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0% found this document useful (0 votes)
1K views290 pages

Alternity Science Fiction RPG Playtest Release

Uploaded by

gyanielloyd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CORE RULEBOOK

PLAYTEST EDITION
Richard Baker  David Noonan  Stephen Schubert
CORE RULEBOOK
PLAYTEST EDITION

Richard Baker  David Noonan  Stephen Schubert

Sasquatch Game Studio, LLC | Auburn, WA 98092 | sasquatchgamestudio.com

ALTERNITY: Core Rulebook Playtest Edition 1


Credits
System Design Richard Baker, David Noonan,
Stephen Schubert

Development
Stephen Schubert

Editing
@@@

Creative Direction Richard Baker

Cover Illustration Klaus Pillon

Cover Design Corey Macourek

Concept Artists Roberto Gatto, Ayan Nag

Interior Illustrators Lucas Durham, Roberto Gatto,


Klaus Pillon, Marcel Mercado,
Claudio Pozas, Lee Smith

Art Direction Richard Baker

Production Specialist Nissa McCormack

Alternity is a registered trademark of Sasquatch Game Studio LLC. Sasquatch Game Studio
and the Sasquatch logo are trademarks of Sasquatch Game Studio, LLC. All characters and the
distinctive likenesses thereof are property of Sasquatch Game Studio LLC. This material is pro-
tected under the copyright laws of the United States of America. Any reproduction or unautho-
rized use of the material or artwork contained herein is prohibited without the express written
permission of Sasquatch Game Studio LLC. © 2018 Sasquatch Game Studio, LLC.

2 CHAPTER 1: System Basics


Table of Contents
Introduction. . . . . . . . . . . . . . . . . . 4 6: Running the Game . . . . . . . . . 153
About Roleplaying Games. . . . 4 Scenes and Narration. . . . . 154
How to Use This Book . . . . . . . 5 Contact. . . . . . . . . . . . . . . . . 156
1: System Basics. . . . . . . . . . . . . . . 7 Exploration. . . . . . . . . . . . . . 160
Choosing Your Future . . . . . . . 8 Environmental Dangers. . . . 164
How the Game Works. . . . . . 10 Objects. . . . . . . . . . . . . . . . . 172
Your Alternity Character . . . 14 Interaction. . . . . . . . . . . . . . 174
2: Character Creation. . . . . . . . . 17 NPCs. . . . . . . . . . . . . . . . . . . 177
Ability Scores. . . . . . . . . . . . . 20 Hero Advancement . . . . . . . 182
Species. . . . . . . . . . . . . . . . . . 22 7: Creating Adventures. . . . . . . 185
Heroic Archetypes. . . . . . . . . 35 Combat Difficulty. . . . . . . . . 186
Talents . . . . . . . . . . . . . . . . . . 40 Action Scene Sets . . . . . . . . 187
Gear. . . . . . . . . . . . . . . . . . . . 53 Props for Your Set. . . . . . . . . 191
Finishing Touches. . . . . . . . . . 54 Rewards. . . . . . . . . . . . . . . . 201
3: Skills. . . . . . . . . . . . . . . . . . . . . 57 Campaign Design. . . . . . . . . 208
Anatomy of a Skill Check. . . . 58 Worlds . . . . . . . . . . . . . . . . . 219
Choosing Skills. . . . . . . . . . . . . 61 8: Aliens and Adversaries. . . . . 225
4: Gear . . . . . . . . . . . . . . . . . . . . . 87 Ready-to-Use
Technology Era . . . . . . . . . . . 90 Adversaries. . . . . . . . . . . 229
Weapons . . . . . . . . . . . . . . . . 91 Android. . . . . . . . . . . . . . . . . 230
Armor and Arachnoid. . . . . . . . . . . . . . . 232
Defensive Gear. . . . . . . . 105 Behemoth. . . . . . . . . . . . . . . 233
Tools and Chiirth. . . . . . . . . . . . . . . . . . 234
Professional Kits. . . . . . . . 111 Energon . . . . . . . . . . . . . . . . 235
5: Combat and Challenges. . . . . 121 Human. . . . . . . . . . . . . . . . . . 236
Skills and Marzog. . . . . . . . . . . . . . . . . 240
Skill Challenges. . . . . . . . 122 Psuur. . . . . . . . . . . . . . . . . . .242
The Action Round. . . . . . . . . 127 Raigath. . . . . . . . . . . . . . . . . 243
Attacks. . . . . . . . . . . . . . . . . . 132 Robot . . . . . . . . . . . . . . . . . . 244
Movement. . . . . . . . . . . . . . 140 Creating Adversaries. . . . . 247
Damage and Wounds. . . . . . 142 Appendix 1: Mutations. . . . . . . 264
Status Effects . . . . . . . . . . . 148 Appendix 2: Psionics . . . . . . . . 276
Hero Points. . . . . . . . . . . . . . 150 Index. . . . . . . . . . . . . . . . . . . . . 288

ALTERNITY: Core Rulebook Playtest Edition 3


ALTERNITY: Core Rulebook Playtest Edition

INTRODUCTION
Welcome to tomorrow! You’re holding in your hands (or perusing on your screen)
a game engine that you can use to build just about any science fiction-themed
roleplaying campaign you can think of. Scavenging for survival in a nuclear
winter? Venturing to mysterious planets around distant stars? Rebelling against
oppressive authorities in a dystopian future? Searching time-portals in alternate
Earths to hunt down alien invaders trying to steal our history? If you can imagine
a sci-fi story, you can build an Alternity game to explore it.

In an Alternity game, one player takes on the role of Game-


master (or GM), creating a challenging adventure or scenario for
the other players to experience—for example, exploring a danger-
ous ruin on an alien planet or tracking down a killer android in a
crowded asteroid city. The other players create heroes (sometimes
called player characters, or PCs) to participate in the GM’s adventure:
bold starship pilots, tough mercenaries, brilliant scientists, and so
on. What happens next depends on how the players decide their
heroes are going to meet the challenge of the GM’s adventure.
Your first step is to collect a group of players and choose a GM.
Being the GM means doing a little more work to prepare adven-
tures, but you have the best part to play in the Alternity game:
You get to build universes for your friends to explore.
There are an infinite number of worlds for you to explore:
choose your favorite, and get ready to have some fun!

About Roleplaying Games


If you’ve never seen a game like Alternity before, you’ve just
discovered a new world of imagination and entertainment. In a
computer or console game, you’re limited to the scenarios the
game’s creators prepared and you can only try to do things the
gamemakers programmed the game to respond to. A tabletop RPG
offers you the chance to try anything you think you would like to
try if you were actually in that story. Do you want to lure in the
space pirates by feigning a distress call? Surrender to the hostile
aliens, counting on a show of good faith to change their minds
about humans? Steal your starship from the impound dock instead
of paying a fine you owe? In a game like Alternity, you can try all
those things. They might work or they might not, but either way
the narrative’s moving forward—and you’re in control.
In a roleplaying game, you don’t really win or lose. Sometimes
the character you’re playing defeats a terrible alien monster and
saves the day; sometimes the alien monster destroys your charac-
ter, or maybe even all the characters. The point is participating in a
story and exercising your imagination. It’s a type of entertainment,
but you get to make the decisions because your character is the
hero of the story.

4 Introduction
How to Use This Book
The Core Rulebook provides everything you need to create and
play sci-fi adventures with the Alternity Science Fiction Roleplay-
ing Game. To get started, find a group of people to play with, and
plan a good time and place to play. You’ll want 3-6 people and a
couple of hours to play; choose one player to be the Gamemaster.
For the Player: If you’re a player, skim through Chapter 1:
System Basics to get an overview of what goes into creating an
Alternity character and how the game system works. Then
move on to Chapter 2: Hero Creation to create a character for your
Alternity game and follow the steps laid out there. You’ll need to
refer to skills and gear (chapters 3 and 4) as you go, but you can
pick up the finer points of the rules as you play.
For the Gamemaster: If you plan to be the GM, begin with
Chapter 1: System Basics. This covers the core mechanic of the
game—how to make a skill check. Everything else in the Alternity
game is based on that. Chapter 5: Combat and Challenges
describes how heroes (and their opponents) take turns and inter-
act, while Chapter 6: Running the Game covers the organization
of an Alternity adventure and how to present different types of
scenes and challenges for the players to overcome.
Your First Adventure: If you’re the GM, you also need to do
a little preparation before your first game session—you’ll need an
adventure to run. We recommend downloading the Alternity
Demo Packet for your first adventure (see the sidebar on this
page). After you’re comfortable with the basics of the Alternity
game, you’ll be ready to create your own Alternity adventures.
Chapter 7: Creating Adventures provides you with resources for
building great Alternity adventures, and Chapter 8: Aliens and
Adversaries gives you a selection of ready-to-use monsters and
bad guys to challenge the players.

NEW TO ROLEPLAYING GAMES?


If you’re brand-new to roleplaying games, we recommend that you begin by
downloading the Alternity Demo Pack at drivethrurpg.com (just type Alternity
into the search bar, you’ll find it). It’s a free PDF download that covers the basics
of the Alternity game and provides a self-contained, ready-to-play game experi-
ence. Try out “The Institute” introductory adventure first, and then come back to
this Core Rulebook. It’s okay, we’ll wait.

How to Use This Book 5


1: SYSTEM BASICS
Like any roleplaying game, the Alternity SFRPG is first and foremost a toolkit for
telling stories. This rulebook provides you with a system for creating heroes suitable
for taking on adventures in just about any kind of modern-day to far-future sci-fi
setting you can imagine. What kind of hero you play and what kind of adventures
you experience are up to you and your Gamemaster.
Let’s begin with a few definitions:

Player: That’s you. A player creates a heroic character to play in an


Alternity game.
GM (or Gamemaster): That might be you. A GM creates an adven-
ture for the other players to experience through their hero
characters. A GM runs the game, serves as referee and narrator,
and controls the adversaries the heroes face.
Hero (or PC): A character created by a player to serve as his or her
avatar in the game. Each player takes on the part of a hero and
decides what that hero does in the game.
Team: A group or party of heroes who are engaged in the same
adventure.
NPC: A non-player character. NPCs are the shopkeepers, infor-
mants, quest-givers, enemies, and rivals the GM populates
throughout the adventure for the heroes to interact with.
Adventure: The story or scenario the GM creates for the players’
hero characters to explore, interact with, or resolve. It could be
anything from thwarting the plot of a cyber-terrorist group to a
search-and-rescue mission on an uncharted planet to saving a
space station from dangerous predatory aliens. An adventure is
usually made up of a number of scenes.
Campaign: The ongoing story of a hero team. If you play the same
team of characters in several adventures, those adventures and
heroes form an ongoing campaign.
Scene: One discrete challenge or decision point in an adventure. It
might be a battle against hungry aliens, a negotiation with a NPC,
or an obstacle or test the heroes must overcome with their skills.
Skill: A specific activity, trait, field of study, or profession. Exam-
ples include Athletics, Firearm, Computers, Mechanics, or Will-
power. Your hero is basically a collection of skills. Some you’re
trained in, and some you aren’t.
Check: A test to see whether a character succeeds or fails at some-
thing. For example, you make a skill check to see if you use a
skill successfully when failure is a real possibility.
d20: A twenty-sided die. When you make a check, you roll a d20
and compare it to the acting character’s skill to find out if he or
she succeeds.
Got it? Good. We’ll take a closer look at how the game works
soon later in this chapter, but before we do, let’s look at some-
thing even more important: What kind of sci-fi game do you
want to play?

 7
ALTERNITY: Core Rulebook Playtest Edition

Choosing Your Future


Science fiction is an amazingly broad genre: exploration, space
opera, time travel, first contact, catastrophe, post-apocalypse,
dystopia, cyberpunk, steampunk, military SF, hard SF ... the list
goes on and on. Your first challenge (and opportunity!) when you
begin an Alternity game is to decide what kind of science-fiction
story you want to explore.
In general, the GM is the person who decides what kind of story
to present for the players. He or she gets to pick the adventure,
and by extension the universe in which that adventure takes place.
But it’s a good idea for the GM to ask the players what kind of
game they want to play and try to meet their expectations—they’re
the audience, after all!

Published, Homage, or Original Adventures


The easiest way to start running an Alternity game is to use
adventures published for the Alternity game. You can find ready-
to-play adventures at online stores such as DriveThruRPG.com in
PDF and print-on-demand format. (Some like the Demonstration
Packet are free!)
If you’d prefer to create your own adventures, you can easily
design an Alternity campaign around your favorite sci-fi story.
Are you a fan of E.E. Smith’s Lensman stories? Run a Lensman
campaign in homage to the setting you love. You’ll need to decide
which rules elements you’ll need to incorporate or adopt to emu-
late the Lensman universe, and what parts of the Lensman uni-
verse will need some house-rules to work in an Alternity game.
(You’ll probably want to use the Psionics and Ships appendices.) It’s
not hard to import your favorite alien race as an option for the PCs,
add to the skill list, or build new adversaries based on the bad guys
of the story that inspires your campaign.
If you’re a little ambitious and creative, you can create a sci-
ence-fiction setting of your own design. A lot of GMs find building
worlds to be the most rewarding part of the job and devote a lot
of time and attention to it, but you don’t have to describe every
detail ahead of time. It’s perfectly fine to grow your own setting
organically by starting off with just the pieces that you need for
the adventure you’re running right now—a moon base, a pirate
ship, an evil corporation, a mysterious alien artifact, and so on.

Modern-Day or Far-Future?
How far away is the future you’re creating? Science fiction ranges
from modern-day technothrillers or alien conspiracy stories that
could take place today to galaxy-spanning empires thousands
of years in the future, or even “end of time” tales set on a nearly
unrecognizable Earth billions of years from now. Setting stories
in the modern day requires less world-building; you don’t have to

8 1: System Basics
explain to your players what a McDonald’s is, or how a 9mm pistol
works. In fact, the juxtaposition of aliens or fantastic super-science
with a world the players otherwise see around them every day can
be a very powerful storytelling tool. But there’s
no doubt that voyaging across the stars to visit
strange new worlds in each adventure makes for TECH ERAS
an awesome sci-fi game, too. It’s just a matter of
what appeals to you most. The Alternity game
describes the range of
future technology as “tech
Earth-based, Solar System, eras.” We live in TE 6, the
or Interstellar? Modern Era. Your game
might be set in TE 7 (Solar
How far does your future extend? Are the heroes Era), TE 8 (Stellar Era), or
of the story dealing with villains and threats on TE 9 (the Galactic Era). You
Earth, on Mars, or on Altair IV? Naturally mod- can find out more about
ern-day or near-future stories are likely to be technology eras in Chapter
more Earth-centric, but that’s not necessarily 4 and Chapter 7.
the case—imagine running a 1960s campaign
based on a secret science foundation that’s using
mysterious stargates hidden in Earth’s ancient
ruins to send explorers to other planets. A near-future “hard” sci-
ence-fiction campaign might present the other planets and moons
in our Solar System as lonely scientific outposts or grim indus-
trial facilities, but in the far future extensive terraforming might
transform ice moons into water worlds or asteroids into inside-out
bubble-worlds. It’s really just a question of whether the heroes’
next adventure is in the next city, the next planet, or the next star.
Campaigns of truly interstellar scope naturally demand answers
to a couple of big questions: How do the heroes travel between the
stars, and are humans alone in the universe? “Realistic” interstellar
travel probably involves decades or centuries of travel time, so are
the heroes hibernating through those flights? Or are the heroes just
minds stored in computers who download themselves to artificial
bodies when they reach their destination? If there are aliens out there
for us to meet, are they behind us in technology, peers, ahead of us,
or vastly ahead of us—and if so, why do they care about us at all?

Unique Flavor
Last but not least, what’s the unique characteristic or “hook” in
the future you’re creating—the one thing that’s true about your
Alternity game that isn’t true about all the other stories and TV
shows and movies that tread on similar ground? Think about how
elements such as the Prime Directive, the Force, or the Three Laws
of Robotics color the stories in which they appear. It’s a character-
istic that isn’t simply a date, a technology level, or a type of FTL
travel that works—it’s something that enables the kind of stories
the author or filmmaker wants to tell. To put it another way, what
makes your future yours?

Choosing Your Future 9


ALTERNITY: Core Rulebook Playtest Edition

How the Game Works


In the Alternity game, the GM presents a narrative that features
a variety of mysterious, challenging, or dangerous situations.
You decide how your character interacts with the story the GM
describes: Do you follow the drug lord’s courier, or do you stay
hidden and continue your stakeout? Do you try to sneak past the
sentry bot, convince it that you have the proper authorization to
pass, or simply blow it to bits with your plasma pistol?
In the Alternity game (and most other roleplaying games), the
action follows a simple narrative:

1. The GM describes the situation to the players: where their


heroes are and the threats, challenges, or opportunities
that are apparent to them.
2. The players describe the actions their characters take.
3. If there’s a possibility that the heroes might not succeed,
the GM decides how to check to see what happens. This
might be a die roll to test a character’s skill at a task, a
die roll to see if an adversary or villain resists what the
characters are trying to do, or simply a request for the
players to provide more explanation for what their heroes
are trying to do.
4. The GM then describes the results of the players’ actions
and decisions. The situation changes accordingly, and you
start at the top again.

Dice and Checks


Sometimes the GM simply incorporates your decision into the
narrative, and then describes what happens next. But in situations
where failure is a real possibility and comes with serious conse-
High Rolls, quences—for example, failing to stop a ship from crashing, or
Low Skill Scores
losing a gunfight—the narrative can’t go forward until you find out
A highly skilled
character has a low whether a hero succeeds or fails in the scene at hand by rolling dice
skill score—in other and making a check.
words, it’s easy to To make a check, roll a d20 (the base die) and compare it to
pass the skill check. your character’s relevant skill score. If the result of your die roll is
You want high
equal to or higher than your target for that task, you succeed. For
rolls and low skill
scores when you example, if you’re trying to shoot a bad guy with a pistol, it’s a test
make checks! of your character’s Firearm skill, so you’re trying to equal or beat
your Firearm skill score.
Factors that make a check easier or harder than normal are
represented by adding a difficulty die to your roll (see the Core
Mechanic, below). This is another polyhedral die. The Alternity
game uses the same polyhedral dice found in other RPGs:
four‑sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10),
twelve-sided (d12), and twenty-sided die (d20). An extra d20 of a
different color is handy to have.

10 1: System Basics
The Core Mechanic
The great majority of checks in an Alternity game are ability
checks or skill checks. Ability checks are a test of a character’s
raw natural aptitude or characteristics. Skill checks are much more
common, and test a character’s overall competence at some task
by combining natural ability with relevant training. (In fact, an
ability check is really just a skill check at a skill you don’t happen to
have any training in.)

Figuring Your Skill Score


Your skill score measures how good you are at a particular task. The
two components are your natural ability (as measured by your abil-
ity score in the key ability for that skill), and the amount of training
and practice you’ve had at that task (as measured by your skill
points). Add your key ability score and your skill points together to
get your total skill modifier. Your skill score for checks with that skill
is equal to 20 – your skill modifier (key ability + skill ranks).
Example: Your character has a Strength score of 5 and 4 skill
points in Athletics. Her Athletics skill modifier is (5 + 4) or 9, which
means her Athletics skill score is (20 –9), or 11. Whenever you make
an Athletics check for your character, you’re trying to roll an 11 or
better to succeed.
When you fill out a character sheet for your Alternity charac-
ter, you’ll figure out the skill scores for your ability checks and the
skills you’re trained in (since those are the ones you’re most likely
to use). It helps the game run faster and smoother if you note your
scores ahead of time.

The Difficulty Die


Your skill scores are the same each time you test them—if your
Strength is 4, your target for a simple Strength check is 16 whether
you’re trying to break down a wooden panel door, bust through
a steel fire door, or kick open an armored hatch in a spaceship.
Clearly some Strength checks are easier than others. To repre-
sent the difficulty of the specific check you’re attempting, the GM
assigns a difficulty die to your check.
Tests that are easier than normal allow you to add a difficulty
bonus die to the result of the d20 you roll when you make a
check. Tests that are harder than normal require you to subtract a
difficulty die penalty from the result of the d20 you roll when you
make a check.
The sum (or difference) of the d20 and your difficulty die is your
check result. Compare this to the skill score for your check to see
if you succeed or fail.
Usually it’s not worth rolling the dice on checks easier than +6
steps. If the task is that easy, the GM can just rule that you succeed
at it (although you should still roll if the skill check is an attack of
some kind). Likewise, checks that are harder than -6 steps almost

How the Game Works 11


ALTERNITY: Core Rulebook Playtest Edition

Difficulty Die Steps


Check Difficulty Die Steps Description

+2d20 +6 Nearly
+ Automatic
d4 +d20 +5 Piece of
+ Cake

+d12 +4 Extremely
+ Easy

+d8 +3 Very Easy


d6 +
+d6 +2 Easy
+
+d4 +1 Moderately
+ Easy
d8
— 0 Ordinary

-d4 -1 Moderately
- Hard

d12 -d6 -2 Hard


-
-d8 -3 Very Hard
-
-d12 -4 Extremely
d20 - Hard

-d20 -5 Brutal
-
-2d20 -6 Nearly
- Impossible

always fail. If you need more than 6 steps, just add (or subtract)
additional d20s for the difficulty die, one die per step.

The Difficulty Scale


Not every advantage or disadvantage is created the same. The
difference between a specific difficulty level and the next is
referred to as a die step. A minor complication might be worth
only a 1-step penalty, but a major impediment to your intended
action might deserve a 2- or 3-step penalty. You might also find
that multiple small complications “add up” to make an otherwise
straightforward skill check extremely hard, or that the advantages
and disadvantages offset (a +1 die step bonus winds up being can-
celed out by a -1 die step penalty).
You normally begin at an Ordinary level of difficulty (no bonus
or penalty with a difficulty die). As the GM applies a bonus or a
penalty for the circumstances of the check, you effectively move up
or down the “scale.” Deciding how much of a step bonus to award

12 1: System Basics
for a helpful circumstance or how much of a penalty to impose for
a complicating factor is the GM’s job, but as a general rule of thumb:

• A minor factor is worth a +1 step bonus (helpful) or -1 step


penalty (unhelpful).
• A moderate factor is worth a +2 step bonus or penalty.
• A major factor is worth a +3 step bonus or penalty.

Example: Captain Vance Carr is trying to set down a damaged


aircar without completely wrecking it (a Piloting check). The aircar’s
damage is very bad, so the GM assigns a 3-step penalty: The check
moves from Ordinary (+0 steps) to Very Hard (-d8). Captain Carr
is also fighting off the effects of a serious wound, which adds a
1-step penalty to anything he tries to do. The check moves from
Very Hard to Extremely Hard (-d12).
Thinking fast, the player asks if there’s any soft-looking terrain
around that Captain Carr can use to cushion the landing. The GM
informs the player that there’s a good-size lake nearby, so Captain
Carr decides to ditch the aircar in the water. The GM decides that
a soft landing site is moderately helpful factor, and adds a 2-step
bonus to the player’s check. That bonus moves the check back
up the scale two steps from Extremely Hard to just Hard (-d6).
When the player makes Carr’s Piloting check, he rolls d20 - d6 and
tries to roll well!

Success Levels
When your check result exceeds your skill score by a wide
margin, you not only succeed—you succeed with better than
normal results.

• If your check result is less than your skill score, your check is
a Failure.
• If your check result is equal to or better than your skill
score, you achieve an Average success.
• If your check result is at least 5 more than your skill score, Often shown
you achieve an Excellent success. in game text
• If your check result is at least 10 more than your skill score, as Av/Ex/St.
you achieve a Stellar success.

The exact effects of Excellent and Stellar success vary with the
skill you’re using. If you’re attacking, a better grade of success usu-
ally results in more damage. If you’re working your way through
some kind of challenge scene, a high success level might mean
that you make better progress in whatever it is you’re trying to do.

How the Game Works 13


ALTERNITY: Core Rulebook Playtest Edition

Your Alternity Character


When you play in an Alternity game, you take on the role of a
heroic character in a science-fiction story. An Alternity character
is basically a collection of stats and abilities that describe what he
or she is good at, coupled with the story, motivations, and person-
ality you invent.

Name: You get to come up with a name for your character.


Level: Your level measures how much training and experience you
have. Most Alternity campaigns begin with level 1 heroes.
Species: Alternity characters might belong to any number of
unusual species—denizens of alien worlds, cyborgs, androids,
mutants, vampires, and so on. The choices available to you
depend on what sort of setting your GM creates.
Abilities: Your character’s natural strengths and weaknesses
are described by six Ability ratings. These are Strength, Agil-
ity, Vitality, Intelligence, Focus, and Personality. Scores range
from 0 to 10, with a typical human having a score of 2 to 4 in
each Ability.
Talents: The special tactics, edges, aptitudes, or characteristics
that set you apart. You might be a fast-draw specialist, skilled in
making sneak attacks, or capable of shrugging off injuries that
would slow down other characters.
Skills: Alternity characters are built around a list of about 35 dis-
crete skills (depending on the campaign, there might be a few
more available to your character).
Initiative Score: At the start of an action scene, you make an ini-
tiative check to determine when you can take your first action.
Durability: How many injuries your character can withstand
before he or she is defeated. Each time you take damage, you
mark off one wound box corresponding to the damage inflicted
by whatever hurt you. When you have at least one wound box
marked off in a damage band, you’re injured, and you suffer a
wound penalty. If you mark off your highest wound box, you’re
defeated. Depending on the campaign, you might be dead,
dying, or forced to regenerate a new body. All heroes have the
“dark” boxes on the character sheet. You may have additional
wound boxes depending on your choices during charac-
ter creation.
Gear: Are you carrying a shiv made from a sharpened spoon, or a
The bad guys
want to know.
plasma rifle? Your GM will tell you what gear is available to your
character.
Hero Points: A measure of extraordinary luck, resilience, or per-
severance. When the situation appears to be unwinnable, you
can spend a hero point to modify the results of a die roll and
influence the narrative just a little bit in your favor.

