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Exclusive Preview!

Not for Resale

by Bill Slavicsek and Richard Baker

Choose a character and start playing right away!


PLAYER’S
FAST-PLAY
RULES
This preview version of the ALTERNI-
TY® Science Fiction Roleplaying
that players need to become famil-
iar with.
cludes when the heroes have either
achieved their goal or failed to do
Game provides players with a c Hero: An imaginary character so.
chance to try this new game system controlled by a player. c Profession: Every hero in the
without risk or obligation. After- c Gamemaster: The participant ALTERNITY game is built around a
ward, look to the ALTERNITY Player’s in the game who acts as the moder- profession. A profession is an over-
Handbook for all the rules you need ator, narrating adventures and rep- arching occupation under which
to play out adventures in any genre resenting other characters involved specific careers are grouped. It’s the
of science fiction. in the adventure who aren’t con- first defining concept associated
trolled by the players. with a hero. The four basic profes-
c Supporting Cast: These are the sions—Combat Spec, Diplomat,
THE PLAYER’S aforementioned “other characters,” Free Agent, and Tech Op—are intro-

ROLE including the heroes’ friends and


enemies, as well as any other char-
duced in these fast-play rules.
c Abilities: All characters (heroes
As a player, your primary job in any acters the heroes come into contact and members of the supporting cast)
ALTERNITY game is to portray one of with. It’s important to understand have six Abilities. These are
the heroes in the story your group from the start that although the he- Strength, Dexterity, Constitution, In-
decides to play out. The heroes are roes are the stars of the show, it’s telligence, Will, and Personality.
the stars of the unfolding adven- possible for members of the support- c Ability Scores: Each Ability is
tures that make up a Gamemaster’s ing cast to be just as powerful as the expressed as a number, called the
ongoing science fiction campaign. heroes—or sometimes even more Ability Score. Each profession has
To do this, you need a hero—an powerful. two Abilities associated with it. To
imaginary character who serves as c Setting: The ALTERNITY rules can belong to a profession, a hero must
your “connection” with the Game- be used to create adventures in any meet the minimum scores in that
master’s setting and the other play- modern to far-future setting. Players profession’s relevant Abilities.
ers’ heroes. Your hero starts out as a and Gamemasters need to decide c Skills: What’s your hero good at
collection of numbers and descrip- what type of setting they want to doing? This question is answered
tive terms; from then on it’s up to play in before heroes are created. A by the skills he possesses. Every
you to make that hero come alive setting can be a modern techno- Ability and every profession has
through roleplaying. thriller, a darkly sinister near-future skills related to it. A hero’s profi-
By reacting as you think your mystery, a far-future postapocalyp- ciency with a skill is expressed as a
hero would react and interacting tic tragedy, or any other type of sci- number, known as the skill score.
with the other characters using your ence fiction milieu you can imagine. c Actions: When a hero wants to
hero’s voice and opinions, you’re The fast-play adventure present- use one of his skills or one of his
doing your job as a player. ed in the Gamemaster’s Fast-Play other characteristics to accomplish
Rules section of this booklet takes something, he attempts an action.
place on a strange and dangerous There are different types of actions,
KEY planet in a far-future space opera each involving the use of different

CONCEPTS setting.
c Adventure: A scenario in which
skills and characteristics.
c Dice: When the outcome of an
Let’s take a look at the key concepts the heroes interact with the support- action is in doubt, or when the
behind the ALTERNITY game. These ing cast to create a group story. Gamemaster needs to measure a
concepts include basic game me- Every adventure is built around a character’s degree of success, dice
chanics, fundamental character in- situation (typically a problem the are rolled. The ALTERNITY game uses
formation, and a few special terms heroes need to solve), and it con- two kinds of dice: a single control
1
die and situation dice of various
sizes.
venture, Cauldron Station, which is
included in this booklet.
4 c Action Check
The control die and a situation A hero’s action check score is deter-
mined by adding his Dexterity and
die are rolled together to determine
the outcome of an action.
2 c Name Intelligence scores, dividing the
PLAYER’S FAST-PLAY RULES

r Note: The lower the roll, the Though each character template sum by 2 (rounding down), then
better the chance that the hero suc- has been prepared in advance, you adding a profession bonus. This has
ceeds in what he tries to do. More in- still get to select a name for your already been done on the templates.
formation on how to use the dice is hero. Your hero can be male or fe- Marginal, Ordinary, Good, and
given in “Playing the Game” on male, and you can assign any per- Amazing are the degrees of success
page 3 of this section of the booklet. sonality you choose. The name you attainable on an action check. How
select can reflect the hero’s person- well you succeed when making an
ality or career (such as “Hunter” for action check determines how soon
SCIENCE a Combat Spec or Free Agent), or it your hero can take an action.

