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CELLSCAPE!

Story 2000 Jeff Ibach

A short convention adventure for the Alternity science-fiction roleplaying game. By Jeff Ibach

Based off the Alternity Players Handbook and Gamemaster Guide by Bill Slavicsek and Richard Baker. Alternity is a registered trademark of Wizards of the Coast, Inc.
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Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

CELLSCAPE!
Introduction Cellscape is an Alternity Convention adventure designed for 4 to 6 pregenerated characters of 1st 3rd level, who must try to escape from a prison planet. While there is an interesting mix of combat, negotiation, and problem solving, the adventure has more combat scenes than your average adventure; after all its a prison break; but thats not always the way to defeat your foes Part of the flavor of this dark scenario is in the different PCs enclosed, each with their own information and their own secret. The adventure is presented as a Spontaneous Adventure not a Planned Adventure (see page 209 in the Alternity GMG). In other words, it gives you all the tools to judge the PCs escape attempts but does not lead them neatly from one encounter to another. In fact as the PCs discuss their main plan before the game starts, they will surely think of a few things not covered here. Stay on your toes. This may not be a good scenario for beginning GMs! If used in an ongoing campaign, the adventure is still useful, your home PCs could be the prisoners wrongfully accused or they could try to break IN to get someone OUT! This adventure was written to include everything needed to fully play the game, including PC and GM worksheets and handouts. Enjoy. GM NOTE: This adventure does contain a number of combat scenes which could be quite challenging for inexperienced players who dont know the ins and outs of the Alternity system. As a convention adventure, its assumed a familiarity with the system. In campaign play, if this is your first adventure, its suggested that you stage a practice unarmed combat down in the cells between the PCs and Mott the Boils gang to familiarize them with the Alternity Engine.
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Basic Overview For various reasons detailed on their character sheets, the PCs have been sentenced to Red Rock 8, a corporatecontrolled maximum security prison world for criminals to spend their lives in captivity. Although it started as a good idea to keep dangerous criminals out of society, it got even better when the Corp that owned it found the planetoid they chose also had a high mineral content! They had a set group of miners to work for free: the prisoners. In this adventure, the PCs must react to the chance given them to initially get free of their guards. From there, the goal is to negotiate the tunnels and security of the prison, hijack a shuttlecraft to the orbital space station above, and smuggle themselves away from there to the freedom of society. Cellscape is not set in any particular game world, but assumes a late PL7 tech level similar to Star*Drive. Red Rock 8 Red Rock 8 is a maximum-security prison world, a barren planetoid. The corporation that owns it is known as Megalith Unlimited, Unlimited a corporation that hires out private security, trains mercenaries and bodyguards, and delivers law enforcement tests and certifications. The complex was constructed in a modular design to be built on an orbiting station and then transported to the hostile environment of the dead moon below. Its surface makes it hard for any space craft with more than six compartments to attempt a landing, so the main link to the outside world is a shuttle service to and from the orbiting station. While the station, Alpha Dawn Dawn, had an original purpose, its since grown. Megalith discovered, soon after construction began, that a fair amount of an important and somewhat rare mineral called illedium was in abundance around the area where the prison was to be constructed. Three things

CELLSCAPE!

Story 2000 Jeff Ibach

made this perfect. First, while civilians were not allowed access to the planetoid, the station needed supplies from private merchants. Second, the prisoners were to be kept under constant lock and key, and not used as a labor force, but with no one to report to (and no one interested in checking) Megalith started using the prisoners as an unpaid workforce. Third, the incredible monotony and boredom that ensues helps ensure prisoners will want to work. The work detail is considered something of a reward for behaved convicts, and they actually look forward to the sessions. Outside vehicles run by corporate staff dig raw illedium and transport it to various refining domes where the prisoners work to get it ready for transport. General Layout, Surface Complex This is a general key to the map of the prison surface complex labeled as such. The area of the large central + is two floors, on the upper floor is the housing for the prisons guards and general staff. Below this point, accessed through elevator shafts 200 feet below the surface, are the fully square, labyrinth steel halls and cells where the prisoners are kept. Surface Access This particular wing is where the mining vehicle operators man their surface buggies to go in search of illedium deposits for collection. Prisoners never have access to these positions as theyre for Corp-folk only. Keep in mind that the PCs could conceivably find their way here and drive a moon buggy around to the shuttle! Administrative This particular pod offers the luxury of the station. The warden, the guards chief, and other immediate corporation folk have full rooms, offices, and recreation here.
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Communications The system where the planetoid Red Rock 8 is located has no other habitable planets, but surveys have been brief, and are therefore ongoing. The communication center here is capable of reacting with the station above (although most uncoded transmissions are monitored), its drivesat, and other starships in the system (usually corporation science vessels). It also controls the stations defenses. About once a month, Red Rock 8 is bombarded by a minor meteor shower. From here, defense screens with limited power shields the station complex, and especially the domes, from harm. Shuttle Pad and Shuttle At all times is there a shuttle waiting as a standby. When supply runs are made to the station above, another shuttle comes to take its place. The shuttle is a simple 2compartment ship with plans and stats enclosed herein. Mining Domes Here is the heart of the operation. There are six refining pods and one central pod, all accessible to one another through hatchways and tunnels in a sort of wagonwheel fashion. During off-work periods when the prisoners are below in their cells, vehicles from the surface haul unprocessed illedium to the individual domes. Access hatches on a time-lock allow the ore to be placed inside a dome. There, a special robotic arm machine operated by the prisoners (with failsafes to shut down if the arms or dangerous portions are brought too close to another living being) helps break up the rock from the mineral, this is then separated by hand, set on loaders, and transported to Pod 6, where its dumped into a special bin that shakes and loosens the mineral to a workstation manned by corporation workers underneath the shuttle bay for loading for transport to the station above.

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CELLSCAPE!

Story 2000 Jeff Ibach

Individual Pods, Mining Dome Interior Here is the setup for the individual mining domes at the beginning of the adventure. Refer to the Mining Dome Interior map. Main Hall This access tunnel leads Hall of the prison, where bought to their elevators below. There is always a guards here. back to the main the prisoners are to the steel halls contingent of two

Pod 5 There are currently six prisoners here, using an enlarged robotic arm to crush large chunks of unrefined ore. Three guards watch over the prisoners. Pod 6 Finished illedium piles in individual domes are eventually collected by loaders allowed to be worked by prisoners, and are expected to be bought here to Pod 6, where they are gone through one last time and then dumped into a hatch where the mineral is transported over a vibrating conveyer system to a workroom under the shuttle bay. There are currently four prisoners working here. Three guards watch over the prisoners. All three have stun batons as well. Central Pod This is where the work details are handled, loaders are used and commissioned to various pods, and a small guards station with a weapons locker. There is a robotic arm here. Four guards are stationed here. Before Play Begins Before the game starts, hand out the characters to the players. Allow them time to get comfortable with each characters abilities, secrets, and knowledge. Describe to them the Upper Complex map and show it to the players, they would know the basic layout. Briefly describe their relationship with Mott the Boil. Inform them their basic goal is to escape. The most likely way to accomplish this is by stealing the shuttlecraft and taking off for the station orbiting above. Let them introduce their PCs to one another. Remind them their PCs are wearing chains on their ankles reducing all movement rates to their base walking speed (faster movement, until theyre removed, is impossible). Tell them before you begin that they are currently on a break, sitting around the dome where they work, eating nutrient bars. While guards are watching, they dont
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Pod 1 This is a pod currently being worked by a group of five prisoners who have fallen in with a particularly uncharismatic prisoner, Mott Mott the Boil, Boil a mutant with exceptional strength and a gruesome deformity but many offworld contacts who manage to bribe the guards in his behalf. Mott and his loyal gang frequently pick fights with the PCs and manage to get them blamed for starting the rumble, allowing them extra mining time and more cell time for the PCs. There is a single robot arm machine here. Two guards watch over the prisoners. Pod 2 The PCs are currently working this pod. There is a single bulldozing vehicle here, one which helps push around ore to the other pods. A robotic arm broke up the ore here earlier, and is currently elsewhere. The PCs are busy separating the fine illedium from the rock by hand. Three guards watch over the prisoners. The PCs start with no weapons, and must formulat a good plan to overcome armed and armored guards. Pod 3 There is currently six prisoners working here mining ore and using a robotic arm. Three guards watch over the prisoners. Pod 4 This pod is currently unmanned.