14 1: System Basics
Nimon Zhan-Deneb
1 1 12/17/22
4 3 Commander
6 4 Elusive
5 4 Flexible Tactics

Plasma Pistol M 3 2d4/2d8 +1 step


Unarmed * 3 d4+0/2 +1 step
Human

3 3
Nanoweave Suit
Force Shield
Comm Patch
Vacuum Collar
Wound Gel

3 12/ 17/22
3 12/ 17/22
4 12/ 17/22
3 14/ 19/24

5 10/ 15/20

4 11/16/21

5 10/ 15/20
4 10/ 15/20 4 11/ 16/21
3 14/ 19/24

Your Alternity Character 15


2: CHARACTER CREATION
“The thing about a hero, is even when it doesn’t look like there’s a
light at the end of the tunnel, he’s going to keep digging, he’s going
to keep trying to do right and make up for what’s gone before, just
because that’s who he is.”
— Joss Whedon
For everyone but the GM, your hero (also known as a player char-
acter, or PC) is the way you interact with the other players and the
game as a whole. Fundamentally, it’s who you’re pretending to be.
You might be a down-on-her-luck freighter captain, an alien curi-
ous about human society, or a maverick cop who doesn’t play by
the rules. And who you’re pretending to be will change as the story
advances. Your character grows in competence as you explore a
science-fiction setting and develop bonds with the other charac-
ters in the story—some of whom are in the hands of other players
at your table. Your hero succeeds, fails, sets new goals, suffers
setbacks, and lives the complex life of a SF protagonist.
Let’s start, though, with practical matters. Creating an
Alternity character requires this book, a character sheet (go
ahead and photocopy the one in the back), and about 30 minutes—
much of which can be spent away from the book, just mulling over
the central question: “Who is my character, really?”
To create a hero, follow these steps:

1. Come up with a concept and some connections to the


setting (page 17).
2. Determine your ability scores (page 20).
3. Choose a species if the setting offers nonhuman protag-
onists (page 22).
4. Pick an archetype or go freeform (page 35).
5. Select your talents (page 40).
6. Assign your skill points (page 61).
7. Define one Average-level contact (page 178).
8. Get some gear (page 88).
9. Take care of finishing touches like initiative and dura-
bility (page 54).
10. Run it all past your GM, and you’re ready for adventure!

Your Character Concept


Most of the character-creation process is straight-up creative
brain work. Imagine your character as he or she exists at the
moment the adventure kicks into gear and ask yourself where
your character came from. How did you become the hero you are?
And where are you going?

 17
ALTERNITY: Core Rulebook Playtest Edition

First, Focus on the Present


One way to answer the “who are you, really?” question is to figure
out what you care about and what you’re good at ... the moment
the adventure starts. Here are some ways to help you think
through your character’s adventure-start identity.
The Twitter Bio Approach. Think of the short, pithy bios that
people put on their social media profiles. What would your charac-
ter’s bio say? Maybe it’s a job title like “University of Ceres exobiol-
ogist” or “Staff Sergeant, 3rd Orbital Ranger Battalion.” Maybe it’s
less straightforward and speaks to your character’s personality or
the vibe you give off. “I drink and I know things,” for example, is a
great springboard for a character.
Likes and Dislikes. This one’s the character-creation equiv-
alent of a dating-site profile. List three or four things your char-
acter likes (life in orbit, vintage rockets, robotic animals, this hat I
got from Old Earth) and three or four dislikes (empty ammo clips,
waking up after hypersleep, cold instacaff, thought criminals).
Shoot for a mix of big, important likes/dislikes and smaller person-
ality-revealing likes/dislikes.
Dramatic Archetype. We’ll get into the gameplay archetypes
below, but think of how you’d summarize your character’s place in
an ensemble action drama. Are you the brains of the bunch? The
muscle? The wild card?
Whatever technique you use, just get a sense of your charac-
ter’s present identity, then move on to your character’s past and
future. That’s the thing about the present—it never lasts very long.

Background: Your Character’s Roots


Your character’s past is called “background” for a reason. Like the
ground, it can be fertile soil that nourishes you as you grow.
You don’t need to know your character’s entire life story. (In fact,
it’s often good to leave some gaps that you can fill in mid-cam-
paign.) But you should give some thought to a few key moments
that plant roots in the setting for you and the GM to tap through-
out the ongoing story.
Your GM will be immensely helpful as you figure this out—each
detail in your character’s backstory is a plot hook your GM can use to
motivate or entice you later. And you want that! When your charac-
ter’s past propels the story forward, that’s a recipe for high drama.
As a starting point, consider the following:

•  Family/Friends: This is often a good way to get at your char-


acter’s childhood. Explore the family and friend relationships
that grew in those years. Pick a few relatives—siblings, parents,
or more distant relations—and invent a relationship. Was it
positive/negative? Did it change at some point, and why?
Is the relative still alive and in contact? Do likewise with a
childhood friend, army buddy, playground bully, or other peer
from childhood or adolescence.

18 2: Character Creation
•  Affiliations: Does your character iden-
tify with a larger group, such as a clan, GMS, HELP YOUR
an ethnic group, a revolutionary cell, a
PLAYERS OUT
nation, a military unit, or a corporation? Just players can make up
And again, is that relationship positive or characters without guidance
negative ... and has it changed over time? from the GM doesn’t mean they
•  Moments of Crisis: When those relation- should. As GM, you don’t want
ships changed, what was the precipitat- to lead players by the nose, but
ing event? How did it change you, and some directional advice from
how do you feel about it now? If your you at the concept stage of
character was orphaned, think about the character creation can create
last moment you saw your parents. If a better story for all. At a
you were selected to join the Star Corps, minimum, give the players the
think about the moment when the following guidance.
vid-invitation arrived. Elevator Pitch: Describe
the setting in a sentence or
You don’t have to develop an entire family two such as, “The Cold War
tree or write thousands of words on your erupted into nuclear armaged-
character’s coming-of-age moment, but don in 1984, and now mutant
filling in the details of key relationships and gangs wander the irradiated
moments can bring your character to life. wasteland,” or “on a tidally
More important, it can echo through the locked planet, the light side and
ongoing story. Any avid reader of SF novels dark side are entrenched in
knows that the past doesn’t always stay bitter war over the habitable
there—even if you don’t have a time machine. periphery.”
One final factor to consider: Later on in the Organizing Principle: Who
character creation process, you’ll identify three are the heroes collectively at
contacts—useful nonplayer characters that the start of the adventure? For
your character has an established rapport with. example: “You’re crew mem-
Connect those contacts to your background, bers on the Jeffty Five, a space
and the setting will be the richer for it. freighter that’s one step ahead
of the authorities and one
month behind on its payments,”
Think of the Future: or “You don’t have much in
Character Goals common, other than being in
It wouldn’t be a science-fiction game if you the student union late one night
didn’t spend at least some time dwelling when the particle accelerator
on the future, right? Now that you have a overloaded, scrambling time-
sense of your character’s identity and back- space beyond recognition.”
ground, consider what goals your character As the GM, your guidance
finds enticing. provides the frame—but
Some SF characters have burning desires leave the canvas for each
that border on the monomaniacal (think of player to paint.
Gully Foyle’s desire for revenge in The Stars
My Destination). Others drift from one job
to the next and only develop motivating goals as the narrative
picks up pace (like Han Solo in Star Wars). You’re doing your GM
and your fellow players a service if you start with a goal or two
that’s somewhere in between—a goal that propels you forward but
doesn’t blind you to other possibilities.

 19
ALTERNITY: Core Rulebook Playtest Edition

Here are some techniques that can help you get started.
The Three-Goal Approach: This one’s an old RPG standby
because it works. Give your character three goals: a relatively
minor one that can be accomplished with a modicum of effort, a
major goal that would be the highlight of an ordinary person’s
career, and a huge goal that would transform the setting so
utterly that it’d effectively end the campaign. For example, your
fresh-from-the-academy Star Marine might have three goals:
to earn a promotion to first lieutenant, to liberate the Dar-Syn
system from alien oppression, and to lead humanity every-
where out of bondage, casting the alien slavers back through
their stargates forever. Will any of them actually happen? That’s
for the table and the dice to collectively decide, but no matter
the outcome, those goals provide motivation for the character
and propulsion for the plot.
FLBW: Some writers define the goals of their protagonist in
terms of their FLBWs: fears, limitations, blocks, or wounds. Give
your character a FLBW, then a goal to confront it. The confronta-
tion goal doesn’t need to be the best plan (and it might be more
interesting if it’s a poor one), but it needs to force the character to
face that flaw or weakness. If a character’s weakness is that she’s
haunted by the many comrades who died in battle, then her goal
might be to avoid violence at all costs, or to avoid making personal
Talk to the other connections with anyone in harm’s way. In an action adventure,
players as you come neither of those is a particularly effective goal, but the inevitable
up with goals. It’s failure will be dramatically interesting, and it’ll lead to character
a recipe for great growth and change.
drama if your
Goals Arise from Identity and Background: You’ve already
goals dovetail with
each other—and done work on your character’s present-moment identity and prior
occasionally conflict. backstory. Now leverage that by asking yourself what goals those
aspects of your character suggest. At least in part, Luke Skywalker
leaves Tatooine because he’s an orphan who wants to know more
about his parents—especially his father. Miles Vorkosigan’s stunted
body drives him to prove his doubters wrong.

Ability Scores
Now that you’ve defined who your character is in the dramatic
sense, it’s time to start defining that PC in the gameplay sense.
Fundamental to every character in Alternity are six ability scores
that represent the character’s raw aptitude and natural ability in
six categories.

•  Strength: Raw physical power and basic athleticism. It’s


good for hand-to-hand combat as well as climbing, run-
ning, jumping, and other physical challenges.
•  Agility: Hand-eye (or manipulator limb-visual sensor) coor-
dination, balance, reflexes, and flexibility. Useful in ranged
combat and anything where precise, not forceful, physi-

20 2: Character Creation
cality is key. Also handy for getting out of the way when
things start exploding around you.
•  Vitality: Overall health, endurance, and resistance to injury.
Your Vitality score contributes to your overall durability and
your ability to endure hazards such as toxins, atmospheric
decompression, and radiation.
•  Intelligence: A blend of your raw reasoning ability and
the education you’ve received before the start of your
first adventure. It’s good for invention, research, com-
putation, and solving puzzles. The future doesn’t belong
to the dumb.
•  Focus: Your awareness, determination, and ability to con-
centrate on the task at hand despite distractions. A good
Focus score helps with marksmanship, noticing threats
around you, and zeroing in on minute details.
•  Personality: Natural persuasiveness, charisma, and talent
for leadership. It’s the key ability score for interacting with Use Personality as
NPCs, whether friendly, hostile, or somewhere in between. a dump stat only at
your peril. This ain’t
that kind of RPG.
In each case, scores range from 0 to 10, but the vast majority of
humans have ability scores between 1 and 5, with 3 being average.
Olympians, Nobel Prize-winners, and similar luminaries might
have a 6 or a 7, and anything beyond that is the work of technol-
ogy, aliens, or both.
It’s useful to think of the ability scores as the equivalent to a
Star Academy entrance exam. They represent your character’s
If you’re statistically
natural gifts, which you’ll hone with the specific skills and talents
minded, you can
you’ve learned. But because they’re inherent gifts, you can always think of 3 as the
count on them, even when you haven’t received training in a spe- mean on a bell
cific skill for the task at hand. curve, and each
whole number up or
down representing a
How to Assign Ability Scores standard deviation.

The short answer: Ask your GM. Here are some options:

•  Old-School Rolling: Roll 1d4+2 in order for Strength, Agility,


Vitality, Intelligence, Focus, and Personality. Warning:
You may get nonviable or entirely-too-viable charac-
ters this way.
•  Old School, Configurable: Roll 1d4+2 six times, then assign
your results to whichever ability scores you like. This
reduces but doesn’t eliminate the risk of nonviable charac-
ters, and it makes the too-good characters even better.
•  Standard Array: Take (6, 5, 4, 4, 4, 3) and assign them to
whichever ability scores you like. This gives you a balanced
character who’s specialized enough to be interesting and
broad-based enough to tackle a wide array of challenges.
•  Other Arrays: If you don’t like the standard array, pick one
of the following and arrange as you see fit: (5, 5, 5, 5, 3, 3);
(5, 5, 5, 4, 4, 4); (6, 6, 3, 3, 3, 3).

Ability Scores 21
ALTERNITY: Core Rulebook Playtest Edition

•  Point Buy: You start with 12 points to spend and an score


of 3 in all six ability scores. Upgrading an ability score to
4 costs 1 of your points. Upgrading to a 5 costs 3 points,
and getting a 6 costs 6. If you reverse-engineer any of the
arrays above, you’ll see they work out to 12 points each.
•  Gonzo Point Buy: As above, but you start with 15 points. Or
hell, 18. This changes the Alternity game from “assumed
competence” to “assumed eliteness,” but for the campaign
you’re envisioning, that might be OK. After all, it’s not like
the GM is going to run out of deathbots and void aliens to
throw at you.

Ability Ratings as Roleplaying Hooks


Your ability ratings are just numbers on your character sheet;
they influence but don’t determine how you roleplay your char-
acter. If you want to portray yourself as
the “smartest man alive,” you don’t need
CONGRATULATIONS! an Intelligence score of 7. You can play
YOU’RE COMPETENT! yourself as Int 7 in routine moments, but
A key conceit of most Alternity sometimes you overthink things in crises
campaigns is that characters start and that’s why there’s a 6 on your charac-
the game with a high degree of ter sheet. Likewise, you can channel your
competence. You aren’t some wet- inner Bujold and play a sickly character.
behind-the-ears farmer’s child, or Act like you have Vitality 2, and when the
at least you aren’t just that. You chips are down, fate smiles and you find
are decidedly above the human enough inner reserve to eke out some-
average, and you have the ability thing equivalent to the Vitality 3 written
scores and skills to prime you on your character sheet.
for success in life. At least until
the plot starts careening side-
ways, that is.
To put it in 21st-century terms, a
Species
1st-level Alternity character is the Alternity aliens are more than just
equivalent of a college athlete, an humans with animal heads or prosthetic
elite academy footballer, a recent ears. They have physiologies and outlooks
graduate of a military academy, or that are, well, alien.
a gifted grad student. You’ve faced In some campaigns—including many
adversity before, you have at modern-day, post-apocalyptic, and solar-
least a measure of grit, and you’re era settings—humans will be the only
capable of great things. To extend available species choice. In galactic-era
the analogy, 10th-level Alternity Alternity games, there might be dozens
characters are greatest-of-all-time of species to choose from. Ask your GM for
Olympians, Nobel Prize winners, guidance, then choose a species for your
Medal of Honor recipients, and the character.
sorts of people who get cities and Regardless of your choice, Alternity
planets named after them. If future species are intentionally straightfor-
historians refer to the “[your ward mechanically. You’ll obtain a few
character name] Dynasty,” you’re ­species-specific advantages and disad-
probably a 10th-level character. vantages, and you may get access to a
talent constellation unique to that species.

22 2: Character Creation
If there are powerful species benefits,
you’ll make talent choices to unlock SEVENS AND TWOS
them (talents are explained later in this All of the ability score techniques
chapter). outlined in this section share one
Ability Requirements: As you look characteristic: They generate results
at the species descriptions below, take between 3 (human average) and 6
careful note of the ability score require- (human elite) for each ability score.
ments. If you have your heart set on a But what about a character who’s a
nesh character, for example, make sure 7? Or a 2?
you’ve got a Focus score of at least 4. Ability Score 7: Our reluctance
to start characters with an ability
score of 7 is twofold. First, we want
Human the character to have room to grow
“We are humans from the planet Earth. over the next nine levels. Second, in
We come in peace ... No, really. Hey a point-buy system, that 7 can leave
now, quit laughing. I was serious!” glaring weaknesses in other areas. If
you and your GM are determined to
In many campaigns set in the pres- try it, though, use the following array:
ent day or near future, this is the only (7, 4, 4, 3, 3, 3). In a point-buy setup, the
species available. (To be fair, most of 7 costs 10 points.
the players at your table are baseline Ability Score 2: Our reluctance to
humans.) If you’re playing a baseline allow starting ability scores of 2 is
human, move on to the heroic arche- likewise twofold. First, we want to
types section and start picking talents avoid sidelining players when their
and skills. Humans are the baseline for character’s weakest ability score
a reason; the other species have advan- turns out to be crucial in an encoun-
tages and disadvantages compared to ter. Alternity adventures test charac-
the human standard. ters in all sorts of ways, and we want
Game Rules: Humans are the characters to have baseline compe-
baseline character choice. You have tence whether it’s a furious firefight,
no ability score requirements, special a technological puzzle, or a tense
advantages, or unusual vulnerabilities. negotiation. Second, we don’t like the
Human Variants: In more futuristic implied causality of a below-average
settings, humans have employed gene score in a point-buy situation: “I’m
therapy, pharmaceuticals, and other extra strong because I chose to be
techniques to adapt themselves for dumb as a brick.”
low- and high-gravity environments. If That said, if you and your GM want
you’re running a game set in the Solar to include characters with a starting
Era or later, consider the following two score of 2, then try the (6, 6, 4, 3, 3,
human variants in addition to base- 2) array. In a point-buy setup, each
line humans. 2 you accept in your starting array
gives you one extra point to spend
Human (Elaphromorph) elsewhere.

Adapted for microgravity environ-


ments, elaphromorphs (called “laphs” in
slang) look like particularly tall, skinny humans. From before birth,
they’ve received treatments to counter the pernicious effects of
microgravity on the human body, and now they’re as comfortable
in zero-g as baseline humans are on Earth.

Species 23
ALTERNITY: Core Rulebook Playtest Edition

Game Rules: Elaphromorphs function like other humans, with


the following exceptions.

•  Ability Scores: To play an elaphromorph, you must have


an Agility score of at least 4. You cannot have a Strength
score higher than 3.
•  Zero-G Familiarity: You gain a +2 step bonus on Acrobat-
ics checks in low-gravity environments.
•  Heavy-G Vulnerability: All penalties in high- and
extreme-gravity environments are –1 step worse for you.

Quirks: Growing up in a low-gravity environment changes your


behaviors in some significant ways, including:

• You find it difficult to sleep in an old-fashioned bed or on


the ground; sleeping bags and tethered sleep-cocoons are
more restful for you.
• Visual arts that can be viewed from multiple “up” perspec-
tives are fascinating to you, and you’re often craning your
neck to get a different angle on something.
• A lifetime in microgravity has made you something of a
neat freak, apt to secure loose objects and put things away
when you’re done with them.

Human (Baromorph)
Referred to colloquially as “bears,” baromorphs are humans
who’ve received therapy throughout their lives to enable them to
withstand sustained exposure to heavy gravity. They appear to be
broad, stocky humans. The high-gravity environments in the Solar
System are inhospitable for other reasons (temperature, pressure),
so baromorphs exist mostly in Stellar Era and Galactic Era games
that have reached out to nearby stars.
Game Rules: Baromorphs function like other humans, with the
following exceptions.

•  Ability Scores: To play a baromorph character, you must


have a Strength score of at least 4. You cannot have an
Agility score higher than 3.
•  High-G Adaptation: Baromorphs suffer no penalty
from high-G environments, and reduce the penalty for
extreme-G environments by 2 steps.
•  Zero-G Clumsiness: All penalties in zero- and low-gravity
environments are –1 step worse for you.
•  Load-Bearing Frame: A useful side effect of high-grav-
ity adaptation is that your skeletomuscular system is well
suited to carrying heavy loads. The penalties for encum-
brance are always one category lower for you.

24 2: Character Creation
Quirks: Growing up in a high-gravity environment changes
your behaviors in some significant ways:

• You’re used to every motion taking extra effort, so your


body language has an economy of motion. When you sit
still, you’re almost entirely motionless.
• A fall of just a meter or two can be injurious or fatal where
you come from. While you don’t necessarily have a fear of
heights, you’re definitely wary on ledges and balconies.
•  Even with your adaptations, living and working in high-G
environments is stressful and exhausting. When you can,
you work a nap or siesta into your daily routine.

Android
“We are the machines you cannot stop tinkering with, the servants
who anticipate your every need, and the toys that endlessly amuse.
We are the creation that supplants the creator, the never-living yet
immortal, and your descendants yet never your children.
“Whence came these paradoxes? Look in a mirror. Every contra-
diction within us is an inheritance from you.”

“Android” is a broad term, but in this context it refers to realistic


imitations of human life: nonbiological constructs that appear and
act human, yet are constructed of electronics and carbon fiber,
not flesh and bone. While they may have some biological systems,
A campaign setting
they’re fundamentally robots ... with human appearances, human
where some or all
capabilities, and human desires. PCs are androids
Created as workers and companions, androids nevertheless without legal rights
have independent legal status in most campaign settings. Some is rich with drama,
NPCs may distrust them in Solar Era campaigns, but by the Galac- but it’s absolutely a
“talk to your table
tic Era, they’re a routine part of daily life.
first” situation.
Description and Physiology: On the surface, you appear
human—unless you’re intentionally marking your android status
with a visible tattoo, unusual skin coloration, or other marker. But
your innards are a mass of electronics, artificial organs, and various
lubricating fluids.
While you aren’t human, your artificial body does need to
consume oxygen periodically, and your brain must reboot and per-
form routine maintenance (a process that takes you offline, much
like biological sleep). You do not need to eat, though you must
drink on occasion to replenish fluids. You excrete waste in such Impulses and
minute quantities that it’s generally vaporized and exhaled. actions are
described in
Game Rules: Your artificial nature gives you significant advan- Chapter 5.
tages and disadvantages.

•  Ability Scores: To play an android character, you must


have a Vitality score of at least 4. You cannot have a Per-
sonality higher than 4.

Species 25
ALTERNITY: Core Rulebook Playtest Edition

•  Disengage the Safeties: As a 2-impulse action, you can


grant yourself a +2 step bonus on checks that use Strength,
Agility, or Vitality (choose one each time you use this abil-
ity). You decide how long the bonus lasts; take one wound
box of damage (in the lowest row available) per impulse
you have the bonus active. You don’t take damage during
the impulses you spend disengaging the safeties, but you
must maintain the bonus throughout the subsequent
action. If you use the bonus to make a 3-impulse attack
action, for example, you’ll take three boxes of damage.
•  Reprogrammable: When you assign your skills, choose
4 points of technical skills (spread out as you like) that you
can reprogram to different technical skills as you wish. The
new skills can’t exceed the skill point maximum, and repro-
gramming yourself takes time and/or resources. Your GM
will let you know what it takes to download a new technical
skill. In general, the time/resource cost is a hurdle but not
a barrier.
•  Ageless: You do not age and will live indefinitely, although
you’re subject to accidents, violence, and periodic compo-
nent breakdowns as usual. In most Alternity campaigns
this won’t have any direct game effect, but it may influence
your attitude toward long-term planning and the aging
and dying humans around you.
•  Artificial Life: When you are wounded, traditional first aid
is of only limited use because your insides are high-tech
circuitry, not flesh and blood. Medicine skill checks to pro-
vide you with battlefield treatment take a -2 step penalty.
On the plus side, you can receive battlefield treatment from
a successful use of the Mechanics skill (it works just like
Medicine for you, including the -2 step penalty).
•  Oblivious: While your sensory apparatus functions just
fine, you lack millennia of instinct that hones your fight-
or-flight decisions, and you have difficulty decoding body
language. As a result, you cannot spend skill points in
Awareness or Empathy.

Species Talents: Androids have exclusive access to the Artifi-


cial Systems talent constellation.
Technology: Androids use technology as humans do, though
they tend to be more patient with recalcitrant machines and
computers. It would be facile to say that androids feel a profound
kinship with machines, but many androids share code with early
AIs designed as human-machine interfaces, and echoes of that
inclination toward patient service remain.
Culture and Outlook: Androids don’t generally have a culture
of their own, but they’re astute observers of culture and keenly
aware of their place within a given social setting. In many androids,
that desire to observe tugs against a desire to participate—to
truly belong. In most places, androids are the minority, but they’re

26 2: Character Creation
programmed to contribute and inclined to prove themselves as
worthwhile citizens, coworkers, and friends..
Quirks: Some ideas to make your android character distinctive:

•  Despite advanced programming and keen observation,


many androids are uncomfortable expressing strong emo-
tion. They worry it will seem inauthentic or inappropriate to
the situation. You feel as strongly as an organic human, but
you don’t always make those feelings as obviously visible.
•  No android can be programmed from the start with the
depth and breadth of human experience, so you’re wired
to seek understanding of the people and cultures that
surround you. Many androids have a childlike (though
not childish) curiosity and ask frequent questions of their
organic compatriots.
• A key aspect of your character is how you feel about
humanity and your place within society. Do you wish you
were human? Do you want to prove the worth of artificial
life so that the biological and mechanical can live together
in harmony? Or do you see organic humans as ancestors
who are rapidly becoming obsolete?.