FICTION can be the complete opposite of it


(such as “Bruiser” for a Diplomat or
The actions per round number is
based on the hero’s Constitution
HEROES Tech Op). and Will scores, and has already
been determined for you.
Use the fast-play rules in this book-
let to learn the key concepts of the 3 c Ability
game. After you get the hang of Scores 5 c Durability
things, use the full rules, as present- The “Durability” section of each
Every hero has six Abilities.
ed in the Player’s Handbook. character template provides a
c Strength (STR) defines a hero’s
physical power and prowess. means for keeping track of any
1 c Profession c Dexterity (DEX) measures the damage your hero might sustain
over the course of an adventure.
quality of a hero’s agility, coordina-
Four distinct hero professions are Your hero’s stun and wound ratings
tion, and reflexes.
available in these fast-play rules. are equal to his Constitution score.
c Constitution (CON) describes a
c Combat Specs (short for spe- Your hero’s mortal rating is equal to
hero’s overall physical fitness and
cialists) are warriors who rely on one-half this score, rounded up.
toughness.
physical power and endurance to As your hero suffers damage dur-
c Intelligence (INT) indicates a
supplement their training in the tac- ing an adventure, mark off open
hero’s mental quickness and learn-
tics and techniques of battle. boxes to keep track of how much
ing ability.
c Diplomats are negotiators, damage he has sustained and how
c Will (WIL) gauges a hero’s men-
managers, deal-makers, merchants, much more he can afford to take.
tal fortitude and intuitive capacity.
clergy, or any others who use inter- The next section, “Playing the
c Personality (PER) indicates a
action skills and personal resolve to Game,” has information about the
hero’s social abilities and charisma.
accomplish their jobs. effects of damage and recovering
The fast-play system features
c Free Agents are troubleshoot- from damage.
only human heroes. Humans have
ers or field operatives who rely on
Ability Scores ranging from 4 to 14.
agility, interaction skills, and natur-
al independence to get a job done.
Untrained: The “Untrained” score 6 c Skills
is equal to one-half of the full score,
They’re agents who may be ops for Each character template has a se-
rounded down. Use this score when
hire, or they may have ties to a spe- lection of skills printed on it. There
your hero attempts an action that re-
cific government or organization, are two kinds of skills, broad skills
quires a skill he doesn’t possess.
but in general they work better in and specialty skills. Specialty skills
Resistance Modifiers: Resistance
small groups than as members of a are printed in italic type to differen-
modifiers affect the type of dice your
large force. tiate them from broad skills.
hero’s opponents roll when confront-
c Tech Ops (technical operatives) A character must possess a broad
ing your hero. Positive modifiers
are skilled in the use of particular skill to also possess a specialty skill
(such as +1 step) are good for your
equipment or have been specially associated with it.
hero, because they provide a penal-
trained to create or maintain high- If a hero wants to try something
ty to the opponent; a negative modi-
tech equipment. They rely on natur- but doesn’t have the proper skill, he
fier (such as –1 step) is bad, because
al genius, agility, and expert train- must use his untrained score for the
it makes it easier for your hero’s op-
ing to accomplish their goals. associated Ability.
ponent to succeed.
Pick a profession that fits the Broad skills have scores equal to
kind of hero you want to play, then r Example: A character with a
Dexterity score of 11 has a +1 step their associated Abilities. Specialty
select one of the corresponding fast- skills add their ranks (a measure of
resistance modifier for that Ability.
play character templates on pages improvement) to achieve their
If an opponent fires a pistol at her,
6, 7, 8, or 9 of this section of the book- scores. All scores are presented
that +1 step is applied as a penalty
let. Note that there are two different with the full score, half that score,
to the opponent’s chance of suc-
examples of each profession, giving and one-quarter that score. This rep-
cesssfully hitting his target.
you distinct choices for the kind of resents the numbers needed to
hero to play. Any of the templates achieve Ordinary, Good, or Amazing

2 can be used with the fast-play ad- successes.


r Example: A skill score of 12/6/3 physical contact is necessary, or a her area of expertise. But when
means that a roll of 12 or lower rep- series of numbers representing these actions go beyond the call of
resents an Ordinary success, 6 or short/medium/long range (in meters) duty and lives hang in the balance
lower a Good success, and 3 or low- for a weapon that fires projectiles or (or at least during dramatic situa-
er an Amazing success. energy beams. The range at which a tions), dice should be rolled.

