Note: This text is copyrighted material from TSR. This document is freely
distributed by TSR through it's web site and can be downloaded and distributed
freely without modifications.
The Base Situation Die
Before you can use the Situation Die Steps Scale, you need to know where to start on the scale. That starting point is known as the base situation die.
If your Gamemaster tells you to apply a bonus or a penalty to your hero's situation die, start at the base point and move the proper number of steps in the correct direction to determine which situation die to roll. |
THE Alternity GAME
Tomorrow is out there. It can be as close as the next dawn or as distant as humanity's twilight, when the Earth expends its last, dying gasp. What tomorrow waits beyond the dawn? The possibilities are as endless as your imagination -- and that's what the Alternity game is all about. The fast-play rules have introduced you to the system. Now, here's a brief look at what's contained in the two hardcover rulebooks. The Player's Handbook will be the initial release in April 1998, to be followed by the Gamemaster Guide one month later. HERO CREATION
SUPPORTING CAST
Villains concoct schemes, obstacles, and complications. Sidekicks, controlled by the players, and allies, controlled by the Gamemasters, contribute extra skills and firepower. Employees and followers handle jobs that heroes and villains don't have time for. Experts tackle questions and problems that heroes cannot. Finally, extras add spice, color, and detail to your world. The last section of Chapter 6 provides a selection of supporting character templates that can be used to quickly introduce all sorts of supporting cast members, complete with Ability Scores and skills, into the adventure. HEROES IN ACTION
The corresponding chapter in the Gamemaster Guide discusses the most commonly used rules of the game. You'll find ways to resolve actions, combat, and hazards. This chapter also contains a discussion of planetary environments (gravity, radiation, atmosphere, pressure, and heat) and their effect on characters during play. SKILLS
ROLEPLAYING EXTRAS
Careers, complete with concepts, suggested skills, and "signature" equipment, appear in Chapter 6 of the Player's Handbook. Careers represent specialization of focus within each profession introduced in the fast-play rules. For example, possible careers within the Tech Op profession include doctor, pilot, engineer, and scientist. Attributes -- motivation, moral attitude, and character traits -- are tags and hooks that provide definition and detail to a hero. They're used to make heroes and the supporting cast more than just an accumulation of statistics and equipment, to flesh out these individuals and give them depth. Attributes also serve as an aid and an encouragement to good roleplaying, which should be the goal of every player. Attributes are described in Chapter 7 of the Player's Handbook. ACHIEVEMENTS
EQUIPMENT
VEHICLES & SPACESHIPS
GAME OPTIONS
CAMPAIGN &ADVENTURE DESIGN
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 together the physical details of your setting: galaxies, planets, and civilizations. Chapter 15 follows this discussion with suggestions for the design of your own adventures, filled with exciting beginnings, compelling action, and a satisfying resolution for everyone. MORE TO COME...
|
|
|||
Weapon Range
Pistol Rifle SMG |
S
-1 step -1 step -1 step |
M
+1 step None +1 step |
L
+3 steps +1 step +3 steps |
Target has Cover
Light cover Medium cover Heavy cover |
+1 step penalty +2 step penalty +3 step penalty |
||
Situation
Amazing difficulty Good difficulty Ordinary difficulty Marginal difficulty/ease Ordinary ease Good ease Amazing ease |
+3 steps +2 steps +1 step None -1 step -2 steps -3 steps |
Eyeballing It | ||
Situation Description
Extremely easy Very easy Easy Average Tough Hard Challenging |
Modifier
-3 steps -2 steps -1 step None +1 step +2 steps +3 steps |
Situation Die
-d8 -d6 -d4 +d0 +d4 +d6 +d8 |
Security Chief Birrden