Sample Names: Mariya, Adam Fourteen, Shelley Navigator.


Depending on the setting, androids may take on ordinary human
names, have only a personal name, or have a numeric or occupa-
tional designation instead of a surname.

Briith
“We have no interest in empty words. Deeds are the measure of the
briith—do not talk, DO. Share our work and share our dangers if
you want to call us your friends. We will do the same for you.”
It’s one briith, two
Hulking bipeds native to a high-G world, briith are strong, hardy briith. Collectively,
creatures with a well-deserved reputation as brawlers and merce- they’re “the briith,”
and they have
naries. Briith like a challenge, especially a physical one, and rarely briith objects. How
shrink from combat or other forms of danger. While many humans easy is that?
see briith as short-tempered and violent, that’s an unfair inter-
pretation of briith directness. Briith often demonstrate incredible
patience, and can be very deliberate in their decision-making.
Most briith won’t do anything until they know what the stakes are
and how they’re getting paid, but once a fair deal’s been struck,
they’ll follow through on their part or die trying.
Physical Description: The average briith stands almost 2
meters tall and weighs over 120 kilos, with a tough, pebbly hide
that ranges in color from pale blue or dark mustard to a mottled
purple. They have four-fingered hands and four-toed feet, crag-
like chins, heavy brows, and small, deep-set black eyes. In place
of hair, they have wiry tendrils on their heads; males often have
tendrils around the jaw and cheekbones like human beards or

Species 27
ALTERNITY: Core Rulebook Playtest Edition

sideburns, while females have longer, finer tendrils that cover


more of their scalps.
Game Rules: Briith are strong and tough, but slow. They make
excellent battlers, and revel in close combat.

•  Ability Scores: To play a briith, you must have a Strength


score of at least 4. Your Agility can be no higher than 4, and
your Intelligence no higher than 5.
• Tough Hide: Briith have a natural armor with a resistance
of 1. You can add this to the value of any armor you wear.
•  Slow Reflexes: Briith take a –1 step penalty on initiative
checks; briith generally don’t win fast-draw contests.
•  High-G Adaptation: Briith suffer no penalty from high-G
environments, and reduce the penalty for extreme-G envi-
ronments by 2 steps.

Species Talents: Briith have exclusive access to the Powerful


Build talent constellation.
Briith Technology: In starfaring settings, briith are nearly
equal to humans in technological progress. They tend to be
engineers rather than researchers, and hard-minded traders
instead of entrepreneurs—briith are slow to innovate new
technologies, but excel in building devices that are sturdy,
functional, and highly reliable. Briith warships tend to
be heavily armored and well armed, but somewhat
slower than the warships of other races. Briith power
plants and projectile weapons are especially well
developed, and in some cases exceed the perfor-
mance of similar human systems.
If the briith themselves do not have space
travel, individual briith (or sometimes briith
companies) often seek work as soldiers-
for-hire, enforcers, deckhands, or engi-
neers on the ships of other races. Briith
have no problem working for someone
else, as long as it’s a fair deal.
In non-starfaring settings, briith
sometimes show up as genetically
engineered soldiers or laborers;
their strength and hardiness make
them well-suited for both heavy
labor and war.
Culture and Outlook: Briith trace
family relationships to distant cousins several
times removed. Families in turn hold gener-
ations-old alliances or feuds with each other,
competing to place their scions in the best
trade guilds or companies. Briith society
is highly egalitarian; some families are
certainly wealthier and more influential

28 2: Character Creation
than others, but the idea of aristocracy or royal houses is com-
pletely foreign to them.
Briith tend to be practical, focused, and not terribly curious
about things that don’t immediately concern them. That doesn’t
mean they’re stupid—it means that they’re single-minded in the
pursuit of their chosen profession, and regard anything else as
a waste of their time. They are a direct and pragmatic race who
tend to speak plainly and stand by their word once given. In return,
briith expect people of other races to be forthcoming with them,
and they are deeply annoyed by evasiveness or failure to follow
through on commitments.
Quirks: Some ideas for making your briith character distinctive:

•  Briith relish hand-me-down family stories and seem to


have a family anecdote for every occasion. Make up a few
ancestors whose stories you tell over and over again.
•  Briith have the best poker faces of all time.
• You often collect small gifts for family back home, or make
them with idle pastimes such as whittling or scrimshaw.
•  Briith are very likely to go into the family business. If you
do, you’re proud of following many generations of family
tradition. If you don’t, you have an epic story about why
you don’t fit in and which ancestor you actually take after.

Briith Names: Brambavol Thuu, Dheriimog Amma, Flaamodigo


Hod, Jorjordeth Drinu, Kajador Vok, Miindravum Mathon. Like
many human cultures, briith give their family names first, followed
by a use-name. The use-names are almost always one syllable for
male and two syllables for female, and are usually descriptive in
some way—for example, Thuu means “tower,” and is commonly
bestowed on a briith who looks like he’ll be tall and strong.

Nesh
“We greet you in the name of the All-Tree. Ever may it grow and It’s one nesh, two
nourish the motes of brilliance in the blackest of night. Though nesh. Collectively,
you lack rapport, like seeds that cannot germinate, we greet you they’re “the nesh,”
as friends, fellow gardeners in the Endless Grove.” and they have
neshi objects.
The nesh are mystically minded aliens from a forest planet covered
with a network of sentient trees, each large enough to cover a
continent. The nesh are a caretaker species dedicated to tending
the unimaginably old, largely inscrutable sentient plant, which
they call the All-Tree. Over the last several centuries, the All-Tree
has asked less and less of the nesh, which has freed them to
develop an independent culture and explore nearby space. The
symbiotic relationship between nesh and the All-Tree runs deep,
though, and even the nesh who live among other species live rich
interior lives, ever contemplating the peace and timeless wisdom
of the All-Tree.

Species 29
ALTERNITY: Core Rulebook Playtest Edition

Description and Physiology: The nesh are gaunt bipeds


about 1.5 to 1.8 meters in height, with large eyes and hairless skin
humans regard as lizardlike. Their limbs and hands are likewise
similar to those of humans, which caused much puzzlement
among the nesh when they first contacted humans. The nesh
believe the similarity cannot be a coincidence, and most think
that humans are caretakers of the All-Tree who were somehow
orphaned long ago (if the nesh are friendly) or have exiled them-
selves as renegades (if the nesh are hostile).
The nesh are not born so much as they’re extruded from pods
on the All-Tree, and they adopt a gender only as it’s convenient
(such as when talking to humans in a gendered language). Nesh
likewise understand childhood and aging only in the academic
sense; they continue to live until injury renders them useless to
the All-Tree or they’re destroyed by some misfortune. They don’t
regard their own deaths as inevitable, though they have a strong
self-preservation instinct rooted in the belief that the All-Tree
needs the nesh to thrive.
To gain sustenance, nesh extend vinelike feeding tubes from
their mouth. The tubes, which extend almost a meter, can break
down plant matter and water into the nutrition and hydration a
nesh needs to live.
Game Rules: Most of a nesh’s special abilities are mental—the
result of “rapport,” their telepathic communion with the All-Tree.

•  Ability Scores: To play a nesh, you must have a Focus


score of at least 4. You cannot have a Strength score
higher than 4.
•  Empathic Rapport: While the nesh direct their telepathic
abilities toward the All-Tree, they can pick up flashes of
insight from nearby sentient creatures. You gain a +2 step
bonus on Empathy checks to assess someone’s mood. That
rapport leaves the nesh’s mind more open, however, and
nesh suffer a –2 step penalty on Willpower checks to avoid
mental manipulation.
•  Neshi Telepathy: By tapping into the specieswide rapport,
nesh can telepathically communicate with other willing
nesh within 10 meters. The conversation proceeds at an
extraordinarily slow pace—one-tenth the rate of verbal
communication.
•  Nictitating Membranes: Instead of eyelids, neshi eyes
have multiple transparent lenses that cover the eyes to aid
in vision. Irritants in the atmosphere such as dust, smoke
or tear gas don’t impede a nesh. Conversely, nesh cannot
close their eyes, so they suffer an extra –1 step penalty
from bright flashes of light.
•  Green Digit: From the moment of its creation, every nesh
possesses a deep racial knowledge of botany, granting
them a +2 step bonus on all Science (botany) checks.

30 2: Character Creation
•  Guileless: A nesh can lie, but they are loath to do so and
are often unconvincing. A nesh cannot spend skill points in
Deception.

Species Talents: Nesh have exclusive access to the Rapport


talent constellation.
Technology: Neshi technology tends to be equivalent to
that of humans, but much more of it is biological rather than
mechanical. The nesh, superior botanists and geneticists,
custom-grow nonsentient organisms that parallel human
technological devices. The nesh understand human
technologies, but they regard them with suspicion or pity,
for they are “cold” and “incapable of union with the
All-Tree.”
Among the more controversial human technol-
ogies the nesh have observed is cyberware,
which most nesh find appalling, but a minority
are drawn to in a mildly transgressive way.
Conversely, humans are keenly interested
in how the neshi “rapport” connects them
with each other and the All-Tree, even across
interplanetary distances. Thus far the nesh
have allowed only preliminary studies of the
rapport phenomenon.
Culture and Outlook: The nesh strive to
live according to the will of the All-Tree—but
the All-Tree communicates on such a slow scale
that the nesh have heard nothing coherent in
centuries. And when the All-Tree provides new
insights, it’s not with a discrete broadcast, but
with a slowly dawning telepathic awareness that
all nesh share.
What are the mystic beliefs and practices of the nesh?
That’s up to the nesh player and the GM to decide—pref-
erably over time. We imagine the nesh as contemplative
warrior-monks who gently proselytize about the “won-
ders of the All-Tree” but see themselves more as scouts
and ambassadors than as converters. It isn’t difficult to
imagine a more sinister All-Tree, however, keen on trans-
planting the nesh and their beliefs across the galaxy.
Quirks: Some notes to make your nesh character
distinctive:

•  While the nesh understand individuality, they think fore-


most in terms of their union with the All-Tree, and they’ve
been known to mix up the “I” and “we” pronouns.
•  When humans sleep, a nesh assumes they’re meditating
and might ask, “How insightful was your communing
last night?”

Species 31
ALTERNITY: Core Rulebook Playtest Edition

•  When they’re not on a planet’s surface (such as a starship


or orbital station), nesh associate plants with comfort and
luxury. Visit a nesh’s stateroom, and you’ll think you walked
into a greenhouse.
• The nesh are fascinated with human death—especially
the fact that humans know they’ll die at some point yet
carry on regardless. More academically minded nesh
learn all they can about human art and customs that
involve death; everything from heavy-metal skull motifs
to Mozart’s Requiem can be a source of wonderment and
contemplation.

Sample Names: Saesha, Launaeth, Eanihri, Vouthahn, Whaem,


Uhlan. Nesh receive a single name when the All-Tree releases them
from a pod, and they retain that name as long as they live. Their
names rarely have hard consonant sounds, and blended vowels
are prominent.

Xayon
“You humans are proud of all you’ve made, and you should be. But
just as your nations rose and fell, so too will your species. Oh, I’m
sure you humans have plenty of life left in you, but nothing lasts
forever. Someone smarter, faster, and more aggressive will come
It’s one xayon, two along. And maybe… we already have.”
xayons. Collectively,
they’re “xayons,” Xayons are hybrids, a species created just decades ago when
and they have
human explorers encountered a an alien species with the propen-
xayonic objects.
sity to steal other beings’ genetic code and adapt it to create new
life that combined the advantages of both species.
In the Xayon system where this hybrid species emerged, no
trace remains of either the human explorers or whatever creature
served as the xayons’ other “parent.” The hybrids were isolated on
the planet Xayon for almost two decades before a second human
ship landed and discovered how the original explorers had been
subsumed into a new life form. At first, the xayons were taken
from their planet in captivity, but they demonstrated intellect,
curiosity, and self-awareness at least equal to their human captors.
After interminable legal battles, they won their freedom, and now
the xayons live as an oppressed, often misunderstood subculture
wherever humans can be found.
Description and Physiology: Xayons are six-limbed creatures
that show signs of their human heritage, but they are decidedly
alien. Their limbs are arranged to look a bit like Earth’s mythical
centaurs, but the torso between the middle and hindmost legs is
much shorter and more catlike than equestrian. The frontmost
limbs are used for manipulation, the hindmost limbs for locomo-
tion, and the middle limbs can be used for either. Xayons ordinarily
walk on their hind limbs, but when they need to run, they can
achieve great speeds by employing their middle limbs to sprint

32 2: Character Creation
like quadrupeds. Xayonic limbs and joints are also uncommonly
flexible, with a wide range of motion and the ability to stretch in
length—sometimes by 20 percent or more.
Most xayons have hair only at the extremities: top of head and
forelimbs. They breed as humans do (though multiple births in
“litters” are far more common), but external sex organs are difficult
to discern at a distance. Most humans can’t tell male and female
xayons apart.
While some humans regard xayons as “gene-thieves” and
freak-show abominations, the species breeds true and displays
none of the adaptive genetics of whatever alien parent combined
with their human ancestors.
Game Rules: Xayons are nimble, elusive, and aggressive,
though they aren’t feral as human hate groups make them
out to be.

•  Ability Scores: To play a xayon, you must have an Agility


score of at least 4. You cannot have a Focus higher than 4.
•  Flexibility: Xayons’ flexible, extensible limbs grant them a
+1 step bonus on Acrobatics checks.
•  Instinctive Dodge: When you use the evade action
modifier (see Chapter 5), enemies attacking you suffer an
additional –1 step penalty beyond whatever
penalty they’d normally suffer for
attacking a dodging target.
•  Quadruped Sprint: As a 2-impulse
action, you can drop into a quadru-
ped stance, alter your middle knee
joints, and extend your middle limbs
to make you a fast runner. If you do,
you lose the use of those arms to
hold or manipulate objects, but
your speed increases to 30 meters
per move action. It takes another
2-impulse action to return to a
bipedal stance with four work-
ing “arms.”
•  Limited Ambidexterity: When
in a bipedal stance, a xayon
can use any of its four arms to
hold and manipulate objects.
Xayons have no inborn talent
for multitasking, however, and
can generally concentrate on the
action of only two limbs at a time.
•  Nearsighted: Xayons have poor depth
perception and suffer a –1 step penalty
on all ranged attacks and Awareness
checks against targets more than 10
meters away.

Species 33
ALTERNITY: Core Rulebook Playtest Edition

Species Talents: Xayons have exclusive access to the Limb


Articulation talent constellation.
Technology: Xayons were living in packs of hunter-gatherers
when the humans encountered them, but the second generation
of the species has grown up in human society and has had some
access to human education and technology. Xayons tend to be
pragmatic about the tech they use and adopt whatever is handy,
except for garb. Human clothing and armor fits their six-limbed
bodies only poorly, and it can be a struggle to find xayon-spe-
cific outfits.
Chairs and beds are likewise a challenge. Xayons tend to make
nests of blankets on the floor and sleep there, and they fold their
limbs together and sit double-cross-legged on chairs. It’s as
uncomfortable as it looks, and many xayons would rather pace
around a room then sit down.
Culture and Outlook: Xayonic culture centers around the
pack, usually a collection of a half-dozen related families. Acting
for mutual welfare, the pack generally breeds within itself and
deals with the larger human society only as it must. In many places,
xayons are besieged by overt or subtle prejudice, which they nat-
urally resent and resist in a vicious cycle. Even where xayons are
treated better, they tend toward lower socioeconomic tiers.
As for outlook, most xayons are devoted to obtaining some
semblance of equal rights and opportunity within human soci-
ety. Some individual xayons do so by joining human institutions
and attempting to excel and thus dispel prejudices humans have
about the supposedly feral, “gene-thieving” xayons. Others are
more hostile and actively rebel against human society, while a
third ethos believes that coexistence isn’t possible and the xayons
should find an untamed world somewhere away from human-
ity, and settle there. (One particularly radical faction believes
that the planet Xayon, still under quarantine, should be that
untamed world.)
Quirks: Some notes to make your xayon character distinctive:

• The xayons inherited the human capacity for language, but


their vocal cords aren’t always up to the task. Xayons can’t
sing, and they have gruff, growling voices.
•  Every xayon knows a few tricks that rely on having four
limbs, like an elaborate clapping sequence or a bit of
impressive juggling.
• Xayons tend to become morose under conditions of
enforced solitude. Their companions don’t have to be other
xayons, though—even human or alien companionship is
better than being lonely.
•  Many xayons wear eyeglasses, even though their depth
perception problem lies deep in their brains, not in their
eyes. In futures where eyeglasses are antiques, xayons
wear them for aesthetic reasons; they think it makes them
look more civilized.

34 2: Character Creation
Sample Names: Artem Gutless, Rhuvek Swift, Gharra Sulky,
Dreufa Bald. Almost all xayon first names have an r sound some-
where in them. Their last names are intentional mockeries of
human surnames. When a xayon reaches adolescence, the parents
choose a last name for the teenager, often an adjective meant
ironically.

Heroic Archetypes
With ability scores and species settled, it’s time to get to the meat
of character creation: skills and talents. To help guide you toward
effective combinations, we’ve developed five archetypes that give
you a hook on which to hang your character’s effectiveness. When
you choose an archetype, you’re essentially saying, “In terms of
gameplay, this is the style of character I want to be.” In many ways,
it’s the gameplay parallel to the dramatic concept you came up
with when you started this character.

• Talents are special advantages or capabilities you possess.


You choose three talents when you create your character.
They’re presented in groups called constellations; natu-
rally, you must begin with the first talent in the constella-
tion. Talents are described later in this chapter.
•  Skills reflect your training and education. When you assign
skill points to a skill, you improve your skill score, making it
easier to succeed on checks against that skill. Skills fall into
five broad groups: attack, defense, technical, social, and
environmental. See Chapter 3 for the complete skill list.

Your choice of archetype provides guidance in how to build
your character with talents and skills. But archetypes have a
roleplaying function beyond their gameplay aspects, too. A battler
and an expert may both have 5 skill points in Hand to Hand, but
they might envision those skills differently. The battler tends to
be more of a no-holds-barred alley brawler, while the expert can
talk endlessly about the Descending Crane stance versus the Lion
Rampant school.
As you peruse the archetypes, you’ll see that they’re all built on
the same “chassis.” That’s intentional. Archetypes aren’t character
classes, and Alternity doesn’t rely on combined-arms strategy.
In a tabletop fantasy game or MMORPG, it might be important to
have a tank, a healer, and three DPS characters in your group, but
that isn’t true in Alternity. A group composition of battler/striker/
leader isn’t necessarily better or worse than survivor/survivor/
survivor. The archetypes are so broad that the character sheets for
those three survivors will likely look very different.
As you make up your character, though, this stage is the perfect
time to check in with the other players at your table. You may find
useful common ground (“Hey, you’re into stealth? Me too! What

Heroic Archetypes 35
ALTERNITY: Core Rulebook Playtest Edition

if we were all stealthy…?”) and can plug some gaps if necessary


(“The GM hinted at a lot of hacking—who’s spending skill points on
Computers?”).

The Battler
Battlers dish out tons of damage in combat, and they don’t mind
receiving their fair share in return. In battle, they tend to opt for
the straightforward and the brutal, but their tactics are no less
effective for it. The battler suspects that other archetypes com-
plicate matters unnecessarily. What matters is that you can stand
long enough to unload a planet of hurt on the enemy.
Beyond the battlefield, battlers bring the same “prove you can
stop me” attitude toward many challenges. There’s nothing wrong
with a brute-force approach to cryptography, for example, if it
gets you into the database. What they call “elegant solutions,” you
If Alternity were an
MMORPG, battlers call “wasted effort.” To their friends, battlers are steadfast and reli-
would be the tanks. able. To their rivals, battlers are stubborn and incapable of nuance.
Alternity has a lot If you want to be a battler, make the following choices:
more noncombat
challenges than •  Mandated Talent: Choose Melee Expert, Rugged,
the typical video
game, though. or Trooper.
•  Discretionary Talents: Choose two more talents. These two
talents cannot be from the same constellation, but one of
them can be from the same constellation as your mandated
talent. Remember that your species may provide access to
a species talent constellation, and some talents have addi-
tional requirements you must meet.
•  Mandated Skills: Choose one skill in each of the following
categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

The Expert
Experts know what the right device for the job is, and they’re
adroit at manipulating that device—sometimes beyond its
intended use. To an expert, a weapon is a tool like any other, and
different tools suit different jobs. Whether it’s a heavily custom-
ized assault rifle, a remote turret, a surveillance drone, or a dune
buggy with flamethrowers, the expert is the quintessential gun
nut and gearhead.
Because they see the world in terms of tools and tasks, experts
break down noncombat problems to a series of discrete tasks,
then solve each one in turn. They can be capable hackers, pilots,
mechanics, or saboteurs—just give them the gear and they’ll get
right to work.

36 2: Character Creation
To their friends, experts are a font of knowledge and a source
for borrowed equipment. To their rivals, experts drone on about
pointless gear specs, and they’re always trying to get machines to
do the work for them.
If you want to be an expert, make the following choices:

•  Mandated Talent: Choose Drone Expert, Gearhead, The expert is


Alternity’s nod to
Gunner, or Medic. skill-monkey classes
•  Discretionary Talents: Choose two more talents. These two in other game
talents cannot be from the same constellation, but one of systems. They shoot
them can be from the same constellation as your mandated a gun as well as
talent. Your species may provide access to a species talent anyone, mind you.
constellation, and some talents have additional require-
ments you must meet.
•  Mandated Skills: Choose one skill in each of the following
categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

The Leader
Leaders focus on the success of their team, and they’re aren’t
satisfied until each team member is usefully contributing to the
overall goal. They relish opportunities to make other people better,
whether it’s by suggesting tactics, performance coaching, or doing
the less glamorous tasks that enable others to shine.
A leader is a leader whether the bullets are flying or not. In a
crisis, leaders gather suggestions from the group and synthesize In a tabletop RPG,
them into a plan—and then they help the team get their various Enterprise captains
are good models
jobs done. A good leader is a “force multiplier” for a team, making for leader behavior.
them collectively more effective than they’d ever be individually. Watch how often
To their friends, leaders have a listener’s ear, a shoulder to weep they solicit input
on, and a head for good advice. To their rivals, leaders are bossy from their staff and
fussbuckets who cling to their precious plans long after the situa- how rarely they bark
out direct orders.
tion’s gone to hell.
If you want to be a leader, make the following choices:

•  Mandated Talent: Choose Alertness, Commander, or


Gunslinger.
•  Discretionary Talents: Choose two more talents. These two
talents cannot be from the same constellation, but one of
them can be from the same constellation as your mandated
talent. Your species may provide access to a species-spe-
cific talent constellation, and some talents have additional
requirements you must meet.

Heroic Archetypes 37
ALTERNITY: Core Rulebook Playtest Edition

•  Mandated Skills: Choose one skill in each of the following


categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

The Striker
Strikers understand that you don’t control the battlefield until it’s
clear of enemies, so eliminating them with maximum speed and
efficiency is the ultimate goal. To that end, there’s no caliber too
big and no barrel too long … though magazine capacity sure could
see some improvement.
Away from a fight, strikers maintain that “maximum impact
in minimum time” attitude. Why build a network of informants
within the sinister megacorp when you can just kidnap the CEO
and intimidate her into giving you the info you need?
To their friends, strikers are known for getting the job done,
You guessed it. In a often in the nick of time. Their rivals think they’re overly focused
video game, these on their individual goals, though, losing sight of the big picture.
guys would be
straight-up DPS. If you want to be a striker, make the following choices:

•  Mandated Talent: Choose Commando, Elusive, or Striking


Martial Arts.
•  Discretionary Talents: Choose two more talents. These two
talents cannot be from the same constellation, but one of
them can be from the same constellation as your mandated
talent. Your species may provide access to a species-spe-
cific talent constellation, and some talents have additional
requirements you must meet.
•  Mandated Skills: Choose one skill in each of the following
categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

The Survivor
Survivors persevere despite the longest odds, but unlike bat-
tlers, they do it in a low-observable sort of way. The sniper who’s
patiently downing enemy officers from a safe distance, the skir-
misher who plants the grav-mines in the treeline, and the messen-
ger who summons the proverbial cavalry are all survivor arche-
types. They care little for the glamour and prefer not to be noticed,
preferring the silent self-satisfaction of a job well done.