PLAYER’S FAST-PLAY RULES


weapon is used often has an effect
Skill Descriptions on the attacker’s chance of hitting The Control Die and
This fast-play rules booklet doesn’t the target, as explained in the Situation Dice
have enough space to contain de- Gamemaster’s Fast-Play Rules. The ALTERNITY game uses two kinds
tails of what a particular skill en- “Type” refers to the kind of dam- of dice: a control die and a situation
ables a hero to do. Those details are age a weapon inflicts, either low im- die. Whenever the Gamemaster
provided in the Player’s Handbook. pact (LI), high impact (HI), or energy calls for a roll, you roll one control
However, for the purpose of learn- (En). die and one situation die. The num-
ing how the game system works For armor, the die ranges preced- bers that come up combine to indi-
(and for putting heroes through the ing “LI,” “HI,” and “En” indicate the cate a success or a failure.
fast-play adventure), complete skill amount of damage the armor stops When you roll the dice, in game
descriptions aren’t necessary. You when the wearer is hit by a weapon terms you’re making a check for
and your Gamemaster should have that does this type of damage. If a your hero—in effect, “checking” to
little trouble determining when a subtraction from a die roll produces see how the dice roll compares to
certain skill might come into play. a result less than 1, the armor failed one of your hero’s scores.
The other section of this booklet— to block any damage on that attack. c If you’re comparing the roll to
the Gamemaster’s Fast-Play Rules— your hero’s action check score to see
does provide specific information on how soon he gets to attempt his next
how the first aid skill and the Med- PLAYING THE action, the roll is an action check.
c If your hero uses a skill (com-
ical Science skill should be used,
because it’s important for the Game-
GAME paring the roll to his skill score), this
master to know how heroes can re- The basic rule at the foundation of roll is a skill check.
cover after suffering damage (see the ALTERNITY game is a simple one. c If you’re checking against one
page 5 of this section of the booklet). Your hero has some important game of his Ability Scores, then the roll is
In other cases, the name of a skill statistics, including Ability Scores, a feat check.
is a pretty strong clue to when and skill scores, and his action check In any case, you’re looking to get
how the skill can be used. For exam- score. In many cases, when your as low a result as possible—the
ple, a hero with the Resolve broad hero attempts to accomplish some- lower the roll, the better the chance
skill has a form of inner strength thing, the Gamemaster asks you to that your hero succeeds at what he’s
that enables him or her to withstand roll dice. You then try to roll a num- trying to do.
or shrug off hardships that other he- ber that’s equal to or less than the c The control die is always a 20-
roes might succumb to, either of a appropriate score. If you roll higher sided die (d20).
physical or a mental nature. A hero than your hero’s score, your hero c The situation die for any partic-
with the Manipulation broad skill is fails. Whenever a hero tries to do ular check is one of the following: a
talented at performing actions that something that might fail, this dice four-sided die (d4), a six-sided die
require a high degree of eye-hand roll determines if he succeeds. (d6), an eight-sided die (d8), a 12-
coordination, such as picking a lock. sided die (d12), or a 20-sided die
Above all, don’t get bogged down (d20). There’s also a d0, a place-hold-
in details at this point. What’s im-
Rolling Dice er to represent the situation die in a
portant is to learn how the game c The Most Important Rule: Not case where success is determined
works and to have fun playing a every action requires a dice roll! by only the roll of the control die.
hero. The Gamemaster will only call Further, the situation die on any
for dice rolls in dramatic situations check is designated as either a plus
to determine the success of an ac- die or a minus die. A plus die, such
7 c Equipment tion whose outcome is in doubt, or as +d4, is bad for the roller, because
Each character template includes a when he or she needs to judge the it tends to produce a higher result. A
selection of equipment the hero has degree of an action’s success. minus die, such as –d6, is good for
access to—one or more weapons, For instance, if your hero wants to the roller, because it helps to
some type of armor, and other gear. walk across a street or carry a small achieve a lower result.
The game data given for weapons pack, no dice rolls are necessary. Add or subtract the situation die
and armor is explained below. But if he wants to cross the street from the control die as instructed by
The numbers on the line identify- while carrying a wounded compan- the Gamemaster. If the result is
ing a weapon indicate how much ion, being shot at by snipers, and equal to or less than the score relat-
damage the weapon inflicts on an targeted by insane motorists, then ed to the hero’s action, the action
Ordinary, Good, or Amazing suc- the situation is a dramatic one, and succeeds. If the result is greater
cess. This damage is either stun (s), dice should be rolled. than the score, the action fails. The
wound (w), or mortal (m) damage. A pilot hero trained to fly a space- degrees of success are explained on
On the next line, “Range” gives craft and read star charts doesn’t the next page.
need to make a dice roll to perform r Example: Your hero wants to
the distance at which a weapon can
strike a target, either “Personal” if the normal duties associated with make a quick repair to his motorcy-
3
SITUATION DIE STEPS SCALE
–d20 –d12 –d8 –d6 –d4 +d0 +d4 +d6 +d8 +d12 +d20 +2d20 +3d20
BONUS PENALTY
PLAYER’S FAST-PLAY RULES
cle so he can stay on the trail of the smaller numbers), represent the di- three types of scenes are combat,
fleeing criminals. This action is a viding points between the degrees encounter, and challenge.
skill check using your hero’s Techni- of success. A combat scene lasts from the
cal Science–juryrig skill score. The Regardless of what number start of a battle to its conclusion. An
Gamemaster tells you to roll the comes up on the situation die, a roll encounter scene lasts from the mo-
control die and a –d4 (the situation of 20 on the control die always pro- ment characters meet to when they
is in your hero’s favor, so the d4 roll duces a Critical Failure. Generally, part company. A challenge scene
is subtracted from the d20 roll). Your this means that bad luck has befall- lasts as long as it takes the heroes
hero’s juryrig skill score is 13. en the hero, and no matter how high to identify the challenge, and then
You roll the dice, and the follow- his skill score or Ability Score is, overcome it or be defeated by it.
ing numbers come up: 14 on the con- this action doesn’t succeed.
trol die, 3 on the situation die. The A result greater than the score is
result is 11 (14 – 3 = 11), which is a Failure; equal to or less than the
Action Rounds
lower than your hero’s juryrig score. score is an Ordinary success; equal For the purpose of determining who
The action succeeds—but note that to or less than the second number is acts when in a scene, every scene is
if the situation die had been +d4, or a Good success; and a result equal divided into action rounds. During
even +d0, the 14 on the control die to or less than the smallest of the an action round, every hero per-
would have made the outcome a three numbers produces an Amaz- forms one or more actions.
failure, because 14 is greater than ing success. A round is divided into four phas-
your hero’s score. On the character templates in es. Each phase relates to one of the
this booklet, the “Action Check degrees of success that are achiev-
Situation Die Steps Score” line begins with a number able on an action check: Amazing,
The Situation Die Steps Scale has that represents a Marginal result. A Good, Ordinary, and Marginal, in
been designed to help you quickly hero can’t get a Failure or a Critical order from the first phase to the last.
determine what situation die to roll Failure outcome when he makes an A hero can attempt only one action
with the control die. It’s printed on action check; if the dice roll yields a in a phase.
this page and on the templates that number greater than his action To determine who acts first in a
appear later in this booklet. check score, the “Failure” is consid- round, every participant makes an
Your Gamemaster tells you what ered to be a Marginal result instead. action check by rolling a d20. The re-
bonus or penalty applies when you sult determines the earliest phase in
roll to see if your hero can perform a which a character can act. So, if a
certain action.
Scenes hero rolls a Good action check, the
A +1 step situation penalty Every adventure your Gamemaster earliest phase he can act in is the
means you start with your hero’s sets up is built out of scenes. A second, or Good, phase.
base situation die (see the sidebar scene is a distinct episode that has All actions in a phase are consid-
on this page) and move one step in a clear beginning and ending. The ered to occur simultaneously, with
the “Penalty” direction to find the the results of those actions being
die you’ll be rolling. For instance, if applied at the end of the phase.
your hero’s base situation die for an Base Situation Die Your hero can act in as many
action is +d4, then a +1 step situa- Before you can use the Situa- phases as he has actions per round:
tion penalty changes the die to +d6. tion Die Steps Scale, you need two actions per round means he can
A –2 step situation bonus means to know where to start. That act in up to two phases of a round.
you find your hero’s base situation starting point is known as the But if an action check result indi-
die on the scale and move two steps base situation die. cates that your hero can’t act until
in the “Bonus” direction. For exam- c For a skill check involving the Marginal phase, then he can
ple, if your hero’s base situation die a broad skill or a feat check, only act once in the round (in the
for an action is +d4, then a –2 step the base situation die is +d4— Marginal phase).
situation bonus changes the die to roll the control die and a d4, r Example: Your hero has an ac-
–d4. adding the results together. tion check score of 11 and two ac-
c For a skill check involving tions per round. At the beginning of a
Degrees of Success a specialty skill or an action round, the Gamemaster calls for ac-
Every dice roll has one of five possi- check, the base situation die is tion checks. If you roll a 5 (a Good
ble results: Critical Failure, Failure, +d0—just roll the control die. success for a score of 11), the earliest
Ordinary success, Good success, or If your Rulesmaster tells you phase in which your hero can act is
Amazing success. The lower your to apply a bonus or a penalty to the Good phase. Since he has two ac-
dice roll, the greater the degree of your hero’s situation die, start tions, he can act once in the Good
success your hero achieves. at the base point and move the phase and once in the Ordinary
The three numbers associated proper number of steps in the phase, or he can save his second ac-
with every skill score and action correct direction to determine tion for the Marginal phase.