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CELLSCAPE!

Story 2000 Jeff Ibach

care if the PCs talk a little, and they can formulate their escape plan if an opportunity ever arises. While each player should have his or her say, dont let the meeting degenerate into a round-and-round discussion of ifs and maybes with no resolution. If PCs want to split up during the break, thats fine. Remind them that they should at the least always travel in pairs. GM NOTE: This adventure was written with pregenerated PCs in mind. As it is, there are no TSa or Sesheyan heroes included. If Seshayans are in you game, you will need to restrain their flying abilities somehow as well. The psionisist in this game starts with a psi-restraint collar that will have to be removed (see page 147 of the Alternity PHB). Trigger Event The trigger event that starts the whole situation is a meteor shower, which rains down for an extended period, overloading the stations shields and smashing through into a few domes (pods 3, 4, and 5). There are certain challenges (detailed below) of escape that have varying degrees of importance, and each of the characters has done their own research into escape (available on their character sheets) dealing with the following challenges of action. Read or paraphrase the following: Prison Planet Red Rock 8. For months youve been confined to this hellhole for various crimes. In another week itll be a year. If its not the incredible mind-numbing boredom of the cells far below the surface, its getting harassed by Mott the Boil and his gang. Day after day, week after week, long hours are spent sitting isolated in pure metallic cells hundreds of feet below the surface of this desolate planetoid. The few times a month you get to work in the mining domes on the surface is actually a
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treat. Luckily a small friendship has formed between you six over extended hours of working together. You all had your own ideas of escape, however this is no place to work alone. But together, you feel youve put together the pieces that fit the puzzle of freedom. Astrosmash! Show the players the Mining Dome interior. Tell them theyre in Pod 2. Mott the Boil and his gang are in Pod 1. Currently only guards and Corp staff are in the Central Pod. Read or paraphrase the following: One shuttle lifts off as another takes its place, settling on the pad outside. Suddenly, it begins. Thundering echoes and brilliant flashes of light penetrate the pods as a meteor shower fall upon the defense shields above. It starts slow at first, as it always does, soon to end. But this one slowly builds in speed and intensity. Talk from the other pods is drowned out, and a few shouts of alarm are heard from the guards. The shield is collapsing! A second later the first gets through. A hail of rock and debris begins smashing into the southern half of the pod structure, belting pods 3, 4, and 5 with massive hits. The ground shakes and rumbles, and the lights flicker off to be replaced by dull red emergency lighting. Alarm klaxons begin to sound as the shattering of podglass accompanies the death screams of prisoners caught in the vacuum! At this point, on the GMs map of the Dome Interior, the blast doors automatically close with alarming speed at the points noted, blocking off guards and prisoners alike in pods 3, 4, and 5. Mark this on the players map at this time so they see their options.

Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

Guards not trapped will still be startled and concerned, after all this never happened before! For the first round of any new combat, let the players roll for initiative normally, but guards have a +1 step penalty to their initiative rolls to react. Challenge 1: Guards! The three guards in the groups pod immediately order the PCs to drop any tools and to make a beeline for the Central Pod. Either they wait until they get there and then attack, or take some guards here and some in the Central pod later. Its up to them. Challenge 2: Machinery The group, once theyve managed to defeat their guards, may wish to take their loader/bulldozer and drive it into the Central Pod to shield them from the guards fire there. The loader has no defensive measure to prevent it from shutting down. It takes a successful Vehicle Operation-Land Vehicle check to succeed at driving the heavy, clumsy device or make it perform. Remember that the single-manned robotic arm (detailed later) has a special sensor attached, if the claw comes within a few feet of a living creature, it shuts down. If a tech wants to spend a bit modifying it for whatever reason hell need the toolkit from the Central Pod and need to make 5 successes on a complex Technical Science Juryrig skill check. Challenge 3: Hub of the Wheel In the central pod is a weapon locker. Insider are three pistols and three laser rifles. There are also 7 stun grenades on hand. There is also a single set of guards armor and 3 environmental/vacuum suits. There are other useful supplies here too, like a toolkit, a cutting torch, a first aid kit, and two trauma pack 1s. Remember four guards are stationed here for the group to overcome.
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Challenge 4: Mott the Boil For whatever reason, the PCs may decide nows the perfect time to kill Mott and his gang on the way out. It may be coldblooded, but the bastard has it coming. That and if they dont hell cause them trouble later on. Mott has one of his cronies each watching down the three passages leading from his pod. When one spies the PCs trying for the shaft in Pod 6 (providing they go that route), Mott will make motions to follow them down, overtaking their own guards and their weapons (assume that of Mott six men, 3 are taken out in the scuffle with the guards). Challenge 5: Communications Some of the PCs need to disable the prisons communications center, even if just for a short time. If word gets up to the space station that a shuttle has lifted off without clearance, an entire squad of guards will be waiting for them on the orbital station, or they just might be blasted by station defenses. They have little choice, as the shuttle has not enough fuel to travel between planets and has no stardrive. PCs will have to defeat the guards in Pod 6, defeat the electronic lock on the door to the Main Hall (Security Security Devices; a complex action requiring 4 successes), defeat the two guards therein, and climb up an access ladder. There in the control room will be three unarmed communications personnel. personnel They can toss in an overloading weapon from the storage in the Central Pod, and watch the fireworks! It will take the station approximately an hour to get a relay operational, giving the PCs just enough time to get to the orbiting station above. GM NOTE: An enterprising PC may think of a number of things to do once they secure this section. Before destroying the equipment, he could either force one of the unarmed personnel on duty here to call the station with a false flight plan for the shuttle

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CELLSCAPE!