38 2: Character Creation
That quiet subtlety extends to other aspects of the survivor’s
life as well. The leaders might like an efficient division of labor, but
survivors prefer self-sufficiency. If we can all do a bit of everything,
the survivor thinks, then no one is irreplaceable and the work
always gets done. Survivors tend to be patient and favor the long-
term solution.
The survivors’ friends know that the survivor will get the job
done without complaint or requests for assistance. Their rivals tear
their hair out when a survivor goes it alone for the umpteenth time
in a row. If you’re
contemplating a
If you want to be a survivor, make the following choices:
one-player game or
have a player with
•  Mandated Talent: Choose Alertness, Commando, or Sniper. spotty attendance,
•  Discretionary Talents: Choose two more talents. These two the survivor’s self-
talents cannot be from the same constellation, but one of sufficiency may be
just what you’re
them can be from the same constellation as your mandated
looking for.
talent. Remember that you may have access to unique tal-
ents by virtue of your species, and some talents have other
prerequisites.
•  Mandated Skills: Choose one skill in each of the following
categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

Freeform Characters
Some characters defy labels, and some players love tinkering with
character build after character build. This freeform system is for
them. It’ll produce a character that’s just as flexible and just as
powerful as one made with one of the archetypes above, but your
choices are almost entirely unconstrained.
If you want go beyond archetypes and make something unique,
make the following choices:

•  Discretionary Talents: Choose three talents, each from a dif-


ferent constellation. Remember that your species may pro-
vide access to a species-specific talent constellation, and
some talents have additional requirements you must meet.
•  Mandated Skills: Choose one skill in each of the following
categories: attack, defense, technical, social, and environ-
mental. Assign 4 skill points to each skill you select.
•  Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t begin play with more than
5 skill points in any individual skill, though (including the 4
points you got if it was one of your mandated skills).

Heroic Archetypes 39
ALTERNITY: Core Rulebook Playtest Edition

Talents
Each talent is way for your character to “break the rules” a bit,
performing an action faster, better, or more efficiently than other
characters. As you gain levels, you’ll earn more talent choices that
you can allocate as you wish.
We’ve arranged talents in constellations, groups that indicate
which introductory talents lead to more advanced talents later on.
Constellations are generally referred to by the name of the first
talent in the constellation, so the constellation beginning with the
Gunslinger talent is referred to as the Gunslinger constellation.
Constellations in this chapter include:

Alertness: You possess the ability to act before others even know
there’s a problem.
Commander: You excel in team leadership.
Commando: You’re an expert infiltrator.
Dirty Fighting: You don’t fight fair.
Drone Expert: You’re very good at controlling drones in combat
Elusive: You’ve got a knack for getting out of the way.
Gearhead: There’s nothing you can’t fix or jury-rig.
Gunner: Heavy weapons are your specialty.
Gunslinger: You’re a pistol expert.
Martial Arts, Grappling: You’re good at unarmed combat, espe-
cially throws and holds.
Martial Arts, Striking: You’re good at unarmed combat, espe-
cially punches and kicks.
Medic: You’re an expert in battlefield medicine.
Melee Expert: Close combat is your thing, whether it’s with
ancient swords or nega-glaives.
Rugged: You can take serious punishment and keep going.
Sniper: You’re a crack shot with a rifle.
Trooper: You’re an expert in assault tactics.

Species-Specific Talents
Artificial Systems (android): Your artificial body provides special
advantages.
Limb Articulation (xayon): You can get the most out of your
six limbs.
Powerful Build (briith): You’re as big and tough as they come.
Rapport (nesh): You have mastered your empathic link

Advanced Talents
Self-Improvement (requires 2nd level): You improve your base
abilities.

When you gain a new talent selection, you can either start a
new constellation or advance along a constellation you’ve already
started. Follow the arrows between talents to understand how
they fit together. A few talents have special requirements beyond

40 2: Character Creation
the structure of the constellation—you’ll find any such restrictions
in the talent description.

Talent Descriptions
Talent constellations are organized under their
entry talents (marked with ). You must choose WHERE ARE THE
the entry talent as your first pick when you begin SKILLS?
a talent constellation. A talent marked with a right You’ll find a complete list
arrow (  ) can’t be selected unless you already of skill categories and
have the talent immediately preceding it. skills in Chapter 3, along
Many talents refer to specific combat situations with descriptions of what
or actions. See Chapter 5 for more information on each skill is good for.
how combat scenes and skill challenges work in
the Alternity game.

Alertness: You gain a +2 step bonus on initiative checks.


Hit the Dirt: You can go prone as a reaction to the GM
declaring an attack against you.
Keen Senses: You gain a +2 step bonus on Awareness and
Empathy checks made at the start of a scene.
Prepared Action: Your first action in an encounter takes 1
fewer impulse. If that reduces it to zero impulses, perform
that action and act again immediately.
 Snapshot: You gain a +1 step bonus on attacks and
checks made against enemies who haven’t acted yet
in a scene.
Reactive Shout: As a reaction to an enemy declaring an
attack, you can shout a warning to an ally who can hear and
understand you. If you do, that attack suffers a –1 step pen-
alty. Tell the GM you’re using Reactive Shout after the attack
has been announced but before it’s been resolved.

Commander: You gain a +1 step bonus on Coercion or Influence


checks made during combat.
Combat Leader: As a 3-impulse action, make an Influence
check to spur your allies on to greater effectiveness. If you
succeed, designate an enemy. Your allies gain a +1 step bonus
on their next attacks against that enemy in this scene. Allies
who can’t communicate with you don’t get the step bonus.
 Skills Coach: Your Influence check can help your allies
make other kinds of skill checks, too. If you succeed,
choose a technical or environmental category skill that
you are trained in. Your allies gain a +1 step bonus on
their next use of that skill in this scene. Allies who can’t
communicate with you don’t get the bonus.
 Inspiration to All: Your Influence checks grant a +2
step bonus if successful.

Talents 41
ALTERNITY: Core Rulebook Playtest Edition

Flexible Tactics: As a 4-impulse action, you enable an ally


to take a 2- or 3-impulse action even though it isn’t their
turn. Your ally’s next action is delayed by 1 impulse. You must
be able to quickly communicate the sort of action you want
your ally to take (move, attack, hit that guy, etc.). Allies who
gain an action via Flexible Tactics can’t gain a second action
or use a reaction until they’ve acted normally.
 Rapid Reassessment: Flexible Tactics is only a
3-impulse action for you.
Taunt: As a 3-impulse action, make a Coercion check to
demoralize an enemy. If you succeed, designate an enemy.
That enemy must succeed at a Willpower check or suffer a –2
step penalty on all skill checks until your next action. Ene-
mies who can’t understand you (for example, due to lan-
guage barrier or inability to hear) don’t suffer the penalty.
 Group Taunt: You can taunt a group of similar enemies
in the scene—all the security guards or all the marzogs,
for example. They collectively make one Willpower
check (if they don’t have the same Willpower score,
then they aren’t sufficiently similar). If that Willpower
check fails, they all suffer a –2 step penalty on all
checks until your next action.
 Crucial Taunt: When you taunt an enemy, the penalty
is increased with each degree of success, so an Excel-
lent Coercion check result imposes a –3 step penalty,
and a Stellar check result imposes a –4 step penalty.

Commando: You gain an additional +1 step bonus to attacks and


skill checks against enemies who are unaware of you.
Dash: Increase your base speed by 5 meters.
 Serpentine: When you use the evade action modifier
while moving, enemies suffer an extra –1 step penalty
to hit you.
Grenadier: You gain a +1 step bonus to attack when throw-
ing grenades.
Overwatch: When you ready an action to make an attack,
you gain a +2 step bonus to your attack roll when you
resolve the readied action.
Skirmisher: If you’re evading when an enemy misses you
with an attack, you gain a +1 step bonus on any attack you
make against that enemy with your next action.
Silent Death: If you kill or disable an enemy with an Excel-
lent or Stellar success, nearby enemies suffer a –3 step
penalty on Awareness checks to notice your attack (however,
no one needs to make a check to notice a loud or obvi-
ous attack).

42 2: Character Creation
Trained Spotter: You have a +2 step bonus to notice ene-
mies at beginning of a scene.

Dirty Fighting: Gain +3 damage when you successfully attack a


distracted or surprised target.
Bum Rush: You can maintain a grapple while moving at
normal speed if the target you’re grappling is Medium-size
or smaller. If you move at least 5 meters and end the grapple,
you can make a free unarmed attack on the formerly grap-
pled target, and the target falls prone if your attack succeeds.
Distracting Blow: Add 1 impulse to your attack to attempt
a distracting blow with a hand-to-hand or melee attack. If
you achieve an Excellent or Stellar success, your target must
succeed at a Willpower check or be distracted until the end
of your next action in addition to the attack’s normal effects.
 Blinding Blow: Add 1 impulse to your attack to
attempt a blinding blow with a hand-to-hand or melee
attack. If you achieve an Excellent or Stellar success,
your target must succeed at a Dodge check or be
blinded until the end of your next action in addition
to the attack’s normal effects. Opponents who don’t
rely on sight (some aliens, for example) are immune to
this effect.
Make ‘Em Hurt: Add 1 impulse to your attack to soften up
a target with a hand-to-hand or melee attack. If you achieve
an Excellent or Stellar success, you and your allies gain a
+2 step bonus on Coercion checks against the target made
during the combat (or in its immediate aftermath) in addition
to the attack’s normal effects.
 Make ‘Em Bleed: Add 1 impulse to your attack to add
bleeding to your hand-to-hand or melee attack. If you
achieve an Excellent or Stellar success, your target
suffers bleeding damage over time in addition to the
normal effects of the attack. Bleeding ends when the
target successfully resists with an Endurance check or
receives treatment from a Medicine check. Some oppo-
nents (robots, for example) are immune to bleeding.

Drone Expert: When you issue a command to a drone, it’s a


2-impulse action.
Overclocking: When you issue an attack command to a
drone you can grant a +3 step bonus to its attack, but it takes
1 box of damage (lowest available wound band) after the
attack is resolved.
Rapid Scripting: You can issue two commands to a drone
with a single action, which it executes sequentially.

Talents 43
ALTERNITY: Core Rulebook Playtest Edition

 Conditional Logic: You can issue one command to a


drone, then two possible second commands along with
the criteria for choosing between them.

Elusive: Ranged attacks against you that originate from Medium


range (20 m) or longer suffer an additional –1 step penalty.
Combat Crouch: You gain additional benefit from cover.
Attackers take an additional –1 step penalty when they
attack you as long as you have at least 25% cover.
Evasive Footwork: When you’re evading and an enemy
misses you, you can immediately move 2 meters.
 Instinctive Evasion: You may evade while attacking
without spending the extra impulse to use the action
modifier. When you do, enemies suffer a –1 step
penalty on attacks against you even if your Dodge skill
is high enough to impose a higher step penalty. You
may also evade normally, trading the impulse cost for a
bigger penalty if you wish.
Lucky Miss: Once per combat scene, you can use a reaction
to make an attack that would hit you miss instead.

Gearhead: You gain a +1 step bonus on any technical skill check


you make to maintain or repair a machine, vehicle, ship, or installa-
tion you’ve worked on before.
Built These Myself: When you take this talent, you can
give yourself two free weapon, armor, or tool upgrades.
Each upgrade must be applied to a different weapon,
armor, or tool.
 One of a Kind: Gain an additional upgrade for one of
the items you improved with Built These Myself.
Fast Work: During a complex skill challenge based on a
technical skill you are trained in, your successful skill checks
are worth 1 more success than normal (2/3/4 successes on
Av/Ex/St check results).
 Hit It Again: If you fail an Engineering or Mechanics
check, on your next action you can spend 1 impulse to
hit it again; reroll your check.
Saboteur: You’re especially good at setting up things to
break. You gain a +2 step bonus to technical skill checks to
sabotage devices and machinery.
 Improvised Trap: As a 3-impulse action, you can
attempt a Mechanics check to create a trap equivalent
to a smoke grenade, blast grenade, or thermal grenade.
You need access to power, flammable materials, or a
small amount of explosive (an actual grenade will do).
Your trap goes off on the condition you specify (when
a creature enters the area, when a creature takes an

44 2: Character Creation
action like starting a motor or opening a door, or after
a set amount of time). Creatures about to trigger your
trap are allowed an Awareness check (opposed by
your Mechanics check) to spot it before they set it off,
although unintelligent creatures may not recognize
the danger.
Street Mod: As a 3-impulse action, make an Engineering or
Mechanics check to modify a piece of equipment to exceed
its normal performance for the duration of a scene. Increase
performance (speed, duration, or capacity) by 10/25/50
percent on an Av/Ex/St check result. If your check fails, you
fail to boost performance and damage the equipment; all
checks using that equipment take a -1 step penalty until it
is repaired.

Gunner: When you use the aim action modifier with a heavy
weapon, you do not add a 1-impulse delay to your next action.
When you use the full auto action with a heavy weapon, delay your
next action by 1 impulse, not 2.
Cover Destruction: When you attack a target behind cover,
you can choose to reduce the value of the target’s cover by
2 steps for this attack. If you do, reduce the damage of the
attack by 3.
Dakka Dakka: You take no penalty for using full auto on
your first autofire attack. Subsequent attacks still have a
-2 penalty.
Forward Observer: You gain a +1 step bonus when making
an indirect fire attack.
 Shockwave: Pinpoint accuracy and precise timing
make your explosions more effective. When you fire a
heavy weapon with a blast radius, creatures that take
damage are also knocked back away from the blast
origin a distance equal to the blast’s primary blast
radius, unless an intervening object like a wall prevents
further movement.
 Blast Shaping: When you shoot a heavy weapon with
a blast radius, you can angle and target it so that it
deals only half damage within a 1-meter square you
designate within the affected area.
Suppressive Fire: Make an improved autofire attack action
and roll damage for an average hit. Enemies at Medium
range or closer within a 45-degree arc whose armor is less
than your damage roll automatically take a 1-point wound
unless they are prone or behind cover. Whether they’re hit or
not, enemies within the affected area take 1 extra impulse for
their next action if they act before your next action.
 Unleash Hell: Your suppressive fire attacks automati-
cally deal damage equal to your damage roll to targets

Talents 45
ALTERNITY: Core Rulebook Playtest Edition

not prone or behind cover. Enemies avoid damage


completely if they’re someplace where it’s completely
ludicrous that a round would reach them.
Strap It Down: When you’re carrying a heavy weapon, only
half its mass (including ammunition/power supply) counts
for encumbrance purposes.

Gunslinger: You can draw one or more pistols as a free action


when you attack with a pistol.
Disarming Shot: On an Excellent or better hit, you can
choose to reduce damage to 1 and disarm an enemy holding
a weapon or object in one hand.
Double Tap: On an Excellent or better hit, you gain an
immediate follow-up attack at a –1 step penalty on the same
target as a free action.
Dramatic Reload: You gain a +1 step bonus on the next
attack you make after you reload your weapon.
 Free Reload: You can reload your pistol as a free
action immediately after you take an action to attack.
Dual Pistols: If you are armed with two pistols, you
can fire them both together at the same target as
one action when you attack. Your attack has a –2
step penalty. If you hit, then both weapons hit.
Roll damage separately.
 Dual Targeting: You can attack two different tar-
gets with dual pistols. Resolve each attack separately.
Your attacks take a –2 step penalty.
 Dual Deathdealer: Your penalty for using Dual Pis-
tols or Dual Targeting is reduced to –1 step.
Gun-Fu: You gain a +1 step bonus to your attack when
you fire a pistol at someone you’re in melee with.
Steady Hand: If you aim with a pistol, you gain a +2
step bonus instead of +1 step.
 Distance Shot: Ignore range penalties for pistol
attacks (max range still applies).
 Deadeye Shot: When you aim with a pistol attack, you
gain AP 3 (reduce target armor by 3) in addition to the
normal benefits for aiming.

Martial Arts, Grappling: You gain a +1 step bonus on Hand


to Hand checks made to start a grapple.
Disarming Lock: If you take the grab object
action against an enemy you are grappling,
you gain an additional +2 step bonus on the
opposed check.

46 2: Character Creation
 Submission Hold: If you succeed on an unarmed
attack against a living enemy you are grappling, the
enemy becomes dazed until it loses the grappled
condition or it successfully resists with an Endurance
check. If you succeed on an unarmed attack against
an enemy who is both grappled and dazed, in addi-
tion to taking damage that enemy must succeed at
an Endurance check or become incapacitated for 5
minutes. Enemies wearing Tough armor are immune to
submission holds.
Judo Throw: When you win an opposed check to start a
grapple, you can choose to make your enemy prone 2m
away from you rather than imposing the grappled condition
on that enemy.
 Defensive Flip: When an enemy moves adjacent to
you, you can use a reaction to attempt a grapple and
judo throw.
 Bodyslam: When you succeed with a judo throw, you
can use a free action to make an immediate unarmed
attack against the thrown enemy.
Takedown: You gain an additional +1 step bonus (+3 step
bonus overall) on attempts to tackle an enemy.
 Ground and Pound: If your enemy is prone and you
are grappling it, you gain a +4 step bonus (rather than
+3 step) on unarmed attacks against that enemy.
Tight Clinch: You gain a +2 step bonus on Hand to Hand
checks made when enemies take the resist action to escape
a grapple with you.

Martial Arts, Striking: Your unarmed damage improves to


1d6+0/4 physical.
Combo Strike: When you achieve an Excellent or Stel-
lar success on an unarmed attack, you may make a free
unarmed attack with a –1 step penalty against the same
target after you’ve resolved the first attack. The follow-up
attack doesn’t trigger additional combo strikes.
 Whirlwind Combo: Your Combo Strike follow-up
attacks do trigger additional combo strikes if they hit
(even with an Average success), and follow-up attacks
can target other enemies if you like. The penalty to
your follow-up attacks increases by -1 step for each
subsequent attack.
Defensive Stance: Enemies attacking you with unarmed
or melee attacks suffer a –1 step penalty, or –2 steps if you
have at least one hand free.

Talents 47
ALTERNITY: Core Rulebook Playtest Edition

 Roll with the Punch: When you are hit with an


unarmed or melee attack, you can use a reaction to
reduce the damage by 3 or immediately move 2 meters.
Hands of Stone: Your unarmed damage improves to
1d6+2/6 physical.
Haymaker: When you achieve an Excellent or Stellar
success with an unarmed attack, your target must make a
Resilience check or be knocked back 2 meters and fall prone.
 Knockout Blow: When you achieve a Stellar success
with an unarmed attack, your target must succeed at a
Resilience check or be stunned 3 impulses. If you stun
your target, you can immediately make a free unarmed
attack on the stunned target. If the follow-up attack
hits, the target must make another Resilience check or
be knocked unconscious for 5 minutes.

Medic: You gain a +1 step bonus on Medicine checks made


during combat.
Don’t You Quit on Me: Your successful Medicine checks
made to stabilize someone count as an additional success
(2/3/4 successes on Av/Ex/St check results).
First Responder: As a 3-impulse action, you can move 10
meters and make a Medicine check.
 Emergency Treatment: Your attempts to treat a
wound in combat take 2 impulses each.
I’ve Seen Worse: As a 1-impulse action, you can use Coer-
cion or Influence as if it were Resilience on an ally’s behalf
to reduce your ally’s wound penalty. You can help each ally
this way only once per combat, and only if your ally has not
successfully used Resilience on a wound in this scene.
Physician, Heal Thyself: When you attempt to treat
your own wounds, you don’t suffer the step penalties for
being wounded.

Melee Expert: You can move 15 meters when you use the
Remember that charge action modifier.
rifles count as melee
weapons. They’re Lunge: You can make melee attacks against enemies 4
effectively clubs. meters away from you.
 Overwhelming Lunge: When you charge an enemy,
you can make a shove attempt (which the enemy can
block or sidestep) immediately after you resolve the
melee attack. If the attack hits and the enemy either
sidesteps or loses the opposed check to block, you can
continue moving up to the usual limit of 15 meters.
Melee Combo: When you achieve an Excellent or Stellar
success with a melee attack, you may make a free melee
attack with a –1 step penalty against the same target after

48 2: Character Creation
you’ve resolved the first attack. That follow-up attack
doesn’t trigger additional combo strikes.
 Melee Whirlwind: Your follow-up attacks do trigger
additional melee combo attacks if they hit (even with
an Average success), and follow-up attacks can target
other enemies if you like. Your attack penalty increases
by –1 step with each subsequent follow-up attack.
Parry: When you’re armed with a melee weapon and an
enemy makes an unarmed or melee attack against you, you
can use a reaction to parry. Make a Melee skill check as an
opposed check against your attacker’s result to counter the
attack success. If you’ve already taken a reaction to parry,
you can’t make another parry until you act again.
 Riposte: When you’re armed with a melee weapon
and an enemy makes an unarmed or melee attack
against you, you can use a reaction to make a free
attack against your attacker immediately after the
attack against you is resolved. If you’ve already used
a reaction to riposte, you can’t make another riposte
until you act again. You can’t parry and riposte against
the same attack.
 Disarming Riposte: If your riposte attack is an Excel-
lent or better success, you can voluntarily reduce it to
no damage and instead disarm any object held in your
enemy’s hands, causing it to fall to the ground (or float
slowly away in zero-g).

Rugged: Gain bonus wound boxes on the graze and light wound
rows of your durability table.
Extra-Rugged I: Gain a bonus moderate wound box.
 Extra-Rugged II: Gain a bonus serious wound box.
 Extra-Rugged III: Gain a bonus critical wound box.
Roll with It: Once per scene, you can use a reaction to
reduce a wound you suffer by one severity level, to a mini-
mum of Graze.
 Take It on the Armor: You can use Roll with It twice
in a scene. You can reduce a wound by two severity
levels when you Roll with It, but if you do, your armor
becomes damaged. Its resistance is reduced by 3 until
it can be repaired. You can Take It on the Armor only if
you are wearing armor that provides resistance against
the damage from the attack in the first place.
Shake It Off: You can make Resilience checks to reduce
a wound’s penalty as a 1-impulse action instead of a
3-impulse action.
 Inured to Pain: You can reduce wound penalties with
Resilience checks twice per scene, not just once.

Talents 49
ALTERNITY: Core Rulebook Playtest Edition

 Suck It Up: When you are wounded, you can add +1


to +3 impulses to any action you take. If you do, you
reduce the step penalty for being wounded by the
same number of impulses you added. Step penalties
from other sources cannot be reduced this way—just
step penalties from wounds.

Sniper: If you aim with a rifle, you gain a +2 step bonus to your
attack instead of a +1 step bonus.
Controlled Breathing: If you take 2 impulses
to aim, your attack bonus improves
to +3 steps.
 Precise Sniper: If you aim, ignore
the target’s cover (if any) in addition
to the normal attack bonus. You still
require a line of sight to attack.
 Deadeye Sniper: When you aim with
a rifle attack, you gain AP 3 (reduce target
armor by 3) in addition to the normal ben-
efits for aiming.
Extreme Range: Any rifle you shoot can reach
targets at extreme range, even if its listed range is very long.
 Thousand-Meter Stare: Reduce all range penalties
by 1 step when you attack with a rifle.
Low Observables: When you attack from Long range or far-
ther, your enemies must succeed at an opposed check (their
Awareness vs. your Stealth) to tell where the shot came from.
 Induce Panic: If you deal 10 or more damage and no
enemy knows where you are, living creatures must
succeed at Willpower or choose to go prone or move
toward cover with their next action.
Sighting In: If you miss a target with a rifle attack, you
gain a cumulative +1 step bonus for each subsequent attack
against that target until you hit. You lose the bonus if you
switch targets, but not if you do something other than shoot.

Trooper: You can attack with ranged weapons when you use
the charge action modifier. You take a -1 step penalty to ranged
attacks while charging.
Controlled Burst: Gain a +1 step bonus when you make an
attack using burst autofire.
 Focused Bursts: Subsequent bursts against the
same target gain an additional +1 step bonus. The
bonus expires if you or the target moves.
Deadly Reply: When an enemy hits you, you gain a +2 step
bonus on your next attack against that enemy.

50 2: Character Creation
Imposing Threat: When you attack an enemy in melee or
at close range, that enemy has –2 step penalty on their next
attack unless it’s against you.
Over the Top: You can use the charge and evade action
modifiers at the same time (delay your next action by 1
impulse, not 2).
Spray and Pray: Gain a +1 step bonus when making full auto
autofire attacks.
 Covering Fire: Make an full auto autofire attack.
Enemies at Medium range or closer within a 45-degree
arc you designate must make Willpower checks; those
that fail cannot attack until after your next action.
Those that succeed can attack, but it takes 1 extra
impulse to do so.
Stopping Power: When you deal 10 or more damage with
an attack, the target must make a Resilience check or be
knocked back 2 meters and fall prone.
 Rock Steady: Requires Strength 5+. You treat pis-
tols or assault weapons with a Speed of 4 as if they
were Speed 3.

Restricted Talents
You can’t select species talents or advanced talents unless you
meet the requirements.