1st-Level Combat Spec STR 13 (+1) DEX 9 (0) CON 10 (0) INT 8 (0) WIL 8 (0) PER 6 (-1) Durability (s/w/m): 10/10/5 Action Check: 9+/8/4/2 # Actions: 2 Attacks: Brawl 15/7/3 d4s/d4+1s/d4+2s Pistol 11/5/2 d6+2s/d8+2s/d8+4s Defenses: Battle vest d6-1 (LI)/d6 (HI)/d4-1 (En) Dodge Successful skill check (10 or less) increases DEX or STR resistance modifier vs. next attack by +1/+2/+3. Skills: Athletics (13); Unarmed Attack-brawl 2 (15); Acrobatics-dodge (10); Modern Ranged Weapons-pistol 2 (11); Vehicle Operation (9); Stamina (10); Knowledge-first aid (9); Awareness-perception 2 (10); Interaction (6). Equipment: Security card (opens all doors except the closet in area 6 and the airlocks leading into areas 7, 8, and 9), stutter pistol, battle vest, comm gear (communication device). Roleplaying: Birrden takes her role as chief of security seriously. The current situation, while beyond her control, makes her feel as though she has failed those who placed their trust in her. Still, until death overcomes them all, she will work to protect the station and its inhabitants. After getting over her initial confusion, she will embrace the heroes as the best hope the station has-and she will do everything in her power to make sure they use their skills to save Cauldron Station. |
Administrator Crowell
1st Level Diplomat STR 8 (0) DEX 10 (0) CON 6 (-1) INT 10 (0) WIL 11 (+1) PER 13 (+2) Durability (s/w/m): 6/6/3 Action Check: 11+/10/5/2 # Actions: 2 Attacks: Unarmed 8/4/2 d4s/d4+1s/d4+2s Pistol 11/5/2 d4+2w/d6+2w/d4+1m Defenses: CF long coat d4+1 (LI)/d4+1 (HI)/d6-1 (En) Skills: Athletics (8); Unarmed Attack (8); Modern Ranged Weapons-pistol (11); Vehicle Operation (10); Stamina (6); Business-corporate 2 (12); Knowledge (10); System Operation(10); Administration-bureaucracy 2 (13); Awareness-perception 2 (13); Interaction-bargain 2 (15); Leadership (13). Equipment: Security card (opens all doors except the airlocks to areas 7, 8, and 9), 11mm charge pistol, CF long coat, comm gear (communication device). Roleplaying: Crowell is a good administrator who got greedy. Now his greed could result in the death of Cauldron Station and its inhabitants. In the current situation, Crowell is a panicky man who isn't thinking clearly. It takes a strong will and a solid argument to get through his fear to reach the good leader beneath. Once that's done, he'll go along with the heroes-if he's shown that his actions will save the miners under his command. |
Miners
Nonprofession Laborers STR 9 (0) DEX 8 (0) CON 8 (0) INT 9 (0) WIL 7 (0) PER 7 (0) Durability (s/w/m): 8/8/4 Action Check: 9+/8/4/2 # Actions: 2 Attacks: Brawl 10/5/2 d4s/d4+1s/d4+2s Tool 11/5/2 d4+1s/d4w/d4+1w Skills: Athletics-climb (10); Melee Weapons-bludgeon 2 (11); Unarmed Attack-brawl (10); Vehicle Operation (8); Stamina-endurance (9); Knowledge (9); System Operation (9); Awareness (7); Interaction (7). Equipment: Mining gear, universal tool (can be used as a club), comm gear (communication device). Roleplaying: Every miner has an individual outlook, but in general they're fearful and certain that death is near. All of them are loyal to Crowell. Some still trust Birrden, but many blame her for the current situation. |
Moltenoids
STR 15 (+3) DEX 11 (+1) CON 16 (+3) INT 6 (-1) WIL 6 (-1) PER 4 (-1) Durability (s/w/m): 16/16/8 Action Check: 13+/12/6/3 # Actions: 2 Attacks: Heat See below Claw 17/8/4 d4+2w/d6+2w/d4m (LI) Defenses: Metallic hide d6 (LI)/d6-1 (HI)/d4-2 (En) Dodge Successful skill check (13 or less) increases DEX or STR resistance modifier vs. next attack by +1/+2/+3. Skills: Acrobatics-dodge 2 (13); Stealth-sneak (12); Movement (16); Stamina (16); Awareness-perception 3 (9). Roleplaying: Moltenoids are four-legged creatures with smooth, metallic hides. Their bodies are roughly cylindrical, a little less than a meter in diameter. Two of them have entered the station accidentally, and most of the damage they've caused is due to their physiology- which is deadly to humans. One occupies the engineering center and protects it from intruders. The other one wants to reach the ore storage bay to acquire what Crowell is jealously guarding: cartons holding a liquid metal that Crowell calls fire gold. It has the properties of mercury, except it is goldcolored instead of silver. Crowell sees profit when he looks at the material, but the moltenoids see food-they need the stuff to survive. They aren't hungry enough to blindly attack, but they will be soon. Anyone within 2 meters of a moltenoid could suffer energy damage from the intense heat that emanates from the creature. Whenever a character is within range of a moltenoid, have the character make a Stamina-endurance check to see how much damage he or she sustains. Critical Failure: d6+2w; Failure: d4+2w; Ordinary: d4+1w; Good: d6s; Amazing: No damage. A moltenoid only uses its claws to protect itself, or when trying to reach a food source. A character attacked with the claws also needs to check for heat damage. |