Story 2000 Jeff Ibach

before destroying everything to reinforce that all is well, or the PC could do it. Challenge 6: The Pit of Despair Assuming the PCs dont try to fight their way through the Main Hall to the Shuttle bay (which, incidentally, they could do: simply set up a huge, drawn-out firefight in a hall with plenty of guards to your choosing. Ten would be a good number) they are going to want to drop down the refinery pit in Pod 6 onto the conveyer system to get to the workroom under the shuttle pad. The ride along the dark, unlit tunnel is very spooky and rough. Actually jumping down onto the belt system will be a feat in itself, requiring a Stamina Endurance check or suffer d4 stun (unaffected by armor) as they hit the rocks and the iron bars beneath. The trip along the belt is rough and bumpy, causing folks to talk like when their shaking very hard, or driving over rocky terrain. At the far end, there will be some corporation employees who take the raw material and load it into a special bin which loads up the shuttles cargo compartment before liftoff. There are two unarmed corporation employees here. They dont get paid well. They are bored, but they are quick. Just before the PCs get to the end, they trigger a defense screen which looks like a big laser-red lattice work across the opening into the room. Although it doesnt hurt the PCs, no material can pass through it. Theyre STUCK! The two workers, in environmental suits, will make themselves known (since weapon fire cant get through either). Theres physically nothing the PCs can do at this point but attempt to bargain with the workers. Practical attempts may include Interaction - Intimidation (but at a +2 step penalty), bribery (if they have anything worthwhile) promises (if they have something off world to offer if theyre free). Since this is the only way here, the GM should be fair and let any good, well-played excuse (including begging like a baby) to
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work on the young men. Recall if Mott and friends have not already been neutralized, they may jump down behind the PCs in an attempt to either force them to take them along or trap them between the laser-lattice and their own captured guards weapons. A sticky situation for the PCs here. The Shuttle! The Shuttle! The PCs either arrive at this point via three different circumstances: 1) Theyve dropped in under the pad into the workroom or 2) They fought their way through the Communications Center and Main Hall. 3) They fought their way through the Communications Center and to the Surface Access section and drove a groundcar over to the landing pad. Either way its the same. The shuttle the PCs saw landing a few minutes ago just before the meteor attack had Warden Brenzbek on board from a meeting up at the station. In the pod right next to the shuttle pod is where he and his entourage is currently situated when all hell breaks loose, and depending on where the PCs come from is irrelevant. Weather the PCs come from under the shuttle into its cargo hold and onto its bridge or if they manage to fight their way through the Main Hall to this point, or drive up in a buggy, the Warden actually tries to reason with them, either face to face or over communications. He asks that they reconsider their foolish folly, that surely the station above will be alerted (if he hears the prisons communications are out; hell go for a different angle). This is basically a negotiation scene, depending on how the PCs react and wish to deal with this. If theyre throwing caution to the wind, they may attack the Warden and his guards sealing their fate as intergalactic criminals. Or they may try to bargain with the Warden, asking him for cooperation in exchange for them keeping their mouths shut about using them as free labor to mine

Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

a controlled substances (which is actually illegal). The particular outcome of this scene is up to the GMs whim. But the Warden wont be intimidated easily (see the Wardens resistance modifiers). The Warden will never place his own life in jeopardy, nor will he accompany them on their trip. Were off to outer space Only two of the pregenerated characters can fly the shuttle, something they and the others will want to keep in mind if they expect to get off this rock. Powering up the shuttle and checking controls, they see its ready to go. Powering up and lifting off is a routine maneuver, requiring no dice rolls. Someone with a Navigation System Astrogation skill should be able to plot a course to the space station. Just out of orbit, a few leftovers from the meteor shower spray down on the shuttle! The pilot must make a Vehicle Operation Space check to avoid the barrage. Failure results in one clipping the shuttles engine, causing a deafening roar of explosion. The shuttles speed is compromised, and they will not beat repairs of a relay to warn the station that criminals are coming, giving the PCs an armed reception at the station! A PC could make a Technical Science Repair check to get the engines to deliver their promise to get them there before burning out. Orbital Station Alpha Dawn As the PCs approach Alpha Dawn after about 30 minutes of flight, there will be a crackle on their communications as the stations flight crew tries to hail them. Someone with a System Operation Communications skill should be able to respond with no problems. Another shuttle will pass the PCs shuttle en route to the surface as per protocol. This presents a number of possible problems. When the shuttle lands below, theyll immediately be informed of the problem there and radio back to the station. This will
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probably still give time to the players to get to another ship and escape, but it will be very close. The PC's may want to stall or delay the shuttle. Using Interaction Bluff or a similar skill, the PCs may convince the shuttle crew or the station that there indeed was a meteor strike, and the shuttle pad was damaged after their liftoff, warning the other shuttle from landing so quickly. Also, the station will ask exactly what went wrong, as they have lost communications with the Prison facility below. This may be a tense scene for the PCs, but so far the station has no idea of the truth, and so pretty much anything they say will convince the station that all is well. Landing will be routine and require no dice rolls unless the GM decides otherwise. Once aboard the station, the crew can disembark. As there are no shuttle crews with Weren, Sheseyan or Tsa staff, these PCs will be suspect if they start to unload. The four landing crew crew, unarmed and without escort because no trouble is expected, will be taken aback, as some of them might be familiar with the regular crews. PCs can try to use Interaction skills, but any excuse will be tough to pull off that doesnt sound like malarky. The best thing they could manage is to tell how the last shuttle crew got ill or something, and they are actually crew from another freighter docked at the station who volunteered for the job. Any skill used however comes with a +1 step penalty. The GM should roll this. Regardless of the outcome, the crew lets the PCs go about their business. If the PCs Interaction failed, the crew will then alert security of the situation. If the PCs succeed, the crew will wait until their down time later to bring up the odd circumstance to their fellows, but by then itll be to late! Were out of here! Of course, by this point, the PCs are armed, probably dressed like shuttle crew, and

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CELLSCAPE!

Story 2000 Jeff Ibach

need to get out of the system. As they walk about the dark, cramped station, no one pays them any mind. The system itself is a common stopover point for freighters and liners making their way elsewhere, and so all the races are present. If they find a computer access terminal, it wont be too hard with anyone to succeed at a Computer Operations skill check to find a freighter, the Deco, Deco slated to leave in less than 20 minutes. The freighter is an eightcompartment beauty with no weaponry but worthy defenses and a fair captain named Flanery. Flanery Finding the freighters docking bay will be no problem. Convincing the captain to hire on the PCs may be another matter. Unless the PCs have managed to somehow obtain wealth or something to trade, there is nothing to pay their way with and the captain does not need any more crew. Still, any type of approach will work, but Flanery is a proud man who will not take kindly to intimidation. If on the other hand the docking crew suspects the PCs of evildoing (or some other portion of the adventure warrants it), a group of armed station guards (same stats as prison guards) will appear and demand the PCs surrender. Its a fair bet a combat will ensue, and in the process the guards stray shots can hit the freighter, having Flanery pull his own weapon, and help the PCs blast away from the station! The PCs watch the station distance itself as their freighter pulls out, far below the lights on of the Prison on Red Rock 8 blink away, and soon the ship cascades into a flash of light as it starfalls away! The PCs are free!

Supporting Cast Templates


Human Combat Spec, Level 2, Guard STR 10 INT 10 DEX 11 [+1] WIL 9 CON 10 PER 10 Durability: 10/10/5/5 Action Check: 13/6/3 # Actions: 2 Move: sp20, ru12, wa 4 Last Resorts: None Reaction Score: Marginal/2 Attacks Unarmed-Brawl 11/5/2 d4s/d4+1s/d4+2s LI/O Laser Pistol 12/6/3 d4+1w/d6+1w/d4m En/O (accuracy 1, range 20/40/200) Defenses Battle jacket d6-1 (LI), d4+1 (HI), d4-1 (En) headset, helmet,

Suggested Equipment Security ID card, radio handcuffs.