4 check score (the base score and two which situation die to roll. If you roll a 13 (a Marginal result),
your hero can’t act until the Margin- stun damage. It represents injuries toll on a hero immediately. For every
al phase (the last phase of the that cause lasting harm to the body. mortal box marked, your hero re-
round). In this case, he can only act When your hero receives wound ceives a +1 step situation penalty to
once, losing his second action be- damage, mark off one wound box for any actions she attempts.
cause he didn’t react quickly each point of wound damage he sus- c Death: When all of your hero’s

PLAYER’S FAST-PLAY RULES


enough. tained in the phase that just ended. mortal boxes are marked off, she
c Secondary Damage: Wound dies.
damage causes secondary stun
Damage damage. For every 2 points of
Heroes lead challenging and some- wound damage inflicted on your
Recovery
times dangerous lives. Eventually, hero, he also receives 1 point of stun How your hero recovers from dam-
your hero is going to suffer damage. damage. age depends on his condition (con-
As indicated on the character tem- c Knockout: When all of his or her scious or knocked out) and the type
plates, damage in the fast-play sys- wound boxes are marked, your hero of damage he has suffered.
tem comes in three forms: stun, is knocked out and can perform no c Stuns are fleeting. This damage
wound, and mortal. actions until he recovers. disappears at the end of a scene. It
can be repaired during a scene by
Stun Damage Mortal Damage the use of Knowledge–first aid, Med-
Stun damage is the lightest type of Mortal damage is the most severe ical Science, or some other form of
damage your hero can sustain. It form of damage. It represents mas- medical treatment.
represents shocks and bruises that sive injuries to vital body parts. c Wounds remain until healed
rattle a hero but don’t result in last- When your hero receives mortal with rest and/or medical attention.
ing injuries. When your hero suffers damage, mark off one mortal box for c Mortal damage requires the
stun damage, mark off one stun box each point of mortal damage she use of the Medical Science–surgery
for each point of stun damage she sustained in the phase that just skill and extensive medical atten-
sustained in the phase that just ended. tion to repair.
ended. c Secondary Damage: Mortal c Knockout: In the fast-play rules
c Knockout: When all of her stun damage causes secondary stun system, assume that if a hero is
boxes are marked, your hero is damage and wound damage. For knocked out from stun damage, he
knocked out and can perform no ac- every 2 points of mortal damage in- remains unconscious for the rest of
tions until she recovers. flicted on your hero, she also re- the round in which he was knocked
ceives 1 point of wound and 1 point out and all of the following round. At
Wound Damage of stun damage. the start of the round after that, he
Wound damage is more serious than c Dazed: Mortal damage takes a recovers 1 stun point and awakens.
If a character is knocked out from
wound damage, he can’t awaken
What Do I Do First? until at least 1 point of his wound
damage is healed.
If you’re new to roleplaying games, you might be wondering how things
get started. Basically, it’s pretty simple: After you’ve created a hero and
gotten together with the rest of your group for your first adventure, your
Gamemaster presents a situation—maybe something like this:
READY TO GO?
You’re viewing an exhibit in a museum when a man you’ve never Now that you understand how the
seen before staggers through the entryway. He stumbles around the room basic structure of the ALTERNITY game
until he reaches you. “Thrasker’s got the plans,” he whispers urgently— works, you’re ready to send your
then he collapses to the floor. hero into action.
Or . . . You’ll probably be going through
You’re in a spaceport restaurant when three figures race through the the adventure presented in the
door. “For the Prime Faction!” one of them shouts, and the three start fir- Gamemaster’s Fast-Play Rules (the
ing weapons at the other customers. other half of this booklet), but if your
After the Gamemaster sets the scene, he asks, “What do you want to Gamemaster has experience in de-
do?” In game terms, doing something is known as taking an action. You signing original adventures, he may
might know right away what your hero’s action will be, but don’t just call have something else planned for
out an answer. Wait for the Gamemaster to say it’s your turn. Then an- you and your companions.
swer as your hero would, explaining what your hero is going to do. Is there something that doesn’t
What can heroes do? Almost anything! A hero can say something, seem as clear as it should? Some-
move, use a skill, use a piece of equipment, look for clues, duck beneath times you can solve a problem by
a table, or anything else you can think of. The Gamemaster determines simply rereading the section of text
whether your hero succeeds at what he tries to do, either by assessing that’s giving you trouble. Often, an
the situation and making a judgment, or by calling for dice rolls. even easier way to clear things up is
After all the heroes have performed their actions and the Gamemas- to jump right in—sit down with your
ter has had the members of the supporting cast take their actions, the friends, get an adventure under way,
process starts again. Now the situation is different from what it was and start rolling dice. It won’t be
when the scene opened, and the next actions the heroes attempt might long before you’ll start to see how
also be different from what they just finished doing. the game system works.
5
ALTERNITY® ALTERNITY®
Science Fiction Roleplaying Science Fiction Roleplaying
Character Template Character Template
Hero’s Name Player Hero’s Name Player
PLAYER’S FAST-PLAY RULES

