other event focused. The fumble is chart is fumble chart of my own making
c. Death & Dying (House Rule): Incomplete
d. Encounter Sequence (Clarification): This clarifies the 4 steps for dealing with Wandering Creatures (Wandering Creature, Surprise, Mutant Reaction, Pursuit) with all linked tables and charts.
e. Gear, Money & Equipment (Clarification and House Rules): This write up with domar cost I talk about in 8. I have to add some information on High Tech weapons for clarification.
f. High-Tech Weapons System Combat (Clarification and House Rules): This includes clarification and steps for combat for Laser Pistol or Rifle, Protein and Sonic Disruptors, Gas and Slug Ejectors)
g. List of Metamorphosis Alpha articles. It is just that list, with Article Title, Author, Issue and Page, incase someone wants to find more info on MA.
h. Morale Check (House Rule). MA talks about Morale Checks, but doesn't describe it. This is my own take but it is similar to the morale checks of the time.
i. Movement Expanded (Clarification and House Rule): Incomplete. This gives information on the combat turn speed of Robots and vehicles, based on how to calculate it in the rulebook.
j. NPC Stats, Hit Points & Abilities (Clarification): Incomplete. I describe in detail the State Line for NPCs and provide average hit points for each hit die up to 10d6 and share that the average 3d6 roll is an 11, which can be applied potentially the referee for any stat.
k. Savings Throws (House Rules): I provide an explanation and house rules for Mental Savings Throws and Poison Savings Throws.
l. Starship Warden and Castle Zagyg/Castle Greyhawk (House Rule and Clarification): Incomplete. This is discussing the link between the two and where to place it on the Warden. Moving PCs between those worlds.
m. Strength Chart (Clarification): This provides and expanded strength chart based off the rules From Strength 3 to Strength 24, showing the Damage Adjustment.
Realize that I am doing this for own personal campaign because my group and I wanted to run 1st edition Metamorphosis Alpha. So far, I have run 3 sessions. One with just one player with 2 mutants using the adventure "Captains Table" and 2 more sessions, this time with 3 players, each with two characters. For the larger group I am using the adventure "Death Ziggurat." I am more than happy to discuss this further if anyone is interested. And would welcome information regarding who owns the IP now that James Ward has passed.
Thanks for reading and happy gaming. God bless!Last edited by TheMetal1; April 30th, 2026 at 18:17.
Fantasy Grounds II Ultimate License Holder
I have the following Rulesets: Castles & Crusades; Savage Worlds Deluxe; Mutants & Masterminds; Dungeons & Dragons 5e;
Pathfinder 1e; Dungeons & Dragons Classics - AD&D 1e/2e; Dungeon Crawl Classics; White Box OSR (aka. Swords & Wizardry Complete Ruleset, with some house rules and elements of Revised); Rolemaster Classic
Currently Running: S&W Complete Revised: Legacy of Blackscale Lagoon and Rappan Athuk
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April 29th, 2026, 03:51 #39
I did see that Catalyst Game Labs announced they are doing a 50th Anniversary version of Metamorphosis Alpha. Here is the link:
50th Anniversary of Metamorphosis Alpha
If anyone knows anything about please post. Thanks!Fantasy Grounds II Ultimate License Holder
I have the following Rulesets: Castles & Crusades; Savage Worlds Deluxe; Mutants & Masterminds; Dungeons & Dragons 5e;
Pathfinder 1e; Dungeons & Dragons Classics - AD&D 1e/2e; Dungeon Crawl Classics; White Box OSR (aka. Swords & Wizardry Complete Ruleset, with some house rules and elements of Revised); Rolemaster Classic
Currently Running: S&W Complete Revised: Legacy of Blackscale Lagoon and Rappan Athuk
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May 15th, 2026, 18:54 #40Acolyte
- Join Date
- Jul 2020
- Posts
- 1
Great idea, a module for it would arouse intresting in people playing.
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