Human Combat Spec, Level 1, Prisoner STR 11 [+1] INT 9 DEX 10 WIL 9 CON 10 PER 9 Durability: 10/10/5/5 Action Check: 12/6/3 # Actions: 2 Move: sp20, ru12, wa 4 Last Resorts: None Reaction Score: Marginal/2 Attacks Unarmed-Brawl 12/6/3 d4s/d4+1s/d4+2s LI/O Laser Pistol 11/5/2 d4+1w/d6+1w/d4m En/O (accuracy 1, range 20/40/200) Defenses None Special Thanks to:

THE END

Campaign Cartographer II, City Designer, and Dungeon Designer by Profantasy Software.

Written by Jeff Ibach Ocasek50@hotmail.com www.harvestmoon.freeservers.com Comments welcome.


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CELLSCAPE!

Story 2000 Jeff Ibach Law Enforcement 1 [ 11 / 5 / 2 ] 2 +d0 Security [ 10 / 5 / 2 ] 4 +d4 Protection 1 [ 11 / 5 / 2 ] 2 +d0 Security devices 1 [ 11 / 5 / 2 ] 3 +d0 System Operation [ 10 / 5 / 2 ] 4 +d4 Communication 1 [ 11 / 5 / 2 ] 2 +d0 WIL Skills Rank Score Cost Die Awareness [ 13 / 6 / 3 ] 0 +d4 Investigate [ 13 / 6 / 3 ] 7 +d4 Interrogate 1 [ 14 / 7 / 3 ] 3 +d0 Research 1 [ 14 / 7 / 3 ] 3 +d0 PER Skills Rank Score Cost Die Interaction [ 11 / 5 / 2 ] 0 +d4 Interview 1 [ 12 / 6 / 3 ] 2 +d0 Intimidate 1 [ 12 / 6 / 3 ] 2 +d0 Leadership [ 11 / 5 / 2 ] 4 +d4 Command 1 [ 12 / 6 / 3 ] 3 +d0

SUPPORTING CAST: Warden Brenzbek


Species: Human Gender: Male Profession: Diplomat (Combat Spec) Career: Warden Attributes: Last Resorts: 2 ABILITY SCORES Strength 8 Dexterity 9 Constitution 9 Intelligence 10 Will 13 [+3] Personality 11 ACTION CHECK SCORE 11+ 10 5 2 Actions Per Round 2 COMBAT MOVEMENT RATES Sprint 16 Run 10 Walk 4 DURABILITY Stun 9 Wound 9 Fatigue 5 Mortal 5

ATTACK FORMS Unarmed 4/2/1 +d4 LI/O Personal d4s/d4+1s/d4+2s


Pistol, laser 12/6/3 +d0 En/O 20/40/200 d4+1w/d6+1w/d4m

PERKS Willpower FLAWS Obsessed 2 Old Injury 4 Temper 4 SKILLS STR Skills Rank Score Cost Die Athletics [ 8 / 4 / 2 ] 0 +d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 9 / 4 / 2 ] 5 +d4 Pistol 3 [ 12 / 6 / 3 ] 9 +d0 Vehicle Operations [ 9 / 4 / 2 ] 0 +d4 CON Skills Rank Score Cost Die Stamina [ 9 / 4 / 2 ] 0 +d4 INT Skills Rank Score Cost Die Business [ 10 / 5 / 2 ] 3 +d4 Corporate 1 [ 11 / 5 / 2 ] 2 +d0 Illicit business 1 [ 11 / 5 / 2 ] 2 +d0 Knowledge [ 10 / 5 / 2 ] 0 +d4 Computer Operations 1 [ 11 / 5 / 2 ] 1 +d0 Deduce 1 [ 11 / 5 / 2 ] 2 +d0 First aid 1 [ 11 / 5 / 2 ] 2 +d0 Law [ 10 / 5 / 2 ] 4 +d4 Page 10
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CELLSCAPE!

Story 2000 Jeff Ibach Illicit business 1 [ 10 / 5 / 2 ] 3 +d0 Knowledge [ 9 / 4 / 2 ] 0 +d4 Computer Operations 1 [ 10 / 5 / 2 ] 1 +d0 WIL Skills Rank Score Cost Die Awareness [ 9 / 4 / 2 ] 0 +d4 Resolve [ 9 / 4 / 2 ] 5 +d4 Mental Resolve 1 [ 10 / 5 / 2 ] 3 +d0 Physical Resolve 1 [ 10 / 5 / 2 ] 3 +d0 PER Skills Rank Score Cost Die Interaction [ 8 / 4 / 2 ] 0 +d4 Intimidate 1 [ 9 / 4 / 2 ] 2 +d0 Taunt 4 [ 12 / 6 / 3 ] 8 +d0 Leadership [ 8 / 4 / 2 ] 4 +d4 MUTATIONS Mutant Origin: Engineered mutations Mutant Uniqueness: Individual with Unique Mutations Advantageous Mutantion Points: 5 Mutantion Drawback Points: 5 Advantageous Mutations Cost Improved STR 1 Adrenal Control 1 Neural Attack 2 Mutations Drawbacks Cost Wild Immunity 2 Slow Reflexes 2 Light Sensitivity 1 NOTES Combat Spec Action Check Increase: action check score increased by 3 Combat Spec Situation Bonus of -1 to a selected skill Slow Reflexes Mutation: Action Check +1 step penalty Improved STR Mutation: STR permanently increase by 1

SUPPORTING CAST: Mott The Boil


Species: Mutant Gender: Male Profession: Combat Spec Career: Crime Lord Attributes: Personal Power, Despicable, Humorless, Amoral Last Resorts: 1 ABILITY SCORES Strength 14 [+2] Dexterity 8 Constitution 13 Intelligence 9 Will 9 Personality 8 ACTION CHECK SCORE Marginal Ordinary Good Amazing 12+ 11 5 2 DIE +d4 Actions Per Round 2 COMBAT MOVEMENT RATES Sprint 22 Run 14 Walk 4 DURABILITY Stun 13 Wound 13 ATTACK FORMS
Unarmed 17/8/4 +d0 LI/O Personal d4+2s/d4+3s/d4+4s Pistol, laser 12/6/3 +d0 En/O 20/40/200 d4+1w/d6+1w/d4m

Fatigue 7 Mortal 7

PERKS Filthy Rich FLAWS Temper 2 Poor Looks Infamy 2 SKILLS STR Skills Rank Score Cost Die Athletics [ 14 / 7 / 3 ] 0 +d4 Unarmed Attack [ 14 / 7 / 3 ] 5 +d4 Brawl 3 [ 17 / 8 / 4 ] 6 -d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 8 / 4 / 2 ] 5 +d4 Pistol 4 [ 12 / 6 / 3 ] 12 +d0 Vehicle Operations [ 8 / 4 / 2 ] 0 +d4 CON Skills Rank Score Cost Die Stamina [ 13 / 6 / 3 ] 0 +d4 Endurance 1 [ 14 / 7 / 3 ] 3 +d0 Resist Pain 1 [ 14 / 7 / 3 ] 3 +d0 INT Skills Rank Score Cost Die Business [ 9 / 4 / 2 ] 4 +d4

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CELLSCAPE!