Profession Combat Spec Career Soldier Profession Combat Spec Career Spacehand
ABILITY Score Untrained Res. Mod. ABILITY Score Untrained Res. Mod.
Strength 12 6 +1 Strength 14 7 +2
Dexterity 11 5 +1 Dexterity 8 4 0
Constitution 10 5 Constitution 11 5
Intelligence 9 4 0 Intelligence 10 5 0
Will 10 5 0 Will 8 4 0
Personality 8 4 Personality 9 4
ACTION CHECK SCORE Actions per round: 2 ACTION CHECK SCORE Actions per round: 2
Marginal 14+ Ordinary 13 Good 6 Amazing 3 Marginal 13+ Ordinary 12 Good 6 Amazing 3
DURABILITY DURABILITY
Stun 10 h h h h h h h h h h Stun 11 h h h h h h h h h h h
Wound 10 h h h h h h h h h h Wound 11 h h h h h h h h h h h
Mortal 5 hhhhh Mortal 6 hhhhhh
SKILLS RANK SCORE SKILLS RANK SCORE
STR STR
Athletics 12 / 6 / 3 Athletics 14 / 7 / 3
Climb 2 14 / 7 / 3 Climb 1 15 / 7 / 3
Melee Weapons 12 / 6 / 3 Unarmed Attack 14 / 7 / 3
Powered weapon 2 14 / 7 / 3 Brawl 1 15 / 7 / 3
DEX DEX
Modern Ranged Weapons 11 / 5 / 2 Modern Ranged Weapons 8/4/2
Rifle 2 13 / 6 / 3 Pistol 1 9/4/2
Vehicle Operation 11 / 5 / 2 Vehicle Operation 8/4/2
Land vehicle 1 12 / 6 / 3 Space vehicle 1 9/4/2
CON CON
Stamina 10 / 5 / 2 Stamina 11 / 5 / 2
Endurance 1 11 / 5 / 2 INT
INT Knowledge 10 / 5 / 2
Knowledge 9/4/2 Computer operation 2 12 / 6 / 3
First aid 1 10 / 5 / 2 System Operation 10 / 5 / 2
WIL Engineering 1 11 / 5 / 2
Awareness 10 / 5 / 2 Technical Science 10 / 5 / 2
Perception 1 11 / 5 / 2 Juryrig 2 12 / 6 / 3
PER WIL
Interaction 8/4/2 Awareness 8/4/2
Intimidate 2 10 / 5 / 2 PER
Interaction 9/4/2
Weapons
11mm charge rifle d6+1w / d6+3w / d6+1m Taunt 1 10 / 5 / 2
Range (S/M/L): 80/160/400 Type: HI Weapons
Gravmace d8+2s / d6+2w / d8+2w 11mm charge pistol d4+2w / d6+2w / d4+1m
Range: Personal Type: LI Range (S/M/L): 10/20/80 Type: HI
Unarmed (untrained) d4+1s / d4+2s / d4+3s Unarmed (brawl) d4+2s / d4+3s / d4+4s
Armor Armor
Battle jacket d6–1 (LI), d4+1 (HI), d4–1 (En) Battle vest d6–3 (LI), d6–2 (HI), d4–2 (En)
Gear: comm gear, flashlight, lucky coin Gear: comm gear, flashlight, toolkit
Background: This navy veteran signed on as a Background: Part owner of the Nebula Bounty,
member of the crew of the Nebula Bounty this spacehand loves the vessel and works
after mustering out, serving as the muscle for overtime to keep it in good condition.
the small-time trading operation.

6 Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
ALTERNITY® ALTERNITY®
Science Fiction Roleplaying Science Fiction Roleplaying
Character Template Character Template
Hero’s Name Player Hero’s Name Player

PLAYER’S FAST-PLAY RULES


Profession Diplomat Career Entertainer Profession Diplomat Career Trader
ABILITY Score Untrained Res. Mod. ABILITY Score Untrained Res. Mod.
Strength 7 3 0 Strength 8 4 0
Dexterity 9 4 0 Dexterity 8 4 0
Constitution 8 4 Constitution 8 4
Intelligence 11 5 +1 Intelligence 12 6 +1
Will 11 5 +1 Will 12 6 +1
Personality 14 7 Personality 12 6
ACTION CHECK SCORE Actions per round: 2 ACTION CHECK SCORE Actions per round: 2
Marginal 12+ Ordinary 11 Good 5 Amazing 2 Marginal 12+ Ordinary 11 Good 5 Amazing 2
DURABILITY DURABILITY
Stun 8 hhhhhhhh Stun 8 hhhhhhhh
Wound 8 h h h h h h h h Wound 8 h h h h h h h h
Mortal 4 hhhh Mortal 4 hhhh
SKILLS RANK SCORE SKILLS RANK SCORE
STR STR
Athletics 7/3/1 Athletics 8/4/2
Jump 1 8/4/2 Throw 1 9/4/2
DEX DEX
Acrobatics 9/4/2 Modern Ranged Weapons 8/4/2
Movie stunts 2 11 / 5 / 2 Pistol 2 10 / 5 / 2
Modern Ranged Weapons 9/4/2 Vehicle Operation 8/4/2
Pistol 1 10 / 5 / 2 Space vehicle 1 9/4/2
Vehicle Operation 9/4/2 CON
Land vehicle 1 10 / 5 / 2 Stamina 8/4/2
CON Endurance 1 9/4/2
Stamina 8/4/2 INT
INT Business 12 / 6 / 3
Knowledge 11 / 5 / 2 Small business 3 15 / 7 / 3
Deduce 2 13 / 6 / 3 Knowledge 12 / 6 / 3
WIL Computer operation 1 13 / 6 / 3
Awareness 11 / 5 / 2 System Operation 12 / 6 / 3
Intuition 2 13 / 6 / 3 Communications 2 14 / 7 / 3
PER WIL
Deception 14 / 7 / 3 Awareness 12 / 6 / 3
Bluff 2 16 / 8 / 4 Perception 1 13 / 6 / 3
Entertainment 14 / 7 / 3 PER
Act 3 17 / 8 / 4 Interaction 12 / 6 / 3
Interaction 14 / 7 / 3 Bargain 3 15 / 7 / 3
Charm 1 15 / 7 / 3 Charm 1 13 / 6 / 3
Leadership 12 / 6 / 3
Weapons
Stutter pistol d6+2s / d8+2s / d8+4s Weapons
Range (S/M/L): 6/12/30 Type: LI 9mm charge pistol d4+1w / d6+1w / d4m
Unarmed (untrained) d4s / d4+1s / d4+2s Range (S/M/L): 8/16/60 Type: HI
Unarmed (untrained) d4s / d4+1s / d4+2s
Armor
CF long coat d4 (LI), d4 (HI), d6–2 (En) Armor
CF long coat d4 (LI), d4 (HI), d6–2 (En)
Gear: comm gear, 3D audio/video player
Gear: comm gear, data slate, credit scan
Background: This hero has taken a break from
3D stardom to research and write a script Background: Co-owner and captain of the Neb-
about the adventures of the crew of a trading ula Bounty, this trader always looks to make
vessel. the best deal.

Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
7
ALTERNITY® ALTERNITY®
Science Fiction Roleplaying Science Fiction Roleplaying
Character Template Character Template
Hero’s Name Player Hero’s Name Player
PLAYER’S FAST-PLAY RULES

Profession Free Agent Career Explorer Profession Free Agent Career Gambler
ABILITY Score Untrained Res. Mod. ABILITY Score Untrained Res. Mod.
Strength 10 5 0 Strength 8 4 0
Dexterity 11 5 +1 Dexterity 12 6 +1
Constitution 9 4 Constitution 8 4
Intelligence 10 5 0 Intelligence 10 5 0
Will 11 5 +1 Will 11 5 +1
Personality 9 4 Personality 11 5
ACTION CHECK SCORE Actions per round: 2 ACTION CHECK SCORE Actions per round: 2
Marginal 13+ Ordinary 12 Good 6 Amazing 3 Marginal 14+ Ordinary 13 Good 6 Amazing 3
DURABILITY DURABILITY
Stun 9 hhhhhhhhh Stun 8 hhhhhhhh
Wound 9 h h h h h h h h h Wound 8 h h h h h h h h
Mortal 5 hhhhh Mortal 4 hhhh
SKILLS RANK SCORE SKILLS RANK SCORE
STR STR
Athletics 8/4/2 Athletics 8/4/2
Climb 1 9/4/2 Throw 1 9/4/2
Melee Weapons 8/4/2 Unarmed Attack 8/4/2
Blade 1 9/4/2 Brawl 1 9/4/2
DEX DEX
Modern Ranged Weapons 11 / 5 / 2 Manipulation 12 / 6 / 3
Rifle 1 12 / 6 / 3 Lockpick 1 13 / 6 / 3
Vehicle Operation 11 / 5 / 2 Modern Ranged Weapons 12 / 6 / 3
Space vehicle 1 12 / 6 / 3 Pistol 1 13 / 6 / 3
CON Vehicle Operation 12 / 6 / 3
Stamina 9/4/2 CON
Endurance 1 10 / 5 / 2 Stamina 8/4/2
INT INT
Knowledge 10 / 5 / 2 Knowledge 10 / 5 / 2
First aid 1 11 / 5 / 2 System Operation 10 / 5 / 2
System Operation 10 / 5 / 2 WIL
WIL Awareness 11 / 5 / 2
Awareness 11 / 5 / 2 Perception 1 12 / 6 / 3
Intuition 1 12 / 6 / 3 PER
Perception 1 12 / 6 / 3 Deception 11 / 5 / 2
Investigate 11 / 5 / 2 Gamble 2 13 / 6 / 3
Search 1 12 / 6 / 3 Interaction 11 / 5 / 2
PER Bargain 1 12 / 6 / 3
Interaction 9/4/2 Charm 1 12 / 6 / 3
Weapons Weapons
Render rifle d6+1s / d6+1w / d4+1m Mass pistol d6w / d6+2w / d6m
Range (S/M/L): 50/100/250 Type: En Range (S/M/L): 2/6/12 Type: En
Combat knife d4+1w / d4+2w / d4+3w Unarmed (brawl) d4s / d4+1s / d4+2s
Range: Personal Type: LI
Armor
Unarmed (untrained) d4s / d4+1s / d4+2s CF short coat d4–1 (LI), d4–1 (HI), d6–3 (En)
Armor Gear: comm gear, cards, electronic lockpick
CF short coat d4–1 (LI), d4–1 (HI), d6–3 (En)
Background: The gambler joined the crew of
Gear: comm gear, data slate, binoculars the Nebula Bounty to escape a misunder-
Background: Copilot of the Nebula Bounty, this standing at the Vegas Prime space station.
explorer enjoys trips that take the crew to the Now the gambler helps negotiate deals and
less populated regions of known space. make contacts wherever the crew goes.