Artificial Systems (Android): You can disengage your safeties


as a 1-impulse action.
Hardened Systems: You gain a +1 step bonus when you
make a check as part of the resist action.
Redundant Components: When you disengage your safe-
ties, you take one box of damage per 2 impulses of bonus,
rounded up.
 Overdrive: When you disengage the safeties, you
grant yourself a +3 step bonus, not a +2 step bonus.
Social Programming: You can reprogram 4 skill points of
social skills, spread out as you like, with the same limitations
as your technical skills.

Limb Articulation (Xayon): You can change into or out of quad-


ruped stance as a 1-impulse action.
Ambiloader: When you’re in bipedal stance, you can draw
and reload pistols and assault weapons without taking an
action to do so—that’s what your extra hands are doing.
 Dual Weapons: You can wield two weapons at the
same time and attack with both in the same action.
Resolve each attack separately. Each attack takes a –2

Talents 51
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step penalty. Your next action is determined by the


speed of the slowest weapon, +1 impulse.
 Triple Weapons: You can wield three one-handed
weapons at once, as described in Dual Weapons. You
can make three attacks, and each attack takes a –2
penalty. Your next action is determined by the speed of
the slowest weapon, +2 impulses.
Feral Wrestler: You gain a +1 step bonus on Hand to Hand
checks to start or escape a grapple.
Flurry of Blows: You can use all six limbs to defend yourself.
As a 4-impulse unarmed attack, you can attack twice, with
both attacks suffering a –1 step penalty.
 Feral Flurry: When you make a 4-impulse unarmed
attack, you attack twice at no step penalty.
Swift Quadruped: When you’re in quadruped stance, your
base speed is 40 meters.

Powerful Build (Briith): You gain a +1 step bonus to Hand to


Hand and Melee attacks
Big Hitter: When you achieve an Excellent or Stellar success
with a melee attack, your target must make a Resilience
check or be knocked back 2 meters and fall prone.
Bulldozer: You gain a +2 step bonus to checks to resolve
shove attempts (stacks with the usual size advantage).
 Trample: If you knock an adversary down during
a shove attempt, you can make an unarmed attack
against the target as a free action, then continue your
move action.
 Unstoppable: You can make shove attempts while
using the charge action modifier.
Oversized Weapon: You can wield oversized versions of
melee weapons. An oversized weapon gains a +1 bonus to
damage rolls (and weighs 50 percent more than normal).
Thick Hide: Increase the value of your physical armor by +1.

Rapport (Nesh): Your superior neshi telepathy allows you to


communicate with any sentient creature with an Intelligence of 2
or higher, not just other nesh.
Branching Network: You can communicate telepathically
with up to five other creatures at once.
Propagating Network: You can communicate telepathically
with a 1 km range.
Rapid Communion: You can communicate telepathically at
the same speed you can speak.

52 2: Character Creation
 Euphoric Communion: You can make Influence
checks while communicating telepathically. You gain a
+2 step bonus for such checks.
 Forceful Communion: You can make Coercion checks
while communicating telepathically. You gain a +2 step
bonus for such checks.

Self-Improvement (2nd Level+): Increase an ability score of


your choice by +1.
Improved Strength: You must be level 6 or higher to select
this talent. Increase your Strength by +1.
Improved Agility: You must be level 6 or higher to select
this talent. Increase your Agility by +1.
Improved Vitality: You must be level 6 or higher to select
this talent. Increase your Vitality by +1.
Improved Intelligence: You must be level 6 or higher to
select this talent. Increase your Intelligence by +1.
Improved Focus: You must be level 6 or higher to select
this talent. Increase your Focus by +1.
Improved Personality: You must be level 6 or higher to
select this talent. Increase your Personality by +1.

Gear
What’s a great sci-fi action hero without a trusty raygun at her
side? A paranormal investigator without recording gear? A star
marine without powered armor? You aren’t ready for adventure
until you equip yourself with the arms, armor, and high-tech tools
you need for whatever mission the GM plans to send your way. You can find all
Before you start picking out your favorite energy weapons, ask sorts of advanced
your GM about the tech era of the setting and whether you should weaponry and
useful tools in
pick out your own gear. Chapter 4: Gear.
You can assume that your character has mundane possessions
that everybody in the setting would have. For example, in a mod-
ern-day setting you can assume you’ve got a variety of clothing Most Alternity
from workout gear to a nice suit, a shaving kit or cosmetics bag, a games are set at TE
cell phone, an ordinary car, a credit card with a moderate limit, an 6 to TE 8.
apartment or modest house, and so on.
If you don’t know where else to start, assume you’re in TE 7
(the Stellar Age) and choose one weapon, one armor, one tool, and
three “anything” picks for selecting extra weapons or tools you
think you might need. You’ve also got $500 in your pocket.

Gear 53
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Finishing Touches
At this point, you’re just a few game-isms away from a completed
character.

Initiative
Your initiative measures how quickly you can assess danger, spot
opportunities, and react when seconds count. Usually you make
an initiative check at the beginning of an action scene to deter-
mine when you get to take your first action—maybe you’ll get the
first shot off, or maybe your opponent will.
Your initiative score looks a lot like a skill score, and making an
initiative check works a lot like making a skill check. However, you
can’t spend skill points to improve your initiative score. Instead,
determine your initiative score as follows:

Your Initiative Score = 20 – (your Agility + your Focus)

For example, if your Agility is 4 and your Focus is 5, your initia-


tive score is 11.

SPEED
Most heroes have a speed of 20 meters. However, if you wear
bulky armor or carry a lot of weight (see Encumbrance, below) ,
you may have a speed penalty.

Durability
Alternity heroes don’t have hit points. Instead, every hero or
adversary has the ability to withstand some number of wounds.
The number and severity of the wounds you can withstand before
you’re defeated make up your Durability track. All heroes begin
with one wound box each in the graze, light wound, moderate
wound, serious wound, critical wound, and mortal wound severity
levels, as shown here:

Wound Severity Wound Boxes Bonus Wound Boxes


Mortal wound (16+)  —
Critical wound (13 to 15)   (Vitality 5+)
Serious wound (10 to 12)   (Vitality 4+)
Moderate wound (7 to 9)   (Vitality 3+)
Light wound (4 to 6)   (Vitality 2+)
 (Vitality 7+)
Graze (1 to 3)   (Vitality 1+)
 (Vitality 6+)

54 2: Character Creation
In addition, you gain a number of bonus wound boxes equal
to your Vitality score. Your bonus wound boxes are added to the
Durability track, one bonus box per severity level, beginning at the
Graze level and filling “up.” For example, if you have Vitality 3, you
have two wound boxes at the Graze, Light, and Moderate wound
levels, and one box each at the higher levels.
Don’t add a second wound box to the Mortal wound level—if
you have Vitality 6 or more, leave Mortal at one box and add a
third wound box to Graze (and fill “up” from there if needed for
additional wound boxes).
Damage and wounds are described in detail in Chapter 5. Basi-
cally, the more damage an attack deals, the more serious the wound
it causes; a 4-point laser blast doesn’t cost you 4 wound boxes, it
makes you mark off one Light Wound box. If you have no wound
boxes open at that level, you have to move up the track and mark off
the first open box of higher severity. You aren’t defeated until you
lose your last wound box (the Mortal Wound box).

Encumbrance
Under planetary gravity conditions, there’s a limit to how much
you can carry—and in zero-G, the mass you carry with you affects
your ability to move around. We want to limit bookkeeping, how-
ever, so we’re keeping your carrying capacity simple.
Under Earth gravity, you can carry up to 10 kg (that’s 22
pounds) without it slowing you down or hampering your ability to
fight. Add an extra 2 kg for each point of Strength and Vitality you
have above 3. That mass value is your encumbrance value; write it
down on your character sheet.

•  If you’re carrying mass between your encumbrance value


and double your encumbrance, reduce your base speed by
5 m per move action.
•  If you’re carrying mass of up to triple your encumbrance
value, you also suffer a –1 step penalty on all attack,
defense, and environment skill checks.
•  If you’re carrying mass of up to quadruple your encum-
brance value, reduce your base speed by 10 m. You suffer a
–2 penalty on attack, defense, and environment skill checks.
• Attempts to carry more than that around are effectively
powerlifting efforts; see the Athletics skill.

We assume that you’ve got your gear reasonably strapped


down and packed away when appropriate. If you’re trying to carry
10 kg of full-to-brimming champagne flutes, that’s going to slow
you down! We also assume that you have better things to do than
add up the weight of ordinary clothing and personal items like
wallets and datapads.
When you’re adventuring in places that don’t have Earthlike gravity,
the weight of your gear will change, but your encumbrance value won’t.

Finishing Touches 55
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56

3: SKILLS
“A human being should be able to change a diaper, plan an inva-
sion, butcher a hog, conn a ship, design a building, write a sonnet,
balance accounts, build a wall, set a bone, comfort the dying, take
orders, give orders, cooperate, act alone, solve equations, analyze
a new problem, pitch manure, program a computer, cook a tasty
meal, fight efficiently, die gallantly. Specialization is for insects.”
—Robert A. Heinlein

Skill checks are one of the fundamental systems in the Alternity


game. Almost every action your character takes, if perilous or
uncertain, is a skill check. Skills come in five categories:

• attack (attempts to harm another, often with a weapon)


• defensive (attempts to avoid or mitigate injury or harmful
physical effects).
• technical (using specialized learning, vocational training,
and advanced technology)
• social (observing nuances and winning conflicts on the
interpersonal, nonviolent level)
• environmental (traversing the environment, terrain, and
setting of a scene, especially if it’s somehow hazardous).

Alternity assumes competence, so your hero begins with at


least some proficiency in each type of challenge. Even a mono-
syllabic space trooper can have an intimidating glare (that’s the
Coercion social skill), and a barbarian queen from a primitive world
can display a knack for battlefield remedies (the Medicine technical
skill). Skills defined in this chapter include:

Attack Defensive Technical Social Environmental


Energy Weapon Armor Training Academics Coercion Acrobatics
Firearm Dodge Computer Culture Athletics
Hand to Hand Endurance Engineering Deception Awareness
Heavy Weapon Resilience Mechanics Empathy Driving
Melee Willpower Medicine Influence Extreme Sports
Primitive Weapon Profession Misdirection Piloting
Science Performance Security
Stealth
Survival

 57
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Anatomy of a Skill Check


At first glance, Alternity’s skill system is simple: Roll a base d20
(always) and a difficulty die, add or subtract the two resulting rolls,
and compare to your skill total to see whether you’ve succeeded or
failed. And it is simple. But it’s worth breaking down each step in a
skill roll to examine what’s actually going on.

1. The GM decides whether a roll is necessary and con-


siders what success and failure mean for the over-
all story. Often this will be obvious; you don’t need to
attempt a check to do something ordinary in an ordinary
situation, and you can’t attempt a check to do something
that is physically impossible.
2. The GM and player negotiate to determine the overall
difficulty. Most checks begin at ordinary difficulty (d20 +
d0). If there’s something weighing in the hero’s favor, it’s
a bonus step: the d0 becomes a d4, the d4 becomes a d6,
and so on. If there’s something impeding or resisting the
hero’s success, then it’s a step penalty: the difficulty die
gets smaller, and if it gets smaller than a d0, it gets bigger
but subtracts from the result on the d20.
3. The player rolls two dice: the base die (always a d20)
and the difficulty die (which you just determined in
step two).
4. The player adds the base die and difficulty die
together (if it was an overall step bonus) or subtracts
the difficulty die from the control die (if it was an overall
step penalty).
5. The player compares the total to the hero’s skill score
for that task to determine the check result: failure, Aver-
age success, Excellent success, or Stellar success.
6. The player reports the outcome to the GM: “I failed,” or
“That’s a stellar!”
7. The GM describes the effects of the check as the hero
experiences it, telling how the game world changed
(in ways large or small) after that moment of peril and
uncertainty.

The first step quickly becomes instinctive for an Alternity


GM, but the magic of the system lives in the second step. Step
two is where the GM and player are engaged in conversation, and
it’s a conversation with a purpose. By talking about which step
bonuses and penalties apply, they’re collaboratively defining
the game world, and they’re setting the stakes for the die roll to
come. Whether you’re the player or the GM, don’t shortchange
this moment!

• If you’re the GM, think of aspects of the situation that


impinge on the moment of the skill check, and apply step

58 3: Skills
bonuses and penalties as appropriate. Tell the players at
the table which factors are affecting the situation die, both
positive and negative.
• If you’re the player, advocate for step bonuses; they help
you succeed! Ask questions about the environment and
the circumstances, and try to convince the GM that they’re
important enough to merit a step bonus. (Don’t be a pain,
of course, but a good Alternity GM expects you to do
some shilling on your own behalf.)

Steps three through six happen in a FINDING BONUSES AND


single moment. There isn’t much arith- PENALTIES
metic and no need to hem and haw over Looking for step bonuses and
it. All the interesting stuff happened in penalties that might apply to your
the second step, and there’s intentionally skill check? Here are three places
very little time between the physical act to start. In step two of the skill
of rolling the dice and the dramatic act of check, the GM and player have a
revealing the outcome. brief back-and-forth where they’ll
The seventh step is where a great examine these three categories and
Alternity GM shines, by describing the agree on which step modifiers apply.
outcome in a way that fires the players’ Built-In Step Modifiers: You’ll gen-
imaginations without slowing things erally find these on your character
down and losing story momentum. sheet. They’re step modifiers (usu-
As you learn Alternity, you’ll quickly ally bonuses) a hero gets because of
see the seven steps as fractions of a skill, talent, and gear choices.
moment, but remember to lavish some Set-Building in the Scene: These
extra attention on steps two and seven. modifiers are built into the scene
That’s where the fun of tabletop role- at the design stage, and you’ll find
playing lives. them in the GM notes or in the pub-
lished adventure. The scene designer

Skill Checks for the GM


defines some challenges (or oppor-
tunities) to add drama and realism
Before you ask the player to attempt a to the scene.
straight pass-fail skill check, ask yourself Circumstances: These bonuses
whether you really want the conse- can come from the GM, but they’re
quences of a failure. It’s fine if an attack often suggested by the player. A
misses; heroes can just shoot at the bad particularly clever ruse, inspired use
guy on their next action. It’s not okay of the setting, effective teamwork
if the adventure comes to a full stop among PCs … all the crazy stuff
because the heroes missed the one criti- players invent on the spot falls into
cal check they needed to continue. When this category.
a task falls into the gray area between
the routine and the dramatic, you want
to ensure that the narrative moves for-
ward even if the heroes’ dice run cold.
Fortunately, you have the power to decide what constitutes
success or failure in a particular skill check. A result such as, “It
works, but it takes longer than you thought it would,” or similar
tactics of defining failure “up” give just a pinch of consequence but
let the players feel like their skill checks matter.

Anatomy of a Skill Check 59


ALTERNITY: Core Rulebook Playtest Edition

Defining Failure and Success


If you decide that a skill check is warranted, think of the possi-
ble outcomes as a bracket with failure on one end, Average and
Excellent successes in the middle, and Stellar success at the far end
of the bracket. Before the roll—and before you get deep into a dis-
cussion of step modifiers—decide what the different parts of that
bracket look like. Because Alternity assumes competency on the
part of the PCs, often “failure” doesn’t mean that the attempted
task ends in disaster—it just means that it was inefficient, costly,
aggravating, or otherwise suboptimal.
For example, say you have a master hacker PC at your table,
and she wants to hack into a corporate appointment calendar to
set up a meeting with an executive. As the GM, you want this to
happen: You anticipate that confrontation in the conference room
as a major scene in the ongoing story. But what if the hero botches
the Computers roll? Before you call for the roll, you could mentally
bracket success and failure accordingly:
Failure—You can hack the executive’s personal calendar, but
you can’t get it to book a meeting room. You’ll have to meet
in the very public coffee shop in the building lobby.
Average Success—You get a meeting on the day you want in
a private conference room.
Excellent Success—As an Average success, plus you’re able
to surreptitiously cancel the executive’s other meetings that
day. If the confrontation goes poorly, the executive won’t
be missed...
Stellar Success—As above, plus you’re able to set up a back
door in the login software that gives you a +2 step bonus on
future attempts to hack this system.

Fail Forward, but Make it Sting


It’s easy to define most failed skill checks as “the thing you tried
didn’t work,” but often there’s a more entertaining sort of failure
that advances the narrative rather than stopping it cold. Look for
opportunities to define failure so that the story still advances—
even though it’s clearly heading downhill.
For example, say the heroes are trying to intimidate the star-
port administrator into lifting the quarantine on their ship so they
can depart. They fail the Coercion check. Rather than simply saying,
“The administrator brushes off your threats and shows you the
door,” try this…

As you threaten him, the administrator starts sweating and


stammering, turning visibly pale. He stands up from his desk,
lurches for the door, then faints dead away. Just after his uncon-
scious body hits the floor, two guards open the door from the
lobby, “Sir? Wait… what did you do to him?”

60 3: Skills
In one respect, the PCs’ attempt to intimidate the bureaucrat
worked, but it worked too well; they frightened him so badly that
he keeled over. Yet it sure doesn’t feel like a success to the play-
ers. The ship is still in quarantine, and now the PCs must deal with
some very suspicious guards. When possible, define failures as
moments that twist and complicate the narratives, not moments
that negate plans and bring a halt to the action. Above all, though,
make sure those failures hurt or aggravate the heroes … and/or the
players! Like most RPGs, Alternity is all about consequences.

Choosing Skills
The exact level of training or experience you have in any particular
skill is measured by the number of skill points you assign. As a
1st-level hero, you begin with 35 skill points.
If you have at least 1 point in a skill, you’re considered to be
trained in that skill. As long as you’re trained, you can handle
any routine tasks associated with the skill. A character with 1 rank
in Piloting isn’t just barely able to fly; she can take off, navigate,
deal with some rough weather, and land without any drama at all.
It’s only when she’s in a challenge scene dealing with the sort of
problem a hero has to deal with that her relative lack of advanced
training and experience might become a problem.
Maximum Skill Points: As a beginning hero, you can assign
up to 5 points to a skill; as you gain levels, you can increase the
number of skill points assigned to your existing skills or begin
training in new skills. The maximum number of skill points you can
have in any one skill is 10—at that point you know all that a human
can know about it.

Skill Descriptions
Skills share some common terminology.
Key Ability: This is the ability your skill score is based on. If two
abilities are given, then you can use whichever of the two is better
to determine your skill score. For example, if you have Agility 4 and
Focus 5, you can use your 5 as the basis for a Firearm skill check.
Type: The skill’s category (see the chapter opening). Type is
important when selecting your mandatory skills during charac-
ter creation.
Notes: Other useful information about skills.
Cascading skills add a new specialization each time you assign
a skill point. For example, if you have 1 point in Academics, you
can choose one academic discipline (such as history) as your field
of expertise, and you get a +1 step bonus on Academics checks
pertaining to history. When you assign a second skill point to Aca-
demics, you can choose a second field of expertise (say, econom-
ics). You get a +1 step bonus on Academics checks pertaining to
either history or economics.

Choosing Skills 61
ALTERNITY: Core Rulebook Playtest Edition

Table 3-1: Skills


Skill Page Key Ability Type Notes
Academics 63 Int technical cascades
Acrobatics 63 Agi environmental
Armor Training 64 Str/Int defensive enabler
Athletics 65 Str environmental
Awareness 67 Foc environmental
Coercion 67 Per social
Computer 68 Int technical
Culture 69 Per social cascades
Deception 70 Per social
Driving 70 Agi environmental
Dodge 71 Agi defensive enabler, passive
Empathy 71 Foc/Per social
Endurance 72 Vit defensive passive
Energy Weapon 72 Agi/Foc attack specializes
Engineering 73 Int technical cascades
Extreme Sports 73 Agi/Vit environmental
Firearm 74 Agi/Foc attack specializes
Hand to Hand 74 Str/Agi attack specializes
Heavy Weapon 74 Str/Int attack specializes
Influence 75 Per social
Mechanics 75 Int technical cascades
Medicine 76 Int technical cascades
Melee 78 Str/Agi attack specializes
Misdirection 78 Per social
Performance 78 Per social cascades
Piloting 79 Agi/Int environmental
Primitive Weapon 80 Agi/Foc attack specializes
Profession 80 any technical
Resilience 80 Vit defensive
Science 82 Int technical cascades
Security 82 Agi/Int environmental
Stealth 83 Agi/Foc environmental
Survival 85 Vit/Foc environmental
Willpower 85 Foc defensive passive

62 3: Skills
Enabler skills reduce penalties or offer benefits based on how
many skill points you assign. You rarely need to make an Armor
Training check, but you may find it useful to invest in the skill if you
expect to wear heavy armor.
Passive skills are not usually under your control; you use them
reactively when someone else (or something else) is acting on you.
Skills that specialize offer you the opportunity to pick a spe-
cific type or category within that skill; you get a +1 step bonus
when you make a skill check that uses your specialization. Unlike
cascading skills, investing additional skill points doesn’t get you
more specializations. Most combat skills allow you to specialize;
for example, you can specialize with pistols when you assign skill
points to the Firearm skill.

Academics
Intelligence; Technical; cascades
Social sciences such as psychology, anthropology, sociology,
history, archeology, economics, law, management, political sci-
ence, and linguistics are all part of this catch-all skill. (The natural
sciences and mathematics are covered by the Science skill below,
and most liberal-arts fields are part of Culture.) In far-future set-
tings, it also covers fictional sciences like Asimov’s psychohistory,
which combines statistics, history, and sociology to predict future
cultural and political trends.
This skill cascades. For every skill point you spend in Academics,
choose a specific academic discipline. You have particular train-
ing—equivalent to an advanced degree—in that discipline and gain
a +1 step bonus when that field is relevant to your skill check. If
you want to be hyper-focused, you can choose the same academic
discipline twice and get doctoral-level training and a +2 step bonus
in that field.
You can: Surmise a NPC’s motivations after observing behav-
ior, anticipate market trends to find high-demand interplanetary
trade routes, identify a culture by the ruins it left behind, identify
the root causes of civil unrest on the planet you’re visiting, defend
yourself in a court of law.
Typical modifiers: Aliens are involved (–1 to –3 steps), unfamiliar
society or planet (–1 step), access to an academic library or equiva-
lent (+1 step), plenty of time to study and calculate (+1 step), access
to colleagues or expert AI systems (+2 steps or more).

Acrobatics
Agility; Environmental
This skill broadly covers precise, graceful body movements that
place a premium on balance and flexibility. It includes perform-
ing arts and sports such as gymnastics, tightropes, and trapeze
work, plus gentler practices such as yoga and stunt movements
like parkour.

Choosing Skills 63
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In many far-future settings, Acrobatics is also the general-pur-


pose skill to check when making difficult maneuvers in light- or
zero-gravity environments. Otherwise, the trickier the feat you’re
attempting, the higher the difficulty:
Ordinary (+d0): Rolls and somersaults, rope/trapeze/bar
swings, traversal and round-off vaults.
Hard (-d6): Handsprings on ground or vault, full-rotation tra-
peze/bar swings, rope-to-rope traversals, “sticking the landing.”
Extremely Hard (-d12): Aerial flips and saltos, rope/trapeze
flips, entry vaults, bar release/flight moves, adding twists/flips to
dismounts.
You can: Vault over a fence, swing on a chandelier, run along
the ceiling of the derelict space station, and slide underneath the
hangar door just before it closes.
Typical modifiers: Fluctuating gravity (–2 steps), slippery sur-
faces (–1 step), good running start (+1 step), grip patches or other
good surfaces (+1 step), chance to practice beforehand (+2 steps),
assister jets (+2 steps).

Armor Training (Str or Int)


Strength or Intelligence; Defensive; enabler
You’re trained in the use (and occasional abuse) of heavy armor,
plus its maintenance and repair when the battle’s done. Armor—
even high-tech power suits—impedes your overall movement and
some gross motor skills, but after enough practice in heavy armor,
you’ve learned to compensate for the armor’s bulk and mass.
The more skill points you spend in Armor Training, the less
armor encumbers you and the more you get out of other armor
systems, as shown here:

Skill Check Penalty Movement Other


Pts. Reduction Penalty Reduction
1 -1 step
2 -2 meters
3 Cover 1
4 -2 steps
5 -4 meters
6 Improved Coverage 1
7 -3 steps
8 -6 meters
9 Cover 2
10 Improved Coverage 2
Check Penalty Reduction: Reduce your armor’s check penalty
by this amount.
Movement Penalty Reduction: Reduce your armor’s move-
ment penalty by this amount.

64 3: Skills
Cover n: Improve the cover benefit provided by your armor
by the number of steps given. (Usually this means improving the
cover provided by a shield or similar device.)
Improved Coverage n: Reduce the poor coverage value of
your armor by the given amount, if your armor has the poor cover-
age drawback.

For example, if you have 4 points in Armor Training, you reduce


your armor’s check penalty by 1 step and its movement penalty by
2 meters. If you’re wearing vacuum armor, normally a -2 step skill
penalty and a -4 meter penalty to your speed, you reduce those
penalties to -1 step and -2 meters.
You can’t reduce an armor penalty to the point where it Nice try, though.
becomes a bonus.
This skill is an enabler. This means you don’t usually use it to
make checks. Instead, the skill points you place in this skill directly
enable a game function you wouldn’t otherwise be entitled to (in
this case, the reduction in armor penalties).
You can: Climb a rock face in your tactical armor, keep your best
protection in the line of fire, and keep up with those full-of-them-
selves recon scouts who claim to not “need” heavy armor.
Typical modifiers: None, because it’s an enabler skill.