Story 2000 Jeff Ibach Communication 1 [ 11 / 5 / 2 ] 3 +d0 Weapons 1 [ 11 / 5 / 2 ] 3 +d0 Tactics [ 10 / 5 / 2 ] 6 +d4 Space 1 [ 11 / 5 / 2 ] 3 +d0 WIL Skills Rank Score Cost Die Awareness [ 9 / 4 / 2 ] 0 +d4 PER Skills Rank Score Cost Die Interaction [ 10 / 5 / 2 ] 0 +d4 Leadership [ 10 / 5 / 2 ] 4 +d4 Command 1 [ 11 / 5 / 2 ] 4 +d0

SUPPORTING CAST: Captain Flannery


Species: Human Gender: Male Profession: Free Agent Career: Ship Captain Attributes: Last Resorts: 1 ABILITY SCORES Strength 9 Dexterity 12 [+2] Constitution 10 Intelligence 10 Will 9 Personality 10 ACTION CHECK SCORE 14+ 13 6 3 DIE +d0 Actions Per Round 2 COMBAT MOVEMENT RATES Sprint 20 Run 12 Walk 4 DURABILITY Stun 10 Wound 10 ATTACK FORMS
Unarmed 4/2/1 +d4 LI/O Personal d4s/d4+1s/d4+2s Condor X7 Stutter Pistol 14/7/3 +d0 LI/O 8/16/40 d6+3s/d8+3s/d12+3s

Fatigue 5 Mortal 5

FLAWS Criminal Record Powerful Enemy 2 Rebellious STR Skills Rank Score Cost Die Athletics [ 9 / 4 / 2 ] 0 +d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 12 / 6 / 3 ] 6 +d4 Pistol 2 [ 14 / 7 / 3 ] 8 +d0 Stealth [ 12 / 6 / 3 ] 6 +d4 Sneak 1 [ 13 / 6 / 3 ] 4 +d0 Vehicle Operations [ 12 / 6 / 3 ] 0 +d4 Space Vehicle 1 [ 13 / 6 / 3 ] 5 +d0 CON Skills Rank Score Cost Die Stamina [ 10 / 5 / 2 ] 0 +d4 INT Skills Rank Score Cost Die Business [ 10 / 5 / 2 ] 4 +d4 Small business 1 [ 11 / 5 / 2 ] 3 +d0 Knowledge [ 10 / 5 / 2 ] 0 +d4 Computer Operations 1 [ 11 / 5 / 2 ] 1 +d0 Navigation [ 10 / 5 / 2 ] 6 +d4 Drivespace Astrogation 1 [ 11 / 5 / 2 ] 4 +d0 System Astrogation 1 [ 11 / 5 / 2 ] 3 +d0 System Operation [ 10 / 5 / 2 ] 4 +d4 Page 12
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

This is the map of the overall prison complex of Red Rock 8. This is for the players.

Page 13
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach This is the map of the Mining Dome interior. This is for the players.

Page 14
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

This is the map of the Mining Dome interior, marked with closed blast doors after the emergency. This is for the gamemaster.

Page 15
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

Here are two pages of floorplans if youre using miniature figures. You can use make multiple copies and make connecting halls-and-pods as combat ensues.

Page 16
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

Page 17
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

CELLSCAPE!

Story 2000 Jeff Ibach

RedRock Class Shuttle- Civilian Courier


COMPARTMENTS: 4 MANEUVERABILITY RATING: 0 CRUISE SPEED: 1.50 AU/hr ARMAMENT: None ARMOR: Cerametal (Light) : 1d6-1(L), 1d6-1(H), 1d6-1(E) ROLL 1|25 COMPARTMENT Engineering SYSTEM (DUR,POW) Planetary thruster (1,1) Fusion generator (2,0) 26|50 Cargo Fuel tank (1,0) Reentry capsule (0,0) 51|75 Crew Crew Quarters (1,0) Airlock (1,0) Airlock (0,0) 76|100 Command Laser transceiver (0,1) Computer core (O) (1,0) Ded. Communications (O) (0,0) Ded. Engineering (O) (0,0) Ded. Navigation (O) (0,0) Ded. Sensors (O) (0,0) Multiband radar (0,0) (12,12,6) (6,6,3) (6,6,3) DURABILITY: 16 ACCELERATION: 2.000 Mpp POWER: Fusion generator rated at 3 power factors DEFENSES: None ENGINES: Planetary thruster DURABILITY (8,8,4)

Page 18
Alternity is a Registered Trademark of Wizards of the Coast, Inc.

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Craydon Daal Species Mechalus Gender Male Player's Name Profession Tech Op Career Hacker Last Resorts 1 3 !

Attributes Yearn to Learn, Anti-authority, Curious, Independent Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound ARMOR
Battle jacket

Gamemaster Jeff Ibach Untrained 4 5 5 6 5 4 +1 Res Mod +0 +0 DIE ACTION CHECK SCORE Marginal 13 Ordinary 12

Last Resorts Cost

Score 9 10 10 12 11 8

Good 6

Amazing 3 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +1 Sprint 18 2 Run Swim 12 4 Walk Glide 4 Fly Easy Swim

10 10

!!!!!!!!!! !!!!!!!!!! AP
+1

Fatigue Mortal T
O

5 5 Hide
+1

!!!!! !!!!! Mass


8

LI
d6-1

HI
d4+1

En
d4-1

Skill
4/2/1

Die
+d4

ATTACK FORMS
Unarmed Pistol, laser Rifle, laser

Score
4/2/1 11/5/2 10/5/2

Base Die
+d4 +d0 +d4

Type
LI/O En/O En/O

Range (S/M/L)
Personal 20/40/200 100/400/1000

Damage
d4s/d4+1s/d4+2s d4+1w/d6+1w/d4m d6+1w/d6+3w/d4+1m

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 7 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 7

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR DEX DEX DEX DEX DEX DEX CON INT INT INT INT INT INT INT Athletics Climb Jump Throw Modern Ranged Weapons Pistol Rifle SMG Vehicle Operation Space Vehicle Stamina Computer Science Artificial Intelligence Hacking Hardware Programming Knowledge Deduce 0 0 0 1 0 0 1 +d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d0 +d4 +d0 +d4 +d4 9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 11/5/2 10/5/2 12/6/3 13/6/3 16/8/4 12/6/3 14/7/3 12/6/3 12/6/3 INT INT INT INT INT INT INT INT INT INT INT INT WIL WIL WIL WIL WIL WIL WIL System Operation Communication Defenses Engineering Sensors Weapons Technical Science Invention Juryrig Repair Robotics Technical Knowledge Awareness Intuition Perception Street Smart Criminal Elements Grid Savvy Net Savvy 0 0 0 0 0 0 1 1 0 0 0 1 0 3 0 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 13/6/3 13/6/3 12/6/3 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 11/5/2 14/7/3 11/5/2

1 4 0 2 0

PERKS

FLAWS
Clueless 2 Infamy 2

CYBERWARE Cyber Tolerance 7/4/3 !!!!!!!"!!!!"!!! Cykosis 0

Nanocomputer [Good] Internal Computing CPU device NI Jack [Ordinary] Used to "Jack Into" a Gridcaster Optic Screen [Ordinary] Eyeball-overlay HUD of computer operations Neural Data Slots (2) [Good] Used to run external programs Reflex (Ordinary] -1 Situation Die to Action Check Rolls