8 Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
ALTERNITY® ALTERNITY®
Science Fiction Roleplaying Science Fiction Roleplaying
Character Template Character Template
Hero’s Name Player Hero’s Name Player

PLAYER’S FAST-PLAY RULES


Profession Tech Op Career Pilot Profession Tech Op Career Doctor
ABILITY Score Untrained Res. Mod. ABILITY Score Untrained Res. Mod.
Strength 9 4 0 Strength 8 4 0
Dexterity 12 6 +1 Dexterity 13 6 +2
Constitution 9 4 Constitution 8 4
Intelligence 12 6 +1 Intelligence 13 6 +2
Will 9 4 0 Will 10 5 0
Personality 9 4 Personality 8 4
ACTION CHECK SCORE Actions per round: 2 ACTION CHECK SCORE Actions per round: 2
Marginal 14+ Ordinary 13 Good 6 Amazing 3 Marginal 15+ Ordinary 14 Good 7 Amazing 3
DURABILITY DURABILITY
Stun 9 hhhhhhhhh Stun 8 hhhhhhhh
Wound 9 h h h h h h h h h Wound 8 h h h h h h h h
Mortal 5 hhhhh Mortal 4 hhhh
SKILLS RANK SCORE SKILLS RANK SCORE
STR STR
Athletics 9/4/2 Athletics 8/4/2
DEX DEX
Modern Ranged Weapons 12 / 6 / 3 Modern Ranged Weapons 13 / 6 / 3
Pistol 1 13 / 6 / 3 Pistol 1 14 / 7 / 3
Vehicle Operation 12 / 6 / 3 Vehicle Operation 13 / 6 / 3
Space vehicle 2 14 / 7 / 3 Land vehicle 1 14 / 7 / 3
CON CON
Stamina 9/4/2 Stamina 8/4/2
INT INT
Knowledge 12 / 6 / 3 Computer Science 13 / 6 / 3
Computer operation 2 14 / 7 / 3 Hacking 2 15 / 7 / 3
Navigation 12 / 6 / 3 Knowledge 13 / 6 / 3
Drivespace astrogation 2 14 / 7 / 3 Medical Science 13 / 6 / 3
System astrogation 2 14 / 7 / 3 Surgery 2 15 / 7 / 3
System Operation 12 / 6 / 3 Treatment 2 15 / 7 / 3
Weapons 2 14 / 7 / 3 WIL
WIL Awareness 10 / 5 / 2
Awareness 9/4/2 Perception 1 11 / 5 / 2
Perception 2 11 / 5 / 2 Resolve 10 / 5 / 2
PER PER
Interaction 9/4/2 Interaction 8/4/2
Seduce 1 10 / 5 / 2 Charm 1 9/4/2
Leadership 9/4/2 Interview 1 9/4/2
Weapons Weapons
Laser pistol d4+1w / d6+1w / d4m Stutter pistol d6+2s / d8+2s / d8+4s
Range (S/M/L): 20/40/200 Type: En Range (S/M/L): 6/12/30 Type: LI
Unarmed (untrained) d4s / d4+1s / d4+2s Unarmed (untrained) d4s / d4+1s / d4+2s
Armor Armor
Battle jacket d6–1 (LI), d4+1 (HI), d4–1 (En) CF long coat d4 (LI), d4 (HI), d6–2 (En)
Gear: comm gear, data slate Gear: comm gear, medical gauntlet, surgery
kit, medical kit
Background: As pilot and navigator of the
Nebula Bounty, this hero flies the ship into Background: As doctor and resident hacker of
and out of hot spots throughout the galaxy. the Nebula Bounty, this hero keeps the crew
in good repair and helps when the team needs
expert computer aid.

Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Bonus –d20 | –d12 | –d8 | –d6 | –d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use.
9
THE ALTERNITY GAME
Tomorrow is out there. It can be as close as the next dawn or as dis- Attributes—motivation, moral attitude, and character traits—are
tant as humanity’s twilight, when the Earth expends its last, dying tags and hooks that provide definition and detail to a hero. They’re
gasp. What tomorrow waits beyond the dawn? The possibilities are used to make heroes and the supporting cast more than just an ac-
as endless as your imagination—and that’s what the ALTERNITY® cumulation of statistics and equipment, to flesh out these individu-
game is all about. The fast-play rules have introduced you to the sys- als and give them depth. Attributes also serve as an aid and an en-
tem. Now, here’s a brief look at what’s contained in the two hardcover couragement to good roleplaying, which should be the goal of
rulebooks. The Player’s Handbook will be the initial release in April every player. Attributes are described in Chapter 7 of the Player’s
1998, to be followed by the Gamemaster Guide one month later. Handbook.