Athletics
Strength; Environmental
You’re adept at running, climbing, jumping, swimming, throwing,
and generally applying bodily force to your environment. Athletics
covers many of the events you’d see at the modern-day Olym-
pics, plus situations that come up in action scenes like holding a
powered door open, hanging onto the helicopter’s landing gear,
and leaping from the hover-cycle to the maglev train. This skill also
covers organized sports common to far-future cultures, unless
another skill (probably Acrobatics or Extreme Sports) more obvi-
ously applies.
Unlike other environment skills, Athletics includes an attack
component. It’s the relevant skill for thrown weapons—everything
from bolas to javelins to grenades.
You can: Run for speed, swim through the sapient goo-oceans
of Rachos IV, throw a drone-erang, and infiltrate the building by
climbing through the HVAC ducts.
Typical modifiers: Oppressive gravity (–2 steps), bad weather
(–1 step), specialized attire or equipment (+1 step), chance to train
beforehand (+1 step), effective coaching/scouting staff (+1 step),
performance-enhancing drugs or cyberware (+2 steps).

Choosing Skills 65
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Jumping
How well you jump depends primarily on your Strength and your
Athletics skill check.
Standing Long Jump: You can jump 1 meter, no check needed.
On an Av/Ex/St check result, you can increase that to 1.5 m/2 m/2.5
m. Add .5 m if you’re willing to land prone, and add .25 m for each
point of Strength you have above 3.
Running Long Jump: You can jump 2 meters, no check needed.
On an Av/Ex/St check result, you can jump 3 m/4 m/5 m. Add 1
m if you’re willing to land prone, and add .5 m for each point of
Strength you have above 3.
Running High Vault: You can clear 1 meter, no check needed. On
an Av/Ex/St check result, you jump over or atop an obstacle 1.3
m/1.6 m/1.9 m high. Add .2 m if you’re willing to land prone, and
add .1 m for each point of Strength you have above 3. Subtract .2
m if you don’t want to touch what you’re vaulting over (like a laser
leam or other security apparatus).
Running Reach Jump: You can reach 2.4 meters, no check
needed. On an Av/Ex/St check result, you jump up with arms over-
head to grasp a ledge or object 2.6 m/2.8 m/3 m high. Add .2 m for
each point of Strength you have above 3.

Swimming
How fast you swim over short distances (less than 400 meters)
is likewise a function of Strength and Athletics. You can swim 4
meters in a move action, no check needed. On an Av/Ex/St check
result, you swim 5 m/6 m/7 m with each move action. Add 1 m of
distance for each point of Strength you have above 3. You take a
–2 step penalty on the Athletics check in choppy water.
Distance Swimming: Depends on your Vitality and Athletics
skill check. You can swim 1600 meters (about a mile) in 35 min-
utes, no check needed. On an Av/Ex/St check result, it takes you
30/25/20 minutes to swim that distance. Subtract 2 minutes for
each point of Vitality you have above 3. You take a –2 step penalty
on the Athletics check in choppy water.

Sprinting
Your base speed covers running under ordinary circumstances;
even in street clothes, zigzagging between obstacles, you can
manage a 20-second time in the 100 meters. But under controlled
conditions (straight track, good shoes, no distractions) you can go
faster with an Athletics check. On an Av/Ex/St check result, add
3 m/6 m/9 m to your base move. Add 3 m to your base move for
each point of Strength you have above 3.
Distance Running: If you’re running more than a kilometer
under controlled conditions, your speed is a function of Vitality
and an Athletics skill check. You can run 1 kilometer in 6 minutes,
no check needed. On an Av/Ex/St check result, reduce that time to

66 3: Skills
5.5/5/4.5 minutes. Subtract 30 seconds for each point of Vitality
you have above 3, and impose an appropriate step penalty for hills
or other tough terrain.

Climbing
Climbing is likewise a function of Strength and Athletics, though
unlike jumping, swimming, and running, it’s possible to make no
progress in a given action. On an Av/Ex/St Athletics check result,
you ascend 2 m/4 m/6 m using a 2-impulse move action. Add +1 m
to the move for each point of Strength you have above 3, but only
if you succeed (a failure still means no progress). You may have a
significant step bonus or penalty depending on the availability of
handholds.

Powerlifting
This is almost entirely a function of raw Strength, but form matters,
too. You can deadlift (ground to hips) 125 kg plus an additional 60
kg for each point of Strength over 3. Under controlled conditions (a
gym with proper equipment) you can eke out a little extra weight
(5/10/15 kg) with an Athletics check. You can snatch (ground to
overhead) half as much as you can deadlift.

Awareness
Focus; Environment; usually passive
This skill covers your ability to perceive and assess the environ-
ment around you. It can be used both passively (when you’re just
going about your business and the GM asks you for an Awareness
check) or actively (when you suspect there may be a threat or
something of interest in your immediate environs).
One key thing that Awareness doesn’t cover: the ability to per-
ceive and assess the behaviors, emotional state, and motivations
of NPCs. That’s covered by the Empathy skill, described below.
You can: Notice the trenchcoat-clad agent who’s been following
you, spot the false floor in the cargo hold, discern which of two
bridges seems sturdier.
Typical modifiers: Overwhelming distractions (–2 steps), effec-
tive camouflage (–1 step), extra time to observe (+1 step), infrared
goggles or other high-tech gear (+2 steps).

Coercion
Personality; Social
This skill is the mean older cousin of the Influence skill; it covers
getting what you want in a social setting by inciting anger or fear
in your target. Coercion covers basic “gun to the head” intimida-
tion, but it also covers intimidation that isn’t based on violence
or physical threats, such as “Do it or I’ll tell the board of directors,”
and “Do it or I’ll release the videotape.”

Choosing Skills 67
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Naturally, there’s overlap between Coercion and Influence.


Many a negotiation includes nods to both carrot and stick. Work
with your GM and adjust your roleplaying to emphasize carrot
(Influence) or stick (Coercion), then make the check accordingly.
And if an attempt to coerce is based largely on false pretences
(the gun isn’t loaded or the videotape doesn’t exist), it’s a Decep-
tion check.
Negotiations of all sorts are covered in Chapter 6. When you’re
using Coercion, you’ll flip the risk part of the equation on its head,
using the same modifiers. The guard might be fired for letting
you in (–3 step penalty), but you’ve got a gun to his head (+5 step
bonus), so that’s a 2-step swing in your favor.
You can: Convince the mysterious stranger to hand over the
briefcase, get the HR-fearing security guards to let you pass,
make the alley thug back down, and taunt your grav-ball rival into
making a key mistake.
Typical modifiers: Target has heard it all before (–2 steps), no
visual evidence of threat (–1 step), threat tailored to the target (+1
step), prior demonstration of threat (+2 steps).

Computer
Intelligence; Technical
With this skill, you can obtain information from whatever com-
puter networks you have access to—including information that the
network administrators would rather keep from you. Furthermore,
you can write code to change and extend what a given computer
is capable of, and encrypt or decrypt the data stored on computers
you have access to.
Computers have become central to SF in the last forty years,
but what you can accomplish—and how you interact with the
computers in question—depends on what the computers in your
particular setting are capable of.

• For example, in a modern-day setting, you can steal infor-


mation and plant false data from the anonymity of a PC
bang in Seoul.
Virtual reality • In a dystopian cyberfuture, you may be jacked into the
and Gibson- Matrix, adopting a virtual persona to invade corporate
style hacking? datahubs and fight AI countermeasures.
Stay tuned for a
sourcebook on that. • In a far-future exploration setting, you may be speaking to
the disembodied voice of your ship’s supercomputer, help-
ing it race against time to develop a countermeasure for an
alien planet-buster weapon.

In most campaign settings that Alternity models, one skill


suffices for the breadth of computer use. In a cyberpunk campaign
with heavy use of virtual reality and hacking, however, we recom-
mend splitting this skill into several subcategories.

68 3: Skills
The Computer skill doesn’t cover on-the-spot bypassing
of electronic locks, alarms, or cameras. That’s a matter for the
Security skill. You can use the Computer skill to quash an alarm
that goes across the bases’ computer network, however, or hack
into the keycard database to make your ID card “legitimate” for
opening the door.
You can: Break into the corporate calendar software to book
a meeting with the CEO, break the encryption on the plans for a
revolutionary warp engine, and hack the
missile’s friend-or-foe sensors so they
target their own launchers. SOME WORDS ABOUT
Typical modifiers: Cybersecurity agents LANGUAGE
are watching you (–2 steps), system is on Science fiction is replete with
alert (–1 step), you have someone on the evocative takes on alien lan-
inside (+1 step), you had time to cus- guages—everything from the
tom-code a solution (+2 steps). thought-provoking (Ted Chiang’s
“Story of Your Life”) to the merely

Culture
colorful (Chewbacca and R2-D2
in Star Wars, who are always
Personality; Social; cascades understood by other characters,
You have a deep knowledge in the lan- just not the audience). In sci-
guage, customs, art, leisure, and social ence fiction films and novels, the
norms of a particular living culture. This struggle to communicate is rich
skill cascades; for every skill point you with drama.
spend in Culture, choose a specific culture That richness is a prelude to
(generally a nation in modern-day settings disaster at the game table, though,
and a planet in future settings). You speak for one simple reason. Tabletop
their language fluently, and your under- roleplaying games are a sort of
standing of their culture provides a +1 step collaborative oral storytelling, and
bonus when it’s relevant to your skill check. the “oral” part quickly falls apart
If you want to be hyper-focused, you can when the heroes literally aren’t
spend a skill point to choose a subculture speaking the same language. By
within a culture you’ve already picked, all means, use the Culture skill to
such as “Sicilian organized-crime families” help a player feel confident and
or “Blyrinian priestly orders.” You get a +2 competent about dealing with a
step bonus when you’re making a check particular group. But think twice
relevant to that subculture. before you build a campaign world
Extinct cultures or linguistic riddles are where meaningful language bar-
covered under the Academics skill. riers exist—it often sounds better
You can: Look suave at the Admiral’s in theory than it works in around-
ball, speak fluent Cantonese, determine the-table reality.
whether disturbing old ruins would pro-
voke mild disapproval or frothing rage, join
the chant at a Haraadasite funeral, match a
Dorexian drink for drink.
Typical modifiers: Culture is profoundly alien (–2 steps), you’ve
already committed a cultural taboo (–1 step), you have a native
guide (+1 steps), this is a ceremony you’ve encountered before
(+2 steps).

Choosing Skills 69
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Deception
Personality; Social
Lies, bluffing, impersonation, disguise—all these comprise the
Deception skill. If you’re trying to convince someone of something
that’s fundamentally untrue, or obscuring the truth in favor of a
fiction convenient to you, then you’re engaged in Deception. This
skill is essentially the “black sheep” in the family of social interac-
tion skills, with Coercion and Influence as its upstanding siblings.
In many cases, any of the three skills will get you what you want
from an NPC, but they have very different modifiers depending on
circumstance, and very different consequences for failure.
One thing that the Deception skill doesn’t cover: attempts to
disguise oneself or remain unobtrusive. That’s the purview of the
Misdirection skill, described below.
During interaction scenes you can use the Deception skill in
the place of either Influence or Coercion—if you’re essentially lying
about something. Holding an unloaded blaster to the alien’s cra-
nium is Deception, not Coercion. Promising a flight off the prison
planet when you’re stranded there yourself is Deception, not
Influence. Other than the specific skill you’re using, negotiations
work the same way regardless of how you’re going about them
While the same rules (see Interaction in Chapter 6).
apply, the long-term You can: Win a hand of Tethys Hold ‘Em, make the pirate cap-
consequences of tain believe that the torpedoes are armed, and convince a guard
those lies may be that these aren’t the androids she’s looking for.
quite different. Typical modifiers: You’ve already been caught in a lie (–2 steps),
you’re asking someone to violate an important rule (–1 step), you
have convincing paperwork (+1 step), you’ve plied the target with
intoxicants to get his guard down (+2 steps).

Driving
Agility; Environmental
The skill is called Driving for simplicity’s sake, but it covers all con-
veyances that operate primarily on the ground: cars, motorcycles,
hovercraft, tanks, and dune buggies with saw blades attached. It
even covers riding animals, whether they’re Earth horses or exotic
alien beasts.
Driving is a skill where the GM will often “bracket” success and
failure, as described in this chapter’s introduction. Routine driving
around the megalopolis shouldn’t even require a check—and if you
do make the check, it’s because failure means you’re stuck in traffic
for 10 minutes, not that you wrecked the car somehow.
You can: Use that conveniently parked car-carrier trailer as a
ramp, lose your pursuers in rush-hour traffic, and evade the artil-
lery shells as your tank traverses no-man’s-land.
Steve suggests Typical modifiers: Vehicle is badly damaged (–2 steps), you’re also
another step firing a gun out the window (–1 step), a hacker ally is manipulating
modifier: it’s a traffic signals on your behalf (+1 step), you’re driving an [insert name
Camry (–2 steps).
of your favorite drool-worthy sports car here] (+2 steps).

70 3: Skills
Dodge
Agility; Defensive; passive, enabler
Dodge represents your ability to get out of harm’s way with quick,
almost instinctive movement. It’s a passive skill that determines
whether you’re able to avoid the many dangers that are exploding
near you, falling atop you, or careening in your direction.
Dodge also has a second function; it’s an enabler that improves
a game function that everyone has a lesser version of. In this case,
it provides bigger penalties to enemy attacks when you use the
evade action modifier. You don’t make a check with the Dodge skill
when you evade. Your enemies just suffer a penalty on attempts
to attack you, as shown below:

Skill Points Enemy Attack Penalty For more on


0–2 1 step action modifiers
and evading, see
3–5 2 steps Chapter 5.
6–9 3 steps
10+ 4 steps
The two uses—passively reacting to Bad Stuff happening to you
and actively doding by using the evade action modifier—are two
different game mechanics that happen to use the same skill. The
passive “make a Dodge check” moments don’t affect your next
action, and the active “I dodge while moving across the room”
moments don’t require a skill check.
You can: Dive across the hallway to avoid a hail of laser fire, take
a quick step back to avoid the biker’s cricket bat, and roll behind
the bulkhead before the grenade detonates.
Typical modifiers: You’re wrestling with an enemy (–2 steps), the
incoming attack is silent or hard to observe (–1 step), you’re on the
periphery of an area attack (+1 step), your helmet has threat-as-
sessment HUD software (+2 steps).

Empathy
Personality or Focus; Social; sometimes passive
Empathy is the social equivalent of the Awareness skill. You’re
attuned to body language, facial micro-expressions, eye move-
ment, and dozens of other subtle cues that suggest someone
else’s emotional and mental state. If someone is trying to mask
an emotion or pretend to be someone they are not, your Empa-
thy may be able to unmask them. It also provides insights into
behavior and motivation that can earn you bonuses on future
Influence, Coercion, or Deception checks, because you have some
sense of what makes your target “tick” and what will overcome
their social defenses.
If you take time to interact with an NPC before substantive con-
versations begin, you can use Empathy to pick up social cues to
make other skill checks easier during an ensuing interaction scene.

Choosing Skills 71
ALTERNITY: Core Rulebook Playtest Edition

On an Av/Ex/St Empathy check result, you pick up tips worth a


+1/+2/+3 step bonus on the subsequent Influence, Coercion, or
Deception check.
You can: Tell that the police officer saw more than he’s saying,
notice that the ship captain keeps glancing at the starboard cargo
hold, and discern that an appeal to the Skralavian ambassador’s
pride will make him putty in your hands.
Typical modifiers: You’re trying to get a read on an android
(–2 steps), target is already agitated or wounded (–1 step), target
is someone you’ve known for some time (+1 step), you’re able to
observe the target’s psychic aura (+2 steps).

Endurance
Vitality; Defensive; passive
The ability to persevere under brutal conditions and function at
the limits of exhaustion is at the heart of the Endurance skill. Like
Dodge and Willpower, Endurance is a skill that’s rarely used in the
active sense. You’ll most often encounter it when your GM says,
“You’re going to keep going? OK, make an Endurance check.”
Marathon running, distance swimming, and sustained physical
labor are all part of this skill, but it also covers surviving hazard-
ous weather and challenging environmental conditions. If there’s
One of the
Alternity designers
something persistent in your surroundings that you’re just trying
is a long-distance to physically withstand, Endurance is probably the governing skill.
runner, so you can You can: Win the Valles Marineris triathlon, shake off the
count on this skill effects of tear gas, and make a (brief!) EVA without a functioning
appearing in future space suit.
adventures.
Typical modifiers: Heavy gravity (–2 steps), cumbersome/inad-
equate clothing (–1 step), plentiful healthy food/water (+1 step),
blood doping or other pharmaceutical aid (+2 steps).

Admit it; you Energy Weapon


skipped ahead Agility or Focus; Attack; specialized
to this one.
This skill covers high-tech personal ranged weapons: laser pis-
tols, blasters, ray guns, and other staples of the science fiction
genre. The exact weapons available depend on the tech era of your
Alternity campaign; the weapon chart in Chapter 4 shows typical
weapons available in each era. While it’s primarily an attack skill,
Energy Weapon includes the ability to maintain and repair per-
sonal weapons.
So what’s the difference between Energy Weapon and Fire-
arm? After all, you’re pointing a tube at the bad guys and pulling a
trigger in both cases. The answer is that energy weapons project
a beam or pulse of energy—and that beam/pulse behaves like
energy, not like a ballistic bullet. That means it doesn’t drop over
range, and that means it doesn’t have recoil to mess up your aim.
And the internal workings of the weapon are completely dif-
ferent, too.

72 3: Skills
This skill can be specialized. When you assign your first skill
point to Energy Weapon, choose pistols, rifles, or assault weapons.
You gain a +1 step bonus when you use a weapon of that type.
You can: Set your phase pistol to stun, shoot the bounty hunter
first, and watch your c-beams glitter in the dark near the
Tannhäuser Gate.
Typical modifiers: See Attacks in Chapter 5.

Engineering
Intelligence; Technical
Engineering is all about applied technology, especially
the configuration, operation, and modification of complex
systems.This skill cascades—for every skill point you spend
in Engineering, choose a specific specialty such as cybernet-
ics, electronics, infrastructure, life support, manufacturing,
mining, power systems, propulsion, or robotics. You gain a
+1 step bonus when that field is relevant to your skill
check. If you want to be hyper-focused, you can
choose the same specialty twice and get doctor-
al-level training and a +2 step bonus in that field.
Engineering shares some tasks with Mechanics,
which is focused more on repair and maintenance.
That’s intentional—in many cases, it’s a better story
if the university-trained engineer and the grizzled
mechanic are both adept at a particular job.
You can: Reverse the polarity on the ship’s disrup-
tor beams, set the reactor to melt down in one hour,
and configure the particle accelerator to send you
back to your home timeline.
Typical modifiers: System has been intentionally
sabotaged (–2 steps), instructions and labels are in
alien script (–1 step), you have access to the schematics
(+1 step), it’s a system you invented (+2 steps).

Extreme Sports
Agility or Vitality; Environmental
You’re an athlete in a particularly death-defying
sport such as double-diamond snowboarding/skiing,
hang gliding, big-wave surfing, BASE jumping,
wingsuits, or their futuristic equivalents. This also
covers stunt work and daredevil performances,
because the skill set (balance, strength, body-posi-
tion awareness, and risk assessment) applies there, too.
You can: Jump off Olympus Mons, grav-pogo through the can-
yons of Carahn IV, paraglide to the top of the Empire State Building.
Typical step modifiers: Jury-rigged equipment (–2 steps), you’re
being shot at (–1 step), scouting the terrain ahead of time (+1 step),
expert coaching and support staff (+2 steps).

Choosing Skills 73
ALTERNITY: Core Rulebook Playtest Edition

Firearm
Agility or Focus; Attack; specialized
This skill covers weapons that fire ballistic projectiles—anything
that uses bullets or similar ammunition. Any gun from roughly
the 19th century to the 21st is functionally a firearm, whether it’s
shooting low-tech silver bullets or high-tech flechette rounds.
Other skills that This skill can be specialized. When you assign your first skill
specialize include point to Firearm, choose pistols, rifles, or assault weapons (subma-
Hand to Hand, chine guns and shotguns, basically). You gain a +1 step bonus when
Heavy Weapons,
Energy Weapons, you use a firearm of that type.
and Medicine. You can: Blow past dozens of computer-generated guards in an
office lobby, gun down a desperado in a graveyard, or out-snipe a
sniper in the ruins of Neuville.
Typical modifiers: See Attacks in Chapter 5.

Hand to Hand
Strength or Agility; Attack; specialized
You can fight unarmed at close quarters, using fists, feet, elbows,
knees, and whatever other striking surfaces you’ve got. Combat
techniques employing small hand-held weapons (knives, brass
knuckles, power gauntlets) are similar and use this skill as well,
although the Melee skill covers swords, axes, and larger weapons.
This skill can be specialized. When you assign your first skill
point in Hand to Hand, choose brawling, knives, or grappling. You
gain a +1 step bonus when you use that style in an attack.
You can: Demonstrate the “Dim Mak” death-touch technique,
throw haymakers at Nazi airmen, and deck an alien while saying,
“Welcome to Earth.”
Typical modifiers: See Attacks in Chapter 5.

Heavy Weapon
Strength or Intelligence; Attack; specialized
This skill covers the rocket launchers, machine guns, mortars, and
other high-tech BFGs of the battlefield—a disparate set of weap-
If your Alternity ons united by their unwieldy nature and destructive power. Heavy
campaign has a Weapon always covers the big guns you carry around with you
heavy emphasis
(with difficulty) and similar weapons emplaced within fortifications.
on starship travel,
other skills cover In a campaign where vehicle and starship combat is relatively rare,
shipboard weapons. it covers the vehicle-mounted equivalents as well.
See the Shipyard This skill can be specialized. When you assign your first skill
sourcebook point in Heavy Weapon, choose heavy energy, heavy ballistic, or
for details.
indirect fire weapons. You gain a +1 step bonus when you use that
sort of weapon in an attack.
You can: Blast xenomorphs with your harness-mounted neu-
tron cannon, launch mini-nukes from your shoulder, and electrify
the enemy with your shock rifle.
Typical modifiers: See Attacks in Chapter 5.

74 3: Skills
Influence
Personality; Social
With the Influence skill, you can convince others to see things your
way—whether you’re facing them in the boardroom, courtroom,
or bedroom. It’s not Coercion (which plays on anger and fear) nor
Deception (which relies on lies). Influence
is a combination of savvy negotiation,
TECH ERAS AND TECHNICAL
personal charisma, and an understanding SKILLS
of what motivates others’ behavior.
See Interaction in Chapter 6 for Charles Babbage arguably invented
more information on how Influence can the computer, but he’d strug-
improve the attitudes of the NPCs you gle mightily to code modern-day
meet. Influence tends to emphasize the applications, let alone program the
reward part of the equation, making even supercomputers central to many
minor or vague rewards seem more prom- far-future settings. Likewise, a
inent in the NPC’s mind. far-future cyberninja might effort-
You can: Act as your own attorney lessly bypass electronic locks but
before the orbital magistrate, talk two be stymied by a wheel-and-tumbler
alien empires into a peace treaty, and get safe from the mid-20th century.
a discount on a black-market warp core. To put that issue in game terms,
Typical modifiers: The other party technical skills are fully effective
believes you can’t be trusted (–2 steps), in the tech era they were learned.
you’ve committed a cultural taboo (–1 But if you’re dealing with tech more
step), you’re spreading around some advanced than what you learned
bribes (+1 step), other powerful NPCs are with (as with Babbage and the
vouching for you (+2 steps). modern-day computer), you suffer
a –2 step penalty per tech era of
difference.
Mechanics Going “down” a tech era is easier,
Intelligence; Technical; cascades but those old-timers had different
Maintenance, repair, and construction of tools, different nomenclature … dif-
devices ranging from simple machines ferent everything. If you’re dealing
to vehicle engines and the moving parts with tech from a less advanced era
of structures are all under the umbrella (like the cyber-ninja in the example
of the Mechanics skill. In higher-tech above), you suffer a –1 step penalty
eras (anything modern-day or beyond), per tech era of difference—though
the Mechanics skill includes some basic the GM should suspend the penalty
knowledge of chemistry and electronics in a cases where the fundamental
as well, because those talents are neces- technical truths are obvious, no
sary to work on devices of those eras. matter how primitive the surround-
Mechanics is a cascading skill, For ing society.
every skill point you spend in Mechanics,
choose a specialty such as construction,
demolition, electrical systems, environmental systems, fabrication
and machining, vehicles, and salvage. You gain a +1 step bonus
when that field is relevant to your skill check. If you want to be
hyper-focused, you can choose the same specialty twice and get
doctoral-level training and a +2 step bonus in that field.

