So here are the things that should probably happen to Gigacrawler before anyone goes around calling it a game. If you're feeling creative, here's what we need...
-Alterations. We have plenty of mutations/cyborg stuff/etc. though some industrious soul(s) should take a look at them and think: can I pretty much build most of the "playable" aliens and mutants I can think of using these rules? Like: Wookie, blob guy, animal-people (if you've got one of those animal encyclopedias at home that'd be good, any given Green Lantern (except Mogo or Dkrtzy RRR--though if you can rig a sentient mathematical progression as a playable PC race, you rock), any miniature you own (etc.). Claws, teeth and extra limbs will cover 9o% of it but is there, say a chameleon-like ability in there?
-At least half again as many martial arts. Go crazy.
-Devices. We got lots of devices. While covering every possible sci-fi device is not necessary (we need something left over for treasure) someone could look through the list and make sure that all the basic modern adventuring gear is represented: a plausible range of low-level weapons, life-support devices, ten-foot pole, flashlight, etc. Look through a modern RPG and your camping/hiking/mountain climbing shopping list and make sure it's mostly covered.
-More spells. You might wanna take a look at the extant spells and make sure there's a decent spread of low, medium, and high-level stuff. And you can never have enough madness and weirdness. There's like 45 so far.
-Setting features. Looking good here--especially on the tech end. Maybe a few more esoteric/magical ideas. Also, we could arguably use more monsters, so if there's any beastie you want in there before the game goes "official", there you go.
Room 230 - 230 – Bubbling Mud, Mudmen The doorknob is silver plated – and locked - with three locks. This room is filled about 5 inches deep with a thick bubbli...