NOTES
Tech Op Action Check Increase: action check score increased by 1 Tech Op Accelerated Learning: see chart in PH pg 32 when advancing in levels Mechalus Computer Operation Skill Bonus: -1 step when using Knowledge-Computer Operations and Computer Science-Hacking when merged Mechalus Cybernetic Enhancement Cybernetic Skill: bought 10 point skill for cyberware usage Craydon grew up in a community near humans. Some of the human children he fell in with were aspiring hackers. It turned out that Craydon was a natural. He enjoyed the thrill of slipping in and out of secure networks unnoticed, and dedicated himself to releasing the knowledge others would keep under lock and key. It wasn't long before he found his way into secured systems and approached by many a different corporations wanting to put him on the payroll. No matter how tempting, he always turned down offers of steady employment, and made his money freelancing. It all caught up with him, and when one of the major firms he snubbed was hacked, they stopped at nothing to trace it back to him, and from there it was all over. Craydon has spent many quiet moments listening to the guards talk and the 'idle info-chatter' that appears over the comm system in the main halls. He knows that the shuttle has contact with the orbital station above and the base down here and when one lifts off another is sent to replace it. The system where the planetoid Red Rock 8 is located has no other habitable planets, but surveys have been brief, and are therefore ongoing. The communication center here is capable of reacting with the station above (although most uncoded transmissions are monitored), it's drivesat, and other starships in the system (usually corporation science vessels). It also controls the stations defenses. About once a month, Red Rock 8 is bombarded by a minor meteor shower. From here, defense screens with limited power shields the station complex, and especially the domes, from harm.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Gar Torgin Species Weren Gender Male Player's Name Profession Diplomat ( Combat Spec ) Career Ambassador Last Resorts 2 2 !!

Attributes On a Mission, Ethical, Calm, Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound 16 16 !!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!! Score
15/7/3 15/7/3

Gamemaster Jeff Ibach Untrained 5 3 5 5 4 5 +1 Res Mod +1 +0 DIE ACTION CHECK SCORE Marginal 11 Ordinary 10

Last Resorts Cost

Score 11 7 11 11 9 11

Good 5

Amazing 2 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +0 Sprint 18 2 Run Swim 12 4 Walk Glide 4 Fly Easy Swim

Fatigue Mortal Base Die


+d0 +d0

8 8

!!!!!!!! !!!!!!!! Damage


d4+1w/d4+3w/d4+1m d4+1s/d4+2s/d4+3s

ATTACK FORMS
Claws Unarmed

Type
LI/O LI/O

Range (S/M/L)
Personal Personal

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 6 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 6

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR STR STR DEX DEX DEX DEX DEX CON CON CON INT INT INT INT INT INT Athletics Climb Jump Throw Unarmed Attack Brawl Primative Ranged Weapons Bow Crossbow Flintlock Sling Stamina Endurance Resist Pain Knowledge Deduce First aid Law Court Procedures Law Enforcement 0 0 0 4 0 0 0 0 1 1 1 1 1 1 +d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d0 +d0 +d4 +d0 +d0 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 15/7/3 7/3/1 7/3/1 7/3/1 7/3/1 7/3/1 11/5/2 12/6/3 12/6/3 11/5/2 12/6/3 12/6/3 11/5/2 12/6/3 12/6/3 WIL WIL WIL WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER PER PER PER PER PER Administration Bureaucracy Management Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Culture Diplomacy Interaction Bargain Charm Interview Intimidate Seduce Taunt Leadership Command Inspire 0 0 1 3 1 1 1 1 0 0 1 0 0 0 1 +d4 +d4 +d4 +d4 +d0 -d4 +d4 +d0 +d0 +d4 +d0 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0 9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 12/6/3 9/4/2 10/5/2 10/5/2 11/5/2 12/6/3 11/5/2 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 11/5/2 11/5/2 11/5/2 12/6/3

PERKS
Observant

FLAWS
Old Injury 2 Infamy 4

NOTES
Observant Perk: -1 step bonus to Awareness-Perception checks Diplomat Action Check Increase: action check score increased by 1 Diplomat Contacts or Resources: starts game with either Contacts or Resources as in GM Guide Diplomat Secondary Profession: skill cost bonus for secondary profession Weren Superior Durability: CON x 1.5 for durability scores Weren Natural Weapon: on successfull Unarmed Attack-brawl check claws do d4w/d4+2w/d4m (LI/O) plus any STR bonus Weren Camouflage: +1 step to ranged attacks vs. weren Weren Primitive Culture: +2 step penalty when using any items of PL4 or higher Gar was originally a leader in a caste of Weren who had completely rejected all technology. But after being seriously wounded in battle by one of the outworlders' superior weapons, he decided to go out into the world and represent his people, to learn if the old ways are still better, and to see if there were other of this people who felt as he did, that this technology brought from the stars should be rejected. Gar crusaded across the stars for a few years being amazed but not 'converted' in the ways of technology. One day on a major space station he got involved in an altercation between some anti-tech priesthood of humans and weren who were being charged with terrorism on a local liner, which they assured the authorities they were not on. Unknown to Gar, the local militia wanted to find every excuse to rid themselves of this anti-tech league for it was hurting their trade and they would do anything to frame them. Gar chose this moment to try and rally folks around to allow the 'guilty' priests to get a fair trial, and the militia arrested him for being in league with the priests! At this point he wants nothing more than to escape. Gar nows a little about the administration here at the Prison. The Warden, Brenzbek, is an administrator at heart, not a ruthless foul fiend like the prisoners would have him out to be. He's doing his job, and that's all. He also knows the shuttle crews and the fellows who watch the landing pad are frequently sent here as punishment from their parent Corporation, Megalith (the corp that owns this prison). Gar feels the best route off is through the underground loading tunnels in pod 6. Gar has no armor rating listed because the armor retrieved from the human guards won't fit him.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Jerinal Purcellan Species Fraal Gender Other Player's Name Profession Diplomat ( Mindwalker ) Career Explorer 2 2 !!

Attributes Discovery, Worldly, Confident, Mysterious Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound ARMOR
Battle jacket

Last Resorts

Gamemaster Jeff Ibach Untrained 4 4 4 5 6 6 +0 Res Mod +0 +0 DIE ACTION CHECK SCORE Marginal 11 Ordinary 10

Last Resorts Cost

Score 8 9 9 10 12 12

Good 5

Amazing 2 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +1 Sprint 16 2 Run Swim 10 4 Walk Glide 4 Fly Easy Swim

9 10

!!!!!!!!! !!!!!!!!!! AP
+1

Fatigue Mortal T
O

5 5 Hide
+1

!!!!! !!!!! Mass


8

LI
d6-1

HI
d4+1

En
d4-1

Skill
4/2/1

Die
+d4

ATTACK FORMS
Unarmed Stun baton

Score
4/2/1 9/4/2

Base Die
+d4 +d0

Type
LI/O En/O

Range (S/M/L)
Personal Personal

Damage
d4s/d4+1s/d4+2s d4+1s/d4+3s/d6+4s

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 6 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 11

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR DEX DEX DEX DEX DEX DEX CON CON INT INT INT INT INT INT INT INT INT Melee Weapons Blade Bludgeon Powered weapon Acrobatics Daredevil Dodge Fall Flight Vehicle Operation Survival Survival Training Knowledge Computer Operation Deduce Life Science Biology Botany Genetics Xenology Zoology 0 0 1 0 1 0 0 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d0 +d0 8/4/2 8/4/2 8/4/2 9/4/2 9/4/2 9/4/2 10/5/2 9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 10/5/2 10/5/2 11/5/2 11/5/2 INT INT INT WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER Social Science Anthropology History Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Interaction Bargain Charm Interview Intimidate Seduce Taunt 1 0 0 0 0 0 0 0 0 0 0 0 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 10/5/2 11/5/2 10/5/2 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3

1 1 0 0 0 0 1 1

PSIONIC SKILLS Psionic Energy Stat Skill


INT INT INT INT INT INT INT INT INT INT ESP Clairaudience Clairvoyance Empathy Mind Reading Postcognition Precognition Psycholocation Psychometry Sensitivity