Choosing Skills 75
ALTERNITY: Core Rulebook Playtest Edition

Mechanics is also the go-to skill when you’re building some-


thing from scratch, jury-rigging a device to serve another purpose,
or improvising something out of spare parts, MacGyver-style.
You can: Build a nitrous injection system into your getaway car,
sabotage a power conduit so it electrifies your enemies, and fash-
ion a primitive blunderbuss out of bamboo and mineral deposits.
Typical modifiers: Only random junk to work with (–2 steps),
poor tools (–1 step), a working machine shop (+1 step), a far-future
fabrication chamber (+2 steps).

Medicine
Intelligence; Technical; cascades
This skill covers your ability to assess the cause of injury and dis-
ease, then treat it to return the subject to wellness. It includes both
a diagnostic/investigative component (what caused this?) and a
therapeutic aspect (how do I make it better?). What’s possible with
the Medicine skill, given the right tools and supplies, varies greatly
by tech era. The radiation exposure that is fatal in the Modern
Era can be treated with an ongoing pharmaceutical regimen in
the Solar Era, or eliminated with a one-time retrovirus cure in the
Galactic Era.
This is a cascading skill. Whenever you assign a skill point in
Medicine, choose an area of emphasis: first aid, forensics, pathol-
ogy, surgery, exomedicine, treatment, cybermedicine, or pharma-
ceuticals. You gain a +1 step bonus on skill checks relevant to that
aspect of Medicine.
You can: Keep a comrade from bleeding out, determine what
killed the Pratakian ambassador, figure out what’s causing the
outbreak of Venusian shake-flu.
Typical modifiers: Contagion-ridden or toxic environment
(–2 steps), medkit supplies depleted (–1 step), treating your own
wound (–1 step), access to labs/diagnostic assistance (+1 step), full
hospital care (+2 steps).

Battlefield Medicine
You can make a Medicine check as a 3-impulse action to quickly
treat a wounded creature or stabilize a dying creature, staving off
death. Usually you’ll need to be adjacent to the creature you’re
treating, and neither of you can move away until you finish. The
creature receiving the treatment is distracted and slowed (assum-
ing that it’s not just incapacitated by a mortal wound).
Treat Wound: Battlefield treatment is a complex skill check
(see Chapter 5) that allows you to un-check a wound box when you
succeed. Each time you make a Medicine skill check, you tally 1/2/3
successes on an Av/Ex/St result; the number of successes you
need to clear the wound box depends on your medical gear and
the severity of the wound you’re treating (see the table below).

76 3: Skills
Medical Gear and Battlefield Medicine
Treat Wound Success Goals and Modifier
Light Moderate Serious Critical Stabilize Mortal
Gear Wound Wound Wound Wound Wound Modifier
No supplies 1 — — — -2 steps
Medical Kit 1 2 — — +0 step
Trauma Kit 1 (+2 steps) 2 3 (-2 steps) — +1 step
Medpack 1 (+2 steps) 2 (+2 steps) 3 6 (-2 steps) +2 steps
Automed Sled 1 2 3 6 (-2 steps) Automatic
Wound Gel 1 (auto) 1 (auto) (reduce) (reduce) Automatic
Caduceus Ray 1 (+3 steps) 2 (+3 steps) 3 (+3 steps) 6 +3 steps

Before you begin treatment, decide which wound box you’re


trying to clear. The more severe the wound, the more time-con-
suming and difficult the treatment.
Mortally wounded
Stabilize: If a creature is mortally wounded, the Medicine characters die if
skill is literally a matter of life and death. Make a Medicine they don’t tally
check; on an Av/Ex/St check result, you grant the injured creature 6 successes on
1/2/3 successes on its Resilience check to avoid death. Resilience checks
before failing
three times.
Surgery
If you aren’t in the middle of a battle, you can perform surgery to
remove all an injured creature’s wounds at once, or at least reduce
their severity. Surgery is a complex skill check (see Chapter 5); you
make one Medicine check per hour, earning 1/2/3 successes on an
Av/Ex/St check result. Your success goal for the complex skill check
is 1 per moderate wound, 2 per serious wound, and 3 per critical
wound. For example, a patient with two serious wounds and a Grazes naturally
critical wound requires 7 successes for a complete surgery. heal at the end of
a scene, and light
The surgery ends when all the patient’s wound boxes are clear,
wounds at the end
or you’ve failed three times. If you aren’t in a facility with spe- of the day.
cialized trauma equipment, failing three times kills a patient who
had a critical wound. Otherwise the patient isn’t fully healed, and
must recover the remaining wound boxes through rehabilitation
(described below).
When the surgery ends successfully, give the patient a single
wound one level less severe than the worst wound you treated;
that represents general post-treatment weakness that’ll have to
be cleared through rehabilitation.

Medical Rehab
Natural healing is mostly the province of the Resilience skill, but
the Medicine skill can speed the process along. If you’re helping
yourself or someone else to recover from a wound, make a Medi-
cine check at the end of the rehab period. Add a bonus of +1/+2/+3
steps to the patient’s Resilience check on an Av/Ex/St check result.

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Melee
Strength or Agility; Attack; specialized
High-tech laser rifles are great, sure, but sometimes the bad guys
just need to be clonked in the noggin. That’s where the Melee
skill comes in. If you’re swinging or thrusting with a handheld
weapon bigger than a knife, you’re using Melee for that attack roll,
whether it’s a riot truncheon, a vibro-blade, or a saber made of
coalesced energy.
This skill can be specialized. When you assign your first skill
point in Melee, choose a category of weapon: bladed, blunt, or
energized weapon. You gain a +1 step bonus on skill checks made
with that sort of weapon.
You can: Carve up enemies with a chainsaw bayonet, win an
energy-sword duel, brandish a cricket bat studded with rusty nails.
Typical modifiers: See Attacks in Chapter 5.

Misdirection
Personality; Social; sometimes passive
If you want to fit in with the crowd, blend into the background,
and avoid detection in social settings, Misdirection is the skill for
you. You can quickly observe and imitate the social cues that sur-
round you to give off the demeanor of an utterly ordinary subject
on at utterly routine errand.
Misdirection has a second use—technically unrelated, but
they’re fun to play with together. With the Misdirection skill, you
can employ sleight of hand and other techniques of stage magic.
By directing someone’s attention away from your hand (or sleeve),
you can make small objects appear and disappear from pock-
ets or other hiding places. Roll high enough, and those pockets
might not even be your pockets, making this the relevant skill for
would-be pickpockets.
It’s important to keep a solid boundary between the Misdi-
rection skill and its cousin, Deception. Misdirection is essentially
“social stealth:” your ability to avoid notice and remain unobtrusive.
Deception covers active attempts to lie, bluff, and disguise your-
self as someone you’re not.
You can: Hide a flechette pistol up your sleeve, blend into the
mob outside the embassy walls, and observe starport security
without being noticed.
Typical modifiers: Everyone else is an alien (–2 steps), observers
have your description (–1 step), you have confederates covering for
you (+1 step), you had time to alter your looks or clothing (+2 steps).

Performance
Personality; Social; cascades
This skill covers the performing arts: singing, acting, dancing,
oration, puppetry, oral storytelling, open-mic-night poetry, and
playing a musical instrument.

78 3: Skills
This is a cascading skill. Whenever you assign a skill point in
Performance, choose a style of performance: cantina jazz, visi-so-
nor, orbital ballet, Shakespearean acting, theremin, speed-metal
guitar, or Imperial baliset, for example. You gain a +1 step bonus on Hey bards! Here’s
skill checks relevant to that sort of performance. your skill…
You can: Compose spoken-word verse to convince the aliens
you aren’t a threat, get a job on a starliner as part of the com-
ic-acting troupe, sing the “Lament for Station Alpha” so well that
the admiral tears up.
Typical modifiers: Crowd is predisposed to be hostile (–2 steps),
long drum solo (–1 step), performing a tried-and-true crowd favor-
ite (+1 step), ace rhythm section (+2 steps).

Piloting
Agility or Intelligence; Environmental
If it moves in three dimensions, be it airplane, rocket, grav-sled, jet-
bike, or ornithopter, Piloting is the skill that governs its use. Rou-
tine flights are, well, routine, and thus the GM won’t even ask you
to make a check. But when you’re chasing someone, being shot at,
or setting your controls for the eye of the hurricane, your Piloting
skill is what separates you from a crater on the planet’s surface.
Piloting includes basic navigation and an understanding of a vehi-
cle’s propulsion, sensor, communications, and defense systems. In
an Alternity campaign where the PCs are rarely in peril while flying
from place to place, Piloting is the skill for flying a starship, though in
many cases, the ship’s computer is doing the bulk of the work. See the Shipyard
You can: Steer in the grav-wake of a rogue asteroid to avoid sourcebook for
detection, evade the homing missiles launched by the enemy inter- new skills that
ceptors, and fly your starship so fast they measure it in parsecs. supplant Piloting in
a campaign where
Typical modifiers: Enemy boarders have seized Engineering (–2 starship operation is
steps), unfamiliar controls (–1 step), computer-assisted navigation/ the focus.
evasion (+1 step), ship possesses components from a higher tech
era (+2 steps).

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Primitive Weapon
Agility or Focus; Attack; specialized
This skill covers ranged weapons used prior to the advent of gun-
powder, such as the bow, sling, or crossbow. Fair warning: in most
campaigns, this skill is rarely used because the weapons just aren’t
as good as their bullet-firing and laser-emitting counterparts in
higher tech eras. But when you’re marooned on an undiscovered
planet, that improvised javelin might be what turns a dangerous
predator like the raigath into a tasty meal.
This skill can be specialized. When you assign your first skill
point in Primitive Weapon, choose a specific weapon: bola, bow,
crossbow, or sling. You gain a +1 step bonus on skill checks made
to attack with that weapon.
You can: Shoot an apple off your son’s head, kill a giant with a
slingshot, hit a flying lizard with a black arrow.
Typical modifiers: See Attacks in Chapter 5.

Profession
Varies; Technical
Profession is a catch-all skill for a specialized livelihood that exists
in the campaign setting but comes up so rarely that it doesn’t
merit a dedicated line on the character sheet. If you want your
character to be an accountant, contract attorney, insurance agent,
interstellar trader, plumber, or used-rocket salesman, then put
some skill points in Profession and collaborate with the GM on
what the key ability score should be (Intelligence for an accountant,
for example, and Personality for the rocket salesman).
It’s worth noting that many white-collar and technical profes-
sions are covered by other skills: Academics, Science, Engineering,
Computers, Culture, and Performance, for example. You’ll need
Profession only for something that’s off the beaten path in terms
of heroic backgrounds.
You can: Launder the proceeds from your space smuggling, fix
the clogged commodes on Level Fourteen, and get that middle
manager into a low-parsec rocket that’ll make the orbital com-
mute a breeze.
Typical modifiers: You don’t have the tools or reference mate-
rials handy (–2 steps), time pressure (–1 step), able assistants (+1
step), prior successes at this exact task (+2 steps).

Resilience
Vitality; Defensive
Resilience has a narrow but critical purpose: keeping you func-
tional despite the pain and shock of injury. As an action in a
combat scene, you can use Resilience to reduce the severity of
a wound, and thus the penalty to your other skill checks while
you’re suffering from it. (See Damage and Wounds in Chapter 5 for
details.) In a nutshell, the greater your success with Resilience, the

80 3: Skills
less that a given injury hampers your ability to make subsequent
skill checks.
Resilience is no substitute for Medicine, which actually treats
the injury, but it keeps you functioning in moments of peril when
you can’t drop everything and get out your medkit.
You can: Ignore the bullet in your shoulder, the cuts on your feet
from broken glass, and the fact that a laser-sword just chopped off
your hand.
Typical modifiers: Depends on the severity of the wound you’re
trying to lessen; see Damage and Wounds in Chapter 5.

Ignoring Pain
With a successful 3-impulse Resilience check, you can reduce the
penalty for a wound you’ve suffered. You reduce the penalty by
1/2/3 rows on an Av/Ex/St result; for example, if you’re suffering a
serious wound and you get an Excellent success on your Resilience
check, you can treat it like a light wound for purposes of dealing
with the wound penalty. You don’t get to clear the wound box
(that’s what Medicine is for), but you can lessen the penalty for the
rest of the scene. If you’re wounded again, the normal penalties
apply for those injuries.
You can succeed at a Resilience check to ignore pain only once
per scene (but if you fail your check, you can keep trying until
you succeed.)

Self-Stabilizing
When you suffer a mortal wound, your Resilience check (and per-
haps the Medicine skill of your friends) is the only thing between
you and death. Even though you’re unconscious, you make a
Resilience check every 3 impulses. You collect 1/2/3 successes
toward stabilizing on an Av/Ex/St check result. If someone is using
the Medicine skill to help you, you get a bonus on your Resilience
checks (see the Medicine skill for details).
After you achieve 1 success, you need only make a Resilience
check once per minute. After you’ve tallied 3 successes, you make
a Resilience check every hour, and after you’ve tallied 5 successes,
you’ll check every day. Keep making the Resilience checks until
one of three things happens:

• A high-tech device such as an automed sled stabilizes you.


You’re unconscious, but you won’t die. Your mortal wound
becomes a critical wound, which can be treated normally.
• You collect 6 successes on Resilience checks. You’re stable
and unconscious, and you won’t die. Your mortal wound
likewise becomes a critical wound.
• You fail on three Resilience checks. At the moment of the
third failure, you die. (Depending on the tech era you’re in,
that might not be the end for you.)

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Recovery
While the Medicine skill can treat wounds, you naturally heal over
time, too. Your recovery speed depends on the severity of the
wound; at the end of the specified time interval, make a Resilience
to reduce a wound by one severity level. You can recover from
multiple wounds at the same time.
Light activity (walking, desk work) counts as rest, but inter-
rupted sleep or participation in any action means you didn’t rest
that day; it counts as only half a day for rehab timing.

Wound Severity Recovery


Graze End of scene, no check needed
Light End of day, no check needed
Moderate 1 day of rest; successful check reduces to light wound
Serious 3 days of rest; successful check reduces to
moderate wound
Critical 10 days of rest; successful check reduces to
serious wound

Science
Intelligence; Technical; cascades
This skill covers the hard sciences: physics, chemistry, biology,
astronomy, and planetology (a combination of geology, meteorol-
ogy, and environmental science), plus mathematics and fictional
sciences such as chronogy (the study of timeline manipulation).
This skill cascades. For every skill point you spend in Science,
choose a specific field of study from among those listed above
If you’re playing in or ones relevant to your campaign. You have particular training—
the steampunk or equivalent to an advanced degree—in that discipline and gain a
planetary romance +1 step bonus when that field is relevant to your skill check. If you
genres, call this
skill “Science!”—and
want to be hyper-specialized, you can choose the same field of
pronounce the study twice and get doctoral-level training and a +2 step bonus in
exclamation point. that field.
You can: Predict the course of the rogue comet, record the
anomalous energy readings from the monolith, or determine how
the aliens are communicating with the mother ship.
Typical modifiers: Previously undreamt-of phenomenon (–2
steps), available data is incomplete (–1 step), phenomenon fits
prior theories (+1 step), AI assistance in research (+2 steps).

Security
Agility or Intelligence; Environmental
The Security skill covers operating and bypassing physical and
electronic locks, alarms, cameras, and other surveillance systems.
(Players being players, it’s generally used more for bypassing than
operating.) There’s some overlap with Computers, which covers

82 3: Skills
the alarm signal, keypad combination, or security-cam footage
away from the site of the security device. Security is what matters
when the lock, camera, or alarm is right in front of you.
You can: Disable the lasers that criss-cross the hallway, crack
open the briefcase without destroying the plans inside, and
vandalize the security camera’s gimbal so it doesn’t cover the
leftmost door.
Typical modifiers: Installation is already on alert (–2 steps),
improvised tools (–1 step), schematic of the security network (+1
step), confederate on the enemy security team (+2 steps).

Stealth
Agility or Focus; Environmental
You can remain unseen, employing low-observable techniques
including camouflage and silent movement to traverse an area
without drawing attention to yourself. This skill also includes train-
ing in the strengths and vulnerabilities of high-tech surveillance
gear, including how to evade or spoof them. Modern-era tech
relies on soft soles and a camo outfit, but Solar- and Galactic-era
stealth incorporates electronic scramblers, holographic cloaking,
infrared smoothing, and other technological solutions to one of
the world’s oldest games: winning at hide and seek.

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Sneaking Around Between Scenes: If you’re moving through


an area where others might detect you—and you’d rather they
didn’t—make a Stealth check as described in the Starting Positions
section of Contact, in Chapter 6. If you succeed, you can get closer
When you attack to the would-be spotters, avoid the encounter entirely, or get into
an enemy unaware
of you, you gain a
a position with good cover or concealment.
+2 step bonus on Hiding During Combat: If you want to hide and you’re within
the attack. the spotting range set by the scene, you must a) have some sem-
blance of a hiding place or equivalent high-tech gear; and b) avoid
actions that make your presence obvious. The latter category
depends on the specifics of the scene, but in general, most attacks
and movement beyond your hiding place reveal you automatically.
You can: Evade the patrols in no-man’s-land, sneak up behind
the rooftop sniper, and pretend to be a larch.
Typical modifiers: Spotters have high-tech assistance (–2 steps),
you’re carrying cumbersome equipment (–1 step), camouflage
clothing (+1 step), high-intensity distractions (+2 steps).

ADDING NEW SKILLS


The skills defined in this chapter cover action narratives that major in ground
combat and minor in interpersonal challenges and technology hurdles. That
covers a wide swath of present-day action and futuristic science fiction, but it
doesn’t cover everything. This is just the core rulebook, after all.
The Shipyard sourcebook details a “shipboard” category of skills for cam-
paigns that want a heavy dose of action that fundamentally takes place on the
bridge of their starship (or dimension-crawler, or dirigible, or whatever). Heroes
get access to those skills just as they have access to skills in the existing cate-
gories, and they won’t have to sacrifice their attack and defense skill points to
pick up shipboard skills instead. In Alternity, everyone has at least some access
to the skills that matter in common encounters.
Likewise, we anticipate future sourcebooks that provide a hacking/VR cat-
egory of skills, a cyberware/bioware/mutant power category, a psionic power
category, and so on. Will a given PC use them all? Debatable, though it’d be fun
to play in the gonzo campaign that tries. If you’re a player, your GM will tell
you which categories of skills, if any, you’ll be using beyond the five categories
defined in this chapter.

84 3: Skills
Survival
Vitality or Focus; Environmental
You know how to survive in the wild, whether it’s Earth’s back-
country or an untamed frontier world. Building shelter, acquiring
food and water, and avoiding the environmental hazards of terrain
and atmosphere are all key tasks that use this skill.
Physical privation in the narrow sense is the purview of the
Endurance skill; Survival is relevant when you’re employing knowl-
edge and instinct before the point where you’re hungry, thirsty,
cold, or slowly asphyxiating in the alien atmosphere.
You can: Build moisture wells to obtain water on a desert world,
track a roving pack of symbiont wolf-creatures, recognize the early
signs of hypoxia and seek out more breathable air.
Typical modifiers: World’s dominant biology isn’t carbon-based
(–2 steps), inclement weather (–1 step), quality backcountry gear
(+1 step), regimen of tailored pharmaceuticals (+2 steps).

Willpower
Focus; Defensive; passive
The third of the passive “saving throw” skills (along with Dodge
and Endurance), Willpower represents your mental fortitude and
resistance to mind manipulation. When something is trying to
dominate your thoughts or force you to behave a certain way, the
GM often asks you to make a Willpower check to avoid or amelio-
rate the effect.
Willpower also governs your distractibility, especially when
faced with high-tech holograms, neurotoxins, and psychotropic
effects that render you confused or insensate.
You can: Gaze at the Red-Eyed Man without being hypnotized, Old-schoolers know
resist the Soviet doctor’s dose of sodium pentathol, and continue this, but “saving
throw” is RPG for
to exclaim that there are four lights. a roll of the dice
Typical step modifiers: Your senses are overwhelmed (–2 steps), that lets you avoid
attack is “magic” or “psionic” or some other power beyond your harm, often a lethal
ken (–1 step), your battle-suit has automatic sensory dampeners “gotcha” moment.
(+1 step), you’ve received specific defenses against mental attack
(+2 steps).

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86
4: Gear
4: GEAR
Laser pistols? Personal force fields? Handheld analyzers, powered armor, or recon
drones? Advanced tools and armament are staples of the science fiction genre,
especially in the sort of action-focused stories that make up the majority of
Alternity campaigns. On the other hand, a modern-day setting might limit you to a
9 mm pistol, a cell phone, and a bulletproof vest—the same sort of gear any plain-
clothes police officer carries—while a hero in a primitive, post-apocalyptic setting
might have to make do with a crossbow and a leather jacket. It all depends on the
adventure your GM has prepared for you.
Gear consists of weapons (melee, ranged, and heavy), armor, tools, and cyber-
ware. In each category, gear is further defined by tech era, class, and restriction level.

• Tech Era (TE) is the technology level at which an item


becomes available. You can’t select equipment from a
higher TE than the era you’re playing in.
• Class represents the quality and expense of an item. The
higher the class, the rarer and more expensive the item.
Class corresponds to price as follows:

Class 1 $100
Class 2 $500
Class 3 $2,500
Class 4 $10,000
Class 5 $50,000
• Restriction Level describes how tightly the item is con-
trolled by whatever authorities exist. Grenades are cheap
so their equipment class is low, but they’re really illegal so
they have a high restriction level.

Starting Gear
Your character isn’t complete until you’ve made a note of the
equipment you normally wear or carry. To equip your character,
ask your GM what tech era the game is set in, whether any item
restrictions apply, and which method of choosing starting gear he
or she prefers: Quick and Easy, Pay as You Go, Standard Issue, or
some other house rule.
Everyday Stuff: You only need to purchase or select combat
gear and special tools. You can assume that you have anything else
a typical person in the game’s setting would have: several changes
of clothing, an overnight bag or suitcase, a modest place to call
your own such as an apartment or small house, personal transpor-
tation (a car or motorcycle), a cell phone or its equivalent. If you’re
currently living aboard a spaceship, then your apartment’s back on
your base planet and your car’s in storage.

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Your Ship: Your GM may put a ship of some kind at your team’s
disposal. You and your fellow heroes might be the crew of a ship
owned by some corporate or government master, the ship might
be the collective property of the team, or it might be registered
under the name of one specific hero in the party. Regardless of the
details, you don’t buy a ship—the GM assigns you one if it’s import-
ant for the campaign.

Quick and Easy


You begin with one weapon, one suit of armor or defensive gear,
one tool, and three “anything” picks (handy for picking up extra
weapons or tools you think you might need). One of your items is
Class 3, two are Class 2, and the rest are Class 1. You’ve got $500 in
your pocket.
Gear Upgrades: You might find it useful to choose a Class 2
item with a +1 gear upgrade instead of a Class 3 item—for example,
if you’d rather have an exceptionally good pistol instead of a rifle.
See Rewards in Chapter 7 for more information on gear upgrades.

CURRENCY Pay as You Go


The GM assigns you a starting budget, and
For the purpose of convenience,
you purchase the items you want piece-
we’re using US dollar signs when
meal. A good standard is $4,000, but your
we talk about money. Naturally,
GM may set a different budget based on
the common currency depends
the campaign she has in mind.
greatly on the setting. Prices for
Realistically you could probably run up
item class could be in pounds
your credit cards or take out a loan and
sterling, euros, credits, gold
get more buying power, but we’re going to
pieces, liters of water, iridium
ignore that for now. No one wants to play
weight units—we don’t care.
a game where you’re worried about your
For that matter, a “Class 1” price
monthly credit card statement (although
might be $5 in the 1880s or $50 in
if you have a major loan on something like
the 1980s; relative buying power
a starship, figuring out how to keep your
is really what’s important here.
head above water can certainly serve as
Ask your GM what the setting
motivation to find lucrative opportunities).
currency is; go with “credits” or
Pay for your gear when you buy it, and
“dollars” until the GM tells you
assume that this is what you can spend
otherwise.
with due consideration of your personal
financial situation.

Standard Issue
In some scenarios your personal funds aren’t important—what’s
important is what the Star Marine Quartermaster Corps chooses to
issue to you. Usually this includes one weapon of Class 3 or 4, one
armor of Class 3 or 4, and three anything picks of Class 1 or 2. You
can’t take the Class 3 or 4 stuff with you when you’re off-duty, but
the Class 1 and 2 stuff is yours (or easy to take with you, anyway).
You also have $500 in your pocket.