Hero Creation Achievements


The material in Chapter 2 of the Player’s Handbook allows you to As heroes complete adventures, the Gamemaster awards them
create any type of modern to far-future hero you can imagine. The achievement points based on the magnitude of their accomplish-
process is much more detailed than the fast-play rules, providing ments and how well they succeeded in roleplaying their charac-
you with more choices and plenty of decisions to make as you create ters. Players and Gamemasters need a way to measure how well
your hero. After developing the concept of what you want your hero the heroes have done. Chapter 8 describes the ALTERNITY rules for
to be, you select a species. Five alien species are presented in the achievement levels and achievement points.
Player’s Handbook, and the Gamemaster Guide offers guidelines for
designing new species of your own. Next, you assign Ability Scores
and purchase skills. The important thing to remember throughout
Equipment
the hero creation process is that you’re in charge. All of your A big part of what makes a hero distinctive is the gear he owns or
hero’s characteristics and attributes—the qualities that make carries. The hotshot star pilot needs a ship and a reliable sidearm
him different from every other character in the world—are the to complete his image, just as the gunfighter in an old Western
result of decisions you make. needs a horse and a trusty .45 revolver. Of course, a hero can still
be a formidable character if he loses his pistol or his computer
gauntlet or his trauma pack in the course of a story, but his trade-
Supporting Cast mark equipment is as much a part of his makeup as his physical
One of the Gamemaster’s rewards is the opportunity to create features and his attitude. Chapters 9, 10, and 11 of the Player’s
and portray intelligent supporting characters. Chapter 6 of Handbook describe the fundamental tools, equipment, services,
the Gamemaster Guide describes supporting characters that computers, weapons, armor, and other accessories that heroes can
serve an array of purposes in your game. Realistic motiva- purchase. Chapter 9 also provides an overview of Progress Levels,
tions, appropriate game stats, and believable personalities which is the framework the ALTERNITY game uses to define when
are all crucial components of a supporting character. and if a certain piece of equipment is available.
Villains concoct schemes, obstacles, and complications.
Sidekicks, controlled by the players, and allies, controlled by
the Gamemasters, contribute extra skills and firepower. Em-
Vehicles & Spaceships
ployees and followers handle jobs that heroes and villains don’t Adventures often require travel—across cities, countries, or galax-
have time for. Experts tackle questions and problems that heroes ies. Chapter 12 of the Player’s Handbook describes some of the ve-
cannot. Finally, extras add spice, color, and detail to your world. hicles available in the ALTERNITY universe, from primitive rafts to
The last section of Chapter 6 provides a selection of support- star-spanning spaceships. Each of the land, water, air, and space
ing character templates that can be used to quickly introduce vehicles is a stock vehicle, with average characteristics. You’ll find
all sorts of supporting cast members, complete with Ability rules for using these vehicles in chases and in combat. Chapters
Scores and skills, into the adventure. 10 and 11 of the Gamemaster Guide contain rules for customizing
Heroes in Action vehicles and constructing spaceships with weapons, sensors, de-
Chapter 3 of the Player’s Handbook begins with a general discussion fensive systems, and many other accessories.
of the different styles you can use to portray your hero in action, and
moves into full explanations of some of the concepts that were intro-
duced in the fast-play rules. You’ll get another level of detail in the
Game Options
ALTERNITY game system—comprehensive rules for dealing damage The ALTERNITY game system includes several options you can use to
and recovering from damage, movement, throwing grenades, and add diversity to any game style or genre. Chapter 13 of the Player’s
getting the drop on the bad guys, to name a few. Handbook contains rules for mutations and mutant heroes. Chap-
The corresponding chapter in the Gamemaster Guide discusses ter 14 includes psionic powers, skills, and mindwalker heroes.
the most commonly used rules of the game. You’ll find ways to re- Chapter 15 covers cybernetic gear and rules for acquiring it and
solve actions, combat, and hazards. This chapter also contains a dis- using it. In the Gamemaster Guide, Chapter 16 has guidelines to
cussion of planetary environments (gravity, radiation, atmosphere, help you decide which game options to use in your campaign.
pressure, and heat) and their effect on characters during play.
Campaign & Adventure Design
Skills One of the Gamemaster’s most creative exercises is the construc-
Skills are the heart of the ALTERNITY game system. Most of what a tion of an imaginary world or universe. In your universe, you de-
hero is capable of doing—fighting an opponent, piloting a space- cide everything. What genre does your setting fall into? Which
craft, closing a big business deal, developing a vaccine for a deadly Progress Level or technical innovations can define it? What kinds
virus—is governed by what skills the hero possesses and how ac- of aliens are present for use as heroes or potential villains? How is
complished he is at using those skills. Chapter 4 of the Player’s the world organized? Who’s in charge, and why? Although answer-
Handbook begins with an explanation of how skills are used and ing these questions could seem to be a complex and difficult task,
how they are organized. After that, each separate skill is described an organized approach to campaign design lightens the load
in detail. The Gamemaster Guide provides additional detail on the considerably.
use of skills. Chapters 13 and 14 of the Gamemaster Guide contain advice on
building an exciting setting and administering it over the lifetime
of your campaign setting. They also have information on putting
Roleplaying Extras together the physical details of your setting: galaxies, planets, and
Perks and Flaws provide a hero with advantages and disadvan- civilizations. Chapter 15 follows this discussion with suggestions
tages. Each perk and flaw represents one extra handle for a skilled for the design of your own adventures, filled with exciting begin-
player to use in bringing his character to life. No one remembers the nings, compelling action, and a satisfying resolution for everyone.
Combat Spec who plunges into battle—that’s what Combat Specs
are for. But everyone remembers the Combat Spec who purchased
Celebrity and enjoys galaxywide fame, and no one can forget the
More to Come . . .
Free Agent created with the Powerful Enemy flaw who’s constantly Over the next few years, the ALTERNITY game system will grow to in-
being hunted by his lifelong nemesis. Descriptions of perks and clude rules expansions, accessories, adventures, and campaign
flaws appear in Chapter 5 of the Player’s Handbook. settings. The first of these products are:
Careers, complete with concepts, suggested skills, and “signa- Black Starfall and Red Starrise: Free introductory adventures
ture” equipment, appear in Chapter 6 of the Player’s Handbook. Ca- that will be available in stores when the Player’s Handbook and
reers represent specialization of focus within each profession intro- the Gamemaster Guide are released.
duced in the fast-play rules. For example, possible careers within Gamemaster Kit: A screen for the game moderator, with impor-
the Tech Op profession include doctor, pilot, engineer, and scientist. tant tables, diagrams, and hero character sheets.
STAR*DRIVE™ Campaign Setting: A galaxy-spanning, space opera
milieu full of intrigue, danger, and forays into the unknown.
STAR*DRIVE Alien Compendium: Creatures benign and bizarre
that you can use to populate your ALTERNITY game universe.
Which Future
Do You Want to Play?
Will you lead a crack counterterrorist squad in
the fight against earthbound evil? Will you
crawl from the rubble of an alien invasion to
build a new human civilization? Will you lead
an expedition to the farthest reaches of the
galaxy? You can do all this and more in the
alternate tomorrows of the ALTERNITY®Ggame!
ame!

This is science fiction roleplaying at its best,


with a layered rules system that lets you
make the game as simple or complex as you
choose! With an all-encompassing core
mechanic and a system that emphasizes
character skills and abilities over type or class,
the ALTERNITY game offers you a vast array of
possibilities as you discover what the future
holds for you!

Science Fiction Roleplaying Game

No Limits. April 1998.


ALTERNITY and the TSR logo are registered trademarks of TSR, Inc.
©1998 TSR, Inc. All rights reserved. Made in the U.S.A.
TSR, Inc., is a subsidiary of Wizards of the Coast.

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