12

!!!!!!!!!!!! Lvl Die


0 0 0 1 0 0 0 0 0 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4

Action Psionic Energy Cost Critical Failure 3 Broad Skill (Success or Failure) 2 Specialty Skill (Success or Failure) 1

Score
10/5/2 10/5/2 10/5/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 10/5/2 10/5/2

Stat Skill
PER Telepathy PER Contact PER Empathic Projection PER Illusion PER Mind Blast PER Mind Shield PER Obscure PER Psychic Armor PER Psychic Projection PER Subdual PER Suggest PER Tire PER Undo

Lvl Die
1 0 1 2 0 0 0 0 0 1 0 0 +d4 +d0 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4

Score
12/6/3 13/6/3 12/6/3 13/6/3 14/7/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 13/6/3 12/6/3 12/6/3

PERKS
Vigor Wound

FLAWS
Criminal Record Powerful Enemy 4

NOTES
Vigor Wound Durability Bonus Diplomat Action Check Increase: action check score increased by 1 Diplomat Contacts or Resources: starts game with either Contacts or Resources as in GM Guide Diplomat Secondary Profession: skill cost bonus for secondary profession Jerinal Purcellan was a Government Survey specialist. She interfered with the wrong people and refused to play along in the politics of rewards and discovery ranks (costing others bonuses) and soon found herself blamed for a crime she didn't commit when a few of her survey team showed up dead on a planet where there was supposed to be no harmful life. Jerinal was tried for treachery and found guilty by a bribed judge. She has spent much of her time studying the guards here well, she feels that if an emergency situation were to arise, they would be unlikely to react very quickly. Their confidence that the prisoners won't attempt escape because of the futility of it, plus the fact that the prison has had no real trouble since it began gives her this feel. Wearing the psi-collar has been a very humbling, angering experience, and may cause her to take extra time once it's off to give any helpless guard a little 'what for' extra.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Katrina Apollo Species Mutant Gender Female Player's Name Profession Free Agent Career Hi-Tech Thief Last Resorts 1 3 !

Attributes Fun First, Anti-authority, Flippant, Energetic Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound ARMOR
Battle jacket

Gamemaster Jeff Ibach Untrained 3 7 4 5 5 5 +1 Res Mod +0 +3 DIE ACTION CHECK SCORE Marginal 16 Ordinary 15

Last Resorts Cost

Score 7 15 8 11 11 10

Good 7

Amazing 3 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +2 Sprint 22 2 Run Swim 14 4 Walk Glide 4 Fly Easy Swim

11 8

!!!!!!!!!!! !!!!!!!! AP
+1

Fatigue Mortal T
O

4 4 Hide
+1

!!!! !!!! Mass


8

LI
d6-1

HI
d4+1

En
d4-1

Skill
3/1/0

Die
+d4

ATTACK FORMS
Unarmed Pistol, laser Rifle, laser

Score
16/8/4 16/8/4 15/7/3

Base Die
+d0 +d0 +d4

Type
LI/O En/O En/O

Range (S/M/L)
Personal 20/40/200 100/400/1000

Damage
d4s/d4+1s/d4+2s d4+1w/d6+1w/d4m d6+1w/d6+3w/d4+1m

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 6 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 6

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX Athletics Climb Jump Throw Acrobatics Daredevil Defensive Martial Arts Dodge Fall Flight Manipulation Lockpick Pickpocket Prestidigitation Modern Ranged Weapons Pistol Rifle SMG Stealth Hide Shadow Sneak 1 0 0 0 1 1 0 0 2 1 0 1 0 0 1 0 1 +d4 +d0 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 +d0 7/3/1 8/4/2 7/3/1 7/3/1 15/7/3 15/7/3 16/8/4 16/8/4 15/7/3 15/7/3 15/7/3 17/8/4 16/8/4 15/7/3 15/7/3 16/8/4 15/7/3 15/7/3 15/7/3 16/8/4 15/7/3 16/8/4 DEX CON CON INT INT INT INT INT INT WIL WIL WIL PER PER PER PER PER PER PER Vehicle Operation Stamina Endurance Knowledge Computer Operation Deduce Security Protection Protocols Security Devices Awareness Intuition Perception Interaction Bargain Charm Interview Intimidate Seduce Taunt 0 1 0 0 2 1 1 0 2 0 0 1 0 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 -d6 +d0 +d4 +d4 +d0 +d4 +d4 +d0 +d4 15/7/3 8/4/2 8/4/2 11/5/2 12/6/3 11/5/2 11/5/2 11/5/2 13/6/3 11/5/2 12/6/3 12/6/3 10/5/2 10/5/2 12/6/3 10/5/2 10/5/2 11/5/2 10/5/2

PERKS
Danger Sense

FLAWS
Criminal Record Infamy 4

MUTATIONS Mutant Origin Natural Advantages


Improved Durability Enhanced DEX Might Vision

Uniqueness Unique

Mutation Points 4 Drawbacks


Toxin Intollerance Thermal Intollerance

Drawback Points 2

NOTES
Danger Sense Perk: -2 step bonus to Awareness-Intuition checks Free Agent Action Check Increase: action check score increased by 2 Free Agent Resistance Modifier Bonus Free Agent Last Resort Bonus: maximum last resorts increased by 1 Improved Durability Mutation: Stun permanantly increase by 3 Enhanced DEX Mutation: DEX permanantly increase by 2 Katrina grew up on a colonized planet where it turned out the terraforming had not been completed properly. As a result, she developed several mutations, and wound up with some sensitivity to poisons and temperature extremes. It did, however, make her an excellent thief. Katrina stole from the best. She made her way keeping a low profile from world to world, stealing valuables and finding ways to place the blams on criminals known to work in the vicinity. It worked perfectly for years until she came across a handsome businessman who offered her a job. Taken by his sly ways, she agreed. Her very first job was a setup. Years ealier she had stolen from this man's collection and he never stopped trying to track her. He made sure the local authorities got 'tipped off' about her activity and she was caught and tried, her benefactor gone into the night. Katrina has done a little research on the locks that are holding the chains on her ankles together. She's also managed to pocket 2 'fork ends' and has opened her own lock countless times as practice. With only a single lockpick check she can pop open anyone's ankle chains in a blink. She also thinks she can undo the psi-restraint collar on Ms. Purcellan.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Marcus Holloway Species Human Gender Male Player's Name Profession Combat Spec Career Martial Artist Last Resorts 1 3 !