88 4: Gear
Restriction Levels
Just because you’ve got $100,000 in the bank, you can’t easily buy
a shoulder-launched anti-aircraft missile. Weapons like Stingers
and 9K32 Strelas are kept under strict military control in all but the
most lawless and chaotic situations. When you’re equipping your
Alternity character, check with your GM before selecting any
item with the following access levels:
G (General): If an item doesn’t have a restriction level noted
in its price, it’s generally available and can be purchased without
restriction in most cases. There might be some local licensing or
regulatory controls for items such as handguns or drones, but
you can jump through those hoops or ignore them without too
much trouble.
R (Restricted): These items are not widely available for civil-
ians. To get your hands on a restricted item, you need to secure
expensive special licensing, be equipped by some sponsoring
organization that’s allowed to use the gear (such as a corporation
or a government agency), or wantonly break the law by purchasing
the item from an illegal provider. Even if you’re willing to buy the
special license or break the law, there’s no guarantee that the item
you want is available for purchase at any price—check with your
GM before you equip your hero with a Restricted-grade item.
M (Military): These items are illegal for private citizens. You
can’t just apply for a special license—you can only acquire these
items through a sponsoring organization such as a government
agency or a corporation powerful enough to make its own rules.
You might be able to buy military-level gear from a highly illegal
source, but anyone who sees you with that item knows immedi-
ately that you’re breaking many laws. Of course, in a lawless area,
that might not matter much. Check with your GM before choosing
a Military-grade item.
X (Experimental): These items are not generally available for
anybody, not even corporate problem-solvers or government
agents. You just can’t buy an X-grade item, but you might acquire
one as a reward during an adventure or be assigned one for a
specific mission.

PISTOLS OKAY, RIFLES PROBLEMATIC


For most Alternity campaigns, it’s safe to assume that the heroes can carry pis-
tols or melee weapons without too much trouble. Either the permits aren’t hard
to come by, or the setting is rough-and-tumble enough that it’s not unusual for
people to be armed. In some places (like airports or courthouses) weapons might
not be allowed, but otherwise you can go about your business armed.
Rifles and SMGs are a different animal. Walking around with long arms or
automatic weapons is obvious and provokes alarm in civilized areas—the police
investigate, criminals assume they’re about to be attacked, bystanders get out
of the area or close up shop. You’ll need to decide if the extra firepower is worth
the trouble.

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Technology Era
Does your hero carry a 9mm pistol, a laser pistol, or a disintegrator
ray? It depends on the technology era he or she comes from. It’s
quite possible for different planets or areas within a campaign to
possess different levels of technology—heroes on a starship might
carry laser pistols, but find themselves on a planet whose primitive
natives attack them using spears and swords. Tech eras are a little
“fuzzy”; the Tommy gun came into use in the 1920s (TE 5), but we
call submachine guns TE 6 weapons.
Tech eras are described in more detail in Chapter 7, but here’s a
quick summary.
TE 1 (Prehistoric Era): Welcome to the Stone Age. Weapons are
made from bone, wood, or stone; only the most primitive tools
are available.
TE 2 (Ancient Era): This era reflects the Bronze Age and the Iron
Age, roughly from the rise of Sumer to the fall of Rome; weap-
ons, armor, and tools are made from bronze or iron. Simple
machines such as wheels come into use.
TE 3 (Medieval Era): This era extends from the Dark Ages
through the late Middle Ages, ending with the widespread
adoption of gunpowder. It’s the age of plate armor, with iron or
steel weaponry.
TE 4 (Enlightenment Era): Roughly 1500 to 1860 in our history.
Guns make plate armor mostly obsolete. Muzzle-loading, sin-
gle-shot firearms are the dominant weapons of the era.
TE 5 (Industrial Era): This era stretches from the mid-19th cen-
tury up to the dawn of the Information Age. Repeating firearms
and then automatic firearms are state of the art.
TE 6 (Modern Era): Today, more or less. Firearms are still pretty
similar to the weapons of the WW2 era, but computers and
communications and the Internet transform the world.
TE 7 (Solar Era): The Solar Era begins with humankind’s establish-
ment of colonies elsewhere in the Solar System. Lasers come
into general use as personal weapons, while projectile weapons
shift away from chemical explosives to magnetic acceleration
(rail guns).
TE 8 (Stellar Era): Humankind begins settling worlds around
other stars. Powerful directed-energy weapons are the norm;
practical personal shield devices are developed. Artificial gravity
comes into use.
TE 9 (Galactic Era): Humankind is spread across tens of thou-
sands of worlds throughout the Milky Way. Weaponry typically
exploits advanced forces such as gravity or quantum properties
of matter; energized armors and nanoengineered materials
provide amazingly tough defense against attack.
TE 10 (Universal Era): Space and time no longer constrain us.
Technology is capable of things that would seem magical to us
now. This is “over the top” for the Alternity game, so we don’t
include any gear from TE 10 in this chapter.

90 4: Gear
Obsolete and Experimental Tech
In general, technology “lingers” for a while after newer items
become available. You can buy items that are 1 TE behind the
era of your campaign at normal cost. Items that are 2 or more TE
behind the campaign era are harder to find—they’re now antiques.
Increase the cost of antique items by 1 class.
Conversely, some devices may be available a little before their
proper tech era. Usually the cost is increased by 2 classes (or dou-
bled, if that exceeds class 5), and the item has X restriction level.
Check with your GM before you choose an item that’s over your TE.

Tech Superiority
Armor and weapons from lower technology levels are less effective
against armor and weapons from higher technology levels. This is
represented by tech superiority.

• If you attack a target wearing armor from a tech era lower


than the tech era of your weapon, reduce the target’s
armor resistance value by 3 (a difference of 1 TE) or 6 (a dif-
ference of 2 or more TE).
• If you attack a target wearing armor from a tech era higher
than the tech era of your weapon, increase the target’s
armor resistance value by 3 (a difference of 1 TE) or 6 (a dif-
ference of 2 or more TE).
• If both weapon and armor are from the same tech era, nei-
ther side has tech superiority.

For example, FBI agent Erica Bell steps through a time portal
and finds herself in the Middle Ages. When a knight in TE 3 plate
armor charges her, Agent Bell shoots the knight with her TE 6 light
pistol. Normally plate armor has resistance 6 to physical damage,
but the 2-era difference in tech means that the plate armor’s
resistance value is reduced by 6, to an effective 0. It turns out that
bullets go through plate armor.

Weapons
It’s a dangerous universe out there. Combat is a common occur-
rence in the sort of action-based stories that the Alternity game
is designed to portray, and every Alternity hero begins play with
at least a few basic weapon skills. Even if you hope you never need
to use it, you should carry a sidearm or a small melee weapon for
personal protection.
Weapons are divided into five groups that correspond with the
key combat skills: melee and hand-to-hand weapons, primitive
ranged weapons, firearms, energy weapons, and heavy weapons.
When you’re choosing your weapon, start with the table that cor-
responds to your best combat skill.

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Reading the Weapon Tables


The weapon tables present all kinds of stats for how each weapon
works in the game. Here’s how to make sense of the entries.
Class/Restriction: The weapon’s “level,” which also serves as
its price. If the weapon’s availability is restricted (R), military (M), or
experimental (X), it’s noted here.
Type: Most combat skills allow you to select a specialization
when you buy 1 or more points in the skill. This column identifies
the exact group the weapon falls in.
Range: The weapon’s maximum effective range. Under some
circumstances it may be possible to hit a stationary target at a
longer range; for example, projectiles can carry quite a distance in
low gravity and zero atmosphere.
Speed: The number of impulses required to make an attack
with the weapon.
Damage: The amount of damage the weapon inflicts. The
number or range to the left of the slash (“/”) is the damage for an
Average hit, while the number to the
right is the damage for an Excellent or
WEAPON RANGES Stellar hit. In addition, Stellar hits deal
Personal weapons have the follow- an extra wound box of damage. If a
ing ranges: weapon’s damage is given in a format
such as 1d8+2/7, its damage is 1d8+2
• Adjacent (2 meters or less) for an Average hit and 1d8+7 for an
• Close (3 to 20 meters) Excellent or Stellar hit.
• Medium (21 to 50 meters) Special: Most weapons have one
• Long (51 to 200 meters) or more special properties. Some
• Very Long (201 to 500 meters) are helpful, and some are significant
• Extreme (501 to 2000 meters) drawbacks. See the ability descrip-
tions, below.

Weapon Special Abilities


Most weapons have one or more special traits.
Accurate: This weapon gains a +1 step bonus to attacks.
Ammo Loadout: This weapon fires grenades or missiles with
grenade warheads. You must keep track of what kind of grenades
you’ve got loaded in the weapon and how many shots you take.
AP n (armor piercing): This weapon has exceptional firepower,
which gives it the ability to deal with large and heavily armored
targets. Reduce the target’s armor resistance value by the number
given. For example, AP 3 means that you reduce the target’s armor
resistance by 3.
Autofire: This weapon can fire a number of shots in quick suc-
cession, allowing you to use the autofire action with this weapon.
Using autofire consumes a lot of ammunition (or power charge) in
a hurry; a burst increases your Mag rating by 2 for this attack, and
full auto increases your Mag rating to 10.
Autofire, Improved: You use the autofire action with this
weapon and can attack up to five targets within 10 meters of each

92 4: Gear
other. Weapons with improved autofire have very large magazines,
so the improved autofire attack does not affect the Mag rating.
Blast (m/m): This is an area-effect weapon that creates a blast
at a target point. The first distance and damage figures given are
for the primary blast area, and the second distance and damage
figures are for the secondary blast area. For example, a blast
grenade’s damage is 2d6/1d8 energy, and its special ability is Blast
3m/6m. Anything within 3m of the blast’s target point takes 2d6
energy damage, and anything from 3m to 6m away takes 1d8
energy. Creatures in a blast area can usually attempt Dodge checks
to avoid some or all of the effects.
Blast, Minor (m): The weapon has a minor blast effect. Its
primary effect is normal damage against one target, but anything
within the blast distance is subject to a blast. The damage of the
secondary blast is given in the weapon description.
Bleed: A creature hit by this weapon’s attack must make a
Resilience check or suffer a bleeding wound, which begins damage
over time (bleeding).
Brutal: A brutal weapon is even more deadly at close range.
When you hit a target within close range, increase the damage
roll by 3.
Ignite: A creature hit by this weapon’s attack must make a
Dodge check or begin taking damage over time (fire).
Irradiate: A creature hit by this weapon’s attack must make an
Endurance check or begin taking damage over time (radiation).
Mag n: This weapon has a limited ammunition supply. Each
time you attack with the weapon, there’s a chance that you
empty the magazine. If the result on the base die for the attack is
less than or equal to the number given, you’re out of ammunition
at the end of your action. For example, if your weapon has Mag 4
as its special property, any time your base d20 comes up 4 or less,
you’re now out of bullets.

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If your weapon is capable of burst fire and you use a burst,


increase the Mag rating by 2 for this attack (so Mag 4 becomes
Mag 6 on this action). If you fire on Full Auto, your Mag rating
automatically increases to 10.
Reloading a weapon with an empty magazine requires a
1-impulse action (and a full magazine somewhere handy).
Nonlethal: If a creature loses its last wound box to a nonle-
thal attack, it’s knocked unconscious for 1d6 × 10 minutes instead
of suffering a mortal injury. At the end of the scene, wounds
inflicted by nonlethal weapons are automatically reduced one
level in severity before healing and recovery begins (although an
unconscious creature may remain unconscious for a while after the
scene ends).
Reload n: This weapon fires only one shot at a time and then
must be reloaded. The number given is the number of impulses
you must spend reloading before the weapon is ready to fire again.
For example, after you fire a weapon with Reload 4, you must
spend a 4-impulse action to reload it.
Spread: You can use this weapon to attack two targets at the
same time if they’re adjacent to each other.
Stun: When you hit with a weapon that has this trait, make an
opposed check (your attack success against the target’s Endurance
check). If the target fails to counter your success, it’s stunned. If
your success level is Stellar and the target fails to counter it, the
target instead falls unconscious for 1d10 minutes.
Two-Handed: The melee weapon requires two hands (or simi-
lar appendages) to wield. Note that only melee weapons have this
trait. Assault weapons, rifles, and heavy weapons also require two
hands for ranged attacks

Melee and Hand-to-Hand Weapons


While guns generally outperform melee weapons in most tactical
situations, melee weapons remain relevant for a variety of reasons:
They’re usually less strictly controlled, they offer more nonlethal
options, and they might be all that’s available.

Customizing Melee Weapons


Not all knives are created equal. Minute differences in sharpness,
length, and blade shape make a difference in the real world, but we
aren’t modeling SF action in such excruciating detail. If you want
to make your melee weapon distinctive, give it one of the follow-
ing features.
Concealable: A combination of thinness, retractability and (in
higher tech eras) scan-resistant materials make this weapon hard
for security guards and other nosy lifeforms to spot. One-handed
weapons gain a +2 step bonus on Misdirection checks, and two-
handed weapons gain a +1 step bonus.

94 4: Gear
TE Weapon Class Skill Type Spd Damage Special
* Unarmed — HTH brawl 3 1d4+0/2 physical nonlethal
1 Club Melee blunt 3 1d4+0/3 physical nonlethal, +1 dmg if
two-handed
1 Spear Melee bladed 3 1d6+1/5 physical two-handed
2 Knife 1 HTH bladed 3 1d4+1/4 physical
2 Short 1 Melee bladed 3 1d6+1/5 physical
Sword
3 Polearm 1 Melee bladed 4 1d6+1/5 physical two-handed, AP 1
3 Long Sword 1 Melee bladed 3 1d6+1/5 physical +1 dmg if two-handed
3 Mace 1 Melee blunt 4 1d6+0/4 physical +1 dmg if two-handed
4 Bayonet 1 Melee bladed 4 1d6+1/5 physical two-handed
5 Combat 1 HTH bladed 3 1d6+1/5 physical
Knife
5 Tactical 1 Melee blunt 3 1d4+0/4 physical nonlethal
Baton
6 Stun Gun 2 Melee powered 3 stun, nonlethal, mag 3
7 Shock 2 HTH brawl 4 1d6+2/3 energy stun, nonlethal, mag 1
Glove
7 Vibroblade 2 Melee bladed 3 1d6+1/5 physical AP 2, +1 dmg if two-handed
7 Chainsaw 2 Melee powered 4 1d6+2/7 physical bleed, two-handed
bayonet
8 Forcespike 2 Melee powered 3 1d6+2/7 physical AP 1, two-handed
bayonet
8 Diskos 3 Melee powered 4 1d8+3/9 physical AP 3, mag 1, two-handed
8 Power 3 HTH brawl 3 1d8+1/5 physical +1 step when grappling
Gauntlet
8 Force 3 Melee powered 4 1d8+2/7 physical mag 3; minor blast 4m
Hammer (except you); two-handed
9 Nega- 3 Melee powered 4 1d12+3/9 energy irradiate, two-handed
glaive
9 Star Sword 4 Melee powered 3 1d10+3/9 energy +1 dmg if two-handed

Intimidating: Spikes and serrations on your weapon don’t


add meaningfully to the damage, but they do get the attention
of whomever you’re threatening. Your weapon looks fearsome
enough to grant a +1 step bonus on Coercion checks when you’re
brandishing it and (directly or indirectly) threatening violence.
Throwable: You can throw this weapon at an enemy within
close range (up to 20 m), making an Athletics check to hit. Other
than the spear (which comes with this feature already), two-
handed weapons can’t ordinarily have this feature.
High-Penetration: This weapon is extra sharp, shaped to
pierce armor, or otherwise designed to maximize penetration.
Reduce the target’s armor resistance by –1. Weapons that already
have the AP feature can’t stack it with this one.

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Electro-Pulse
(TE 7+): This weapon
can deliver an electric
pulse on a hit. When used
against robots, drones, or other
construct enemies, it has the
stun feature. It takes one impulse
to turn this feature on or off.
Energy Emitter (TE 8+): You can energize the
striking surface of an otherwise low-tech weapon (TE 5 or
less) to deal energy damage instead of physical damage. It
takes one impulse to turn this feature on or off.
Returning (TE 8+): The high-tech replacement for the throw-
able feature, this weapon returns to its thrower during the final
impulse of the attack using a grav impeller and simple navigation
AI. It only works with melee weapons from the industrial tech era
or lower, but the assist from the grav impeller also means you can
now throw two-handed weapons.
Field Disruption (TE 9+): This weapon emits a variable-phase
energy field that disrupts force fields and other high-tech shield-
ing, granting you AP 1 against enemies with armor that shields
against energy attacks.
Melee weapons with custom features don’t cost meaningfully
more than their more ordinary counterparts, but you can have only
one custom feature per melee weapon.

Primitive Ranged Weapons


Most Alternity campaigns are set in the modern day or the far
future, which means that ancient weapons such as slings or bows
are usually museum pieces. However, hero teams have a way
of finding themselves in the middle of survival situations or up
against tribes that time forgot.

TE Weapon Class Type Rng Spd Damage Special


1 Bolas 1 Bolas C 4 1d4+0/3 physical
1 Javelin 1 Javelin M 3 1d6+1/4 physical
1 Sling 1 Sling L 4 1d4+0/4 physical Reload 1
2 Bow 2 Bow L 3 1d6+0/3 physical Reload 1
3 Crossbow 2 Bow L 3 1d6+0/4 physical Reload 3, AP 3

96 4: Gear
Firearms
Guns of various types are the weapons of choice in most tactical
situations. Bullets hit harder than almost any muscle-powered
weapon around, and the development of magnetically accelerated
projectile weapons in the Solar Era and beyond ensures that fire-
arms remain competitive far into the future.

TE Weapon Class Type Rng Spd Damage Special


4 Musket, Flintlock 3 Rifle M 4 1d10+0/4 physical Reload 5
4 Pistol, Flintlock 2 Pistol C 4 1d8+0/4 physical Reload 3
5 Revolver 2 Pistol M 3 1d6+1/6 physical Mag 4
5 Rifle, Bolt-action 3 Rifle VL 4 1d8+2/6 physical Mag 3
5 Shotgun 3 Assault M 4 1d8+0/5 physical Mag 5, Brutal
6 Pistol, Light 2 Pistol M 3 1d6+1/5 physical Mag 2
6 Pistol, Heavy 2 Pistol M 4 1d8+1/6 physical Mag 3
6 Rifle, Assault 3 (R) Rifle VL 3 1d8+2/8 physical Mag 1, Autofire
6 Rifle, Sniper 3 Rifle VL 4 1d8+2/9 physical Reload 1, Accurate
6 SMG 3 (R) Assault L 3 1d6+1/5 physical Mag 1, Autofire
7 Flechette Pistol 2 Pistol C 3 1d6+1/5 physical Mag 2, Brutal
7 Flechette Gun 3 (R) Assault M 3 1d6+1/5 physical Mag 2, Autofire,
Brutal
8 Razor Pistol 2 Pistol L 3 1d10+0/4 physical Mag 2, Bleed

Energy Weapons
Guns of various types are the weapons of choice in most tactical
situations. Bullets hit harder than almost any muscle-powered
weapon around, and the development of various directed energy
weapons in the Solar Era and beyond simply increases the already
frightening lethality of the pistol and rifle.

TE Weapon Class Type Rng Spd Damage Special


6 Taser 2 Pistol C 3 1d4+0/1 energy Reload 2, Nonlethal, Stun
7 Laser Pistol 2 Pistol L 3 1d6+0/6 energy Accurate, Mag 2
7 Laser Rifle 3 Rifle VL 4 1d6+1/8 energy Accurate, Mag 1
7 Sonic Bore 3 Assault C 4 1d8+0/5 energy Spread, Stun
8 Plasma Pistol 2 Pistol M 3 2d4/2d8 energy Mag 3
8 Plasma Rifle 3 (R) Rifle VL 4 2d6/2d12 energy Mag 1
9 Phase Pistol 2 Pistol M 3 1d6+2/7 energy Accurate, Ignite, Mag 2
9 Phase Rifle 3 Rifle Ex 3 1d6+4/9 energy Accurate, Ignite, Mag 1
9 Disintegrator 4 (X) Assault L 3 1d10+0/6 energy AP 3, Irradiate, Mag 2

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Heavy Weapons and Grenades


Highly restricted in all but the most lawless societies, heavy weap-
ons are meant to equip frontline infantry squads as fire-support
weapons or special assault groups that need exceptional firepower.
Authorities in any settlement or district take a very dim view of
anyone walking around with this sort of excessive armament, but
heroes traveling to uncharted worlds or taking on overpowering
foes might need heavy weapons to deal with the threat.

TE Weapon Class Type Rng Spd Damage Special


5 Light MG 4 (M) Firearm VL 4 1d8+2/7 physical Improved Auto, Mag 1
5 Flamethrower 4 (M) Energy C 4 1d8/2d8 energy Blast 4m/2m,
Ignite, Mag 4
5 Grenade, Frag 1(M) 4 1d8/2d6 physical Blast 8m/4m
5 Grenade, Smoke 1 — Area 4m
6 Grenade Launcher 3 (R) Indirect L 4 by grenade Ammo Loadout
6 Grenade, Blast 1 (R) 4 1d8/1d8+4 energy Blast 6m/3m
6 Rocket, Antitank 3 (M) Guided VL 5 1d10+1/6 energy AP 3, minor blast
2m, reload 3
7 Gauss Rifle 4 (M) Firearm VL 3 1d6+4/8 physical Improved Auto, Mag 1
7 Grenade, EMP 1 4 1d10/2d8 energy Blast 8m/4m
7 Grenade, Thermal 1 (R) 4 1d8+2/6 energy Blast 6m/3m, Ignite
7 Laser Minigun 4 (X) Energy Ex 3 1d6+3/7 energy Accurate,
Improved Auto
7 Rail Rifle 3 (R) Firearm Ex 5 1d8+4/8 physical AP 3, Mag 2
7 Z-Missile Launcher 4 (M) Indirect VL 3 by grenade Ammo Loadout
8 Neutron Cannon 4 (M) Energy L 5 2d6/2d10 energy AP 6, Mag 2

8 Grenade, Swarm 2 (R) 4 1d10/2d8 physical Blast 10m/5m


8 Plasma Hurler 4 (X) Indirect VL 4 1d8+3/7 energy Blast 6m/3m, Reload 1
8 Razor Gun 3 (M) Firearm Ex 4 1d10+2/6 physical Bleed, Improved
Auto, Mag 1
9 Matter Beam 4 (R) Energy VL 4 2d6/2d12 energy AP 6, Mag 1
9 Gravity Render 4 (X) Indirect Ex 3 1d6+5/10 energy Improved Auto, Mag 1
9 Grenade, Null 2 (M) 4 1d10/2d10 energy Blast 10/5m, Irradiate
9 Shock Rifle 3 Energy Ex 4 1d10+3/7 energy Accurate,
minor blast 2m

Customizing Guns
As every gun enthusiast knows, buying the gun is only the first
step. Next comes the accessorizing. In general, pistols and assault
weapons can have one of the following custom features, and rifles
and heavy weapons can have two. These custom features don’t
meaningfully add to the gun’s cost.

98 4: Gear
Magnification Scope: When you’re aiming, you can also
reduce the range penalty by one step.
Concealable: Scan-resistant materials, retractable stocks, and a
low-profile design give you a +1 step bonus on Misdirection checks
to avoid your gun drawing undue attention.
Intimidating: Who says aesthetics don’t matter? This gun
looks particularly menacing and grants a +1 step bonus on Coer- Some custom
cion checks when brandished. features may
High Capacity: Your weapon has a Mag rating one lower than strain credulity
when combined
it’d otherwise be. with specific guns
Silencer (TE 5+): Enemies suffer a –2 step penalty when (a modern-era
trying to identify the source of a shot from this gun, unless it’s silenced shotgun,
patently obvious. for example).
Laser Sight (TE 6+): Grants a +1 step bonus against targets at Don’t use them if it
troubles your sense
close range unless they’re actively dodging. of realism.
Grenade Launcher (TE 6+): Rifles only; you add an under-bar-
rel grenade launcher that functions like the heavy weapon except
that it holds only one grenade at a time and is Reload 2.
Biometric Lock (TE 6+): The gun can be fired only by its owner.
Cracking the biometric lock requires a Security check, and takes 1
hour/1 minute/3 impulses on an Av/Ex/St result.

Weapon Descriptions
Refer to the weapon tables for tech era, stats, and special traits of
each weapon.
Assault Rifle: A modern-day military rifle such as a FN FAL,
M4A1, or AK-74M, capable of burst fire or full auto fire. Civilian
versions are not capable of autofire, but are otherwise similar. A
magazine typically holds 30 rounds. Mass: 3.5 kg.
Bayonet: A long knife designed to be fixed to a musket or rifle,
converting the weapon into an effective spear for close-quarters
combat. Mass: 1 kg.
Bayonet, Chainsaw: Originally a brush-clearing tool for recon
soldiers, a chainsaw mounted under the barrel is unwieldy but
delivers grievous wounds. Mass: 2 kg.
Bayonet, Forcespike: Bayonets famously make aiming more
difficult by adding weight to the far end of the rifle. The high-
tech solution? Generate a short blade of kinetic force only at the
moment the bayonet is needed. Mass: 0.5 kg.
Bolas: A simple weapon consisting of two or three weights
linked by a short length of tough cord, the bolas are only effec-
tive when thrown. When you hit a Medium or smaller target with
bolas, the target must make an opposed check (Dodge to counter
your attack success). If you win the check, the target falls prone
and can’t stand until it succeeds on an Acrobatics or Athletics skill
check to free itself. Mass: 2 kg.
Bolt-action Rifle: A repeating rifle such as a Springfield Model
1903 or a Mauser Gewehr 98. Lever-action rifles such as the
Winchester Model 1873 are essentially the same (if a little more

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difficult to use in a prone position). A 5-round magazine is typical.