Attributes Winning Is Everything, Honorable, Confident, Trusting Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound ARMOR
Battle jacket

Gamemaster Jeff Ibach Untrained 5 6 5 4 4 4 +0 Res Mod +1 +3 DIE ACTION CHECK SCORE Marginal 14 Ordinary 13

Last Resorts Cost

Score 11 13 11 8 9 8

Good 6

Amazing 3 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +0 Sprint 24 3 Run Swim 16 6 Walk Glide 6 Fly Easy Swim

11 11

!!!!!!!!!!! !!!!!!!!!!! AP
+1

Fatigue Mortal T
O

6 6 Hide
+1

!!!!!! !!!!!! Mass


8

LI
d6-1

HI
d4+1

En
d4-1

Skill
5/2/1

Die
+d4

ATTACK FORMS
Unarmed

Score
17/8/4

Base Die
+d0

Type
LI/O

Range (S/M/L)
Personal

Damage
d6+1s/d6+3s/d4+1w

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 6 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 6

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR STR STR STR DEX DEX DEX DEX DEX DEX DEX CON CON CON Athletics Climb Jump Throw Unarmed Attack Brawl Power Martial Arts Acrobatics Daredevil Defensive Martial Arts Dodge Fall Flight Vehicle Operation Stamina Endurance Resist Pain 0 0 0 0 4 0 4 1 0 0 +d4 +d4 +d4 +d4 +d4 +d4 -d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d0 +d0 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 15/7/3 13/6/3 13/6/3 17/8/4 14/7/3 13/6/3 13/6/3 13/6/3 11/5/2 12/6/3 12/6/3 INT INT INT WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER Knowledge Deduce Japanese Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Interaction Bargain Charm Interview Intimidate Seduce Taunt 0 1 0 1 0 1 0 0 0 1 0 0 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d4 8/4/2 8/4/2 9/4/2 9/4/2 9/4/2 10/5/2 9/4/2 9/4/2 10/5/2 8/4/2 8/4/2 8/4/2 8/4/2 9/4/2 8/4/2 8/4/2

1 1

PERKS
Reflexes

FLAWS
Infamy 2 Code Of Honor

NOTES
Reflexes DEX Resistance Modifier Bonus Combat Spec Action Check Increase: action check score increased by 3 Combat Spec Situation Bonus of -1 to a selected skill Human 5 point skill bonus Human 1 extra broad skill bonus Marcus wanted to be the best martial artist he could be. Unfortunately, his desire to win overcame the honor and discipline instilled in him by his instructors, and he cheated in the Interplanetary Olypmics trials for the chance to represent his homeworld. Disgraced and disgusted by his own breaking of his code of honor, he left "legal" competition, and joined more underground pursuits. He hoped to learn more and eventually regain his honor by demonstrating to the "backroom" fighters that fighting his way was best. Soon his skills became necessary. Some of his old classmates had fallen in with an assassin's orginaization, and the place they were going to pull off the job had sensors to detect weaponry of any kind, so the kill would be hand to hand. They tricked him into knowing exactly what the situation was (they said they were removing a terrorist to galactic peace), but during the actual situation all his comrades lay dead at the hands of their target's bodyguard and Marcus felt he should finish the job at all costs. He succeed in killing the ambassador of a neighboring star system, not a terrorist at all. He was tried and sentenced. Marcus has come to grips with his past failures and is ready to start anew. Here in the prison he's done some work noticing the guard's patrol patterns. There are never more than 3 guards per pod unless there is trouble. In the central pod is the largest collection of guards as well as stun batons and laser rifles. In his opinion there is no unworthier slime in all the world like Mott the Boil, and more than anything he'd love to teach that overbloated mutant a lesson he'd never forget.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


Hero's Name Razzock Mintorn Species Human Gender Male Player's Name Profession Tech Op Career Starship Pilot Last Resorts 2 2 !!

Attributes Fun First, Anti-authority, Egotistical, Courageous Setting CELLSCAPE ABILITY Strength Dexterity Constitution Intelligence Willpower Personality DURABILITY Stun Wound ARMOR
Battle jacket

Gamemaster Jeff Ibach Untrained 4 6 4 5 4 5 +1 Res Mod +0 +1 DIE ACTION CHECK SCORE Marginal 13 Ordinary 12

Last Resorts Cost

Score 9 12 9 11 8 11

Good 6

Amazing 3 2

+
+d0

ACTIONS PER ROUND

COMBAT MOVEMENT RATES +0 Sprint 20 2 Run Swim 12 4 Walk Glide 4 Fly Easy Swim

9 9

!!!!!!!!! !!!!!!!!! AP
+1

Fatigue Mortal T
O

5 5 Hide
+1

!!!!! !!!!! Mass


8

LI
d6-1

HI
d4+1

En
d4-1

Skill
4/2/1

Die
+d4

ATTACK FORMS
Unarmed Pistol, laser Rifle, laser

Score
11/5/2 15/7/3 12/6/3

Base Die
+d0 +d0 +d4

Type
LI/O En/O En/O

Range (S/M/L)
Personal 20/40/200 100/400/1000

Damage
d4s/d4+1s/d4+2s d4+1w/d6+1w/d4m d6+1w/d6+3w/d4+1m

SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT -d12 -4 Level -d8 -3 2 -d6 -2 -d4 -1 -d0 +0 +d4 +1 7 +d6 +2 +d8 +3 Stored +d12 +4 0 +d20 +2d20 +3d20 +5 +6 +7 Earned 12

Skill Points Spent

SKILLS Stat Skill Lvl Die Score Stat Skill Lvl Die Score

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html

ALTERNITY Science Fiction Roleplaying Game Hero Sheet


STR STR STR STR STR STR DEX DEX DEX DEX DEX DEX DEX CON CON INT INT INT INT INT INT INT Athletics Climb Jump Throw Unarmed Attack Brawl Modern Ranged Weapons Pistol Rifle SMG Vehicle Operation Air Vehicle Space Vehicle Stamina Endurance Knowledge Computer Operation Deduce Navigation Drivespace Astrogation Surface System Astrogation 0 0 0 2 3 0 0 1 4 0 1 0 1 0 1 +d4 +d4 +d4 +d4 +d4 +d0 +d4 +d0 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d0 9/4/2 9/4/2 9/4/2 9/4/2 9/4/2 11/5/2 12/6/3 15/7/3 12/6/3 12/6/3 12/6/3 13/6/3 16/8/4 9/4/2 9/4/2 11/5/2 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 12/6/3 INT INT INT INT INT INT INT INT INT INT WIL WIL WIL PER PER PER PER PER PER PER System Operation Communication Defenses Engineering Sensors Weapons Tactics Infantry Space Vehicle Awareness Intuition Perception Interaction Bargain Charm Interview Intimidate Seduce Taunt 0 1 0 1 1 0 1 0 0 0 0 0 0 0 2 0 +d4 +d4 +d0 +d4 +d0 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d4 11/5/2 11/5/2 12/6/3 11/5/2 12/6/3 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 8/4/2 8/4/2 8/4/2 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 13/6/3 11/5/2

PERKS
Great Looks

FLAWS
Criminal Record Rebellious

NOTES
Tech Op Action Check Increase: action check score increased by 1 Tech Op Accelerated Learning: see chart in PH pg 32 when advancing in levels Human 5 point skill bonus Human 1 extra broad skill bonus Razzock Mintorn was one of the best pilots in the galaxy. Still is, and he could prove it if he only had a ship. The boy lives to prove himself and gets into more trouble in the depths of space than anything. He lost his own ship 2 months after he got it to pirates. So what if it was 3 corvettes against his 5-crew cargo runner, they'd never take him alive! Except they did. He managed to escape and soon signed on to all sorts of company ships. His rebellious nature soon got the best of him. He'd frequently file his own flight plan, ignoring company orders. If pirates attacked, he'd attack back, regardless of the odds or his orders. He lost one too many ships, and finally lost a ship carrying an ambassador's daughter. That was the beginning of the end. Razzock has been here the longest of the gang, but retains much of his younger day's spirit. He's studied the flight plan of the shuttle and is sure he can fly such a ship blindfolded. He also knows that once they reach the station they had better sign on to a free trader passing through the system mighty quick.

ALTERNITY is a registered trademark owned by TSR, Inc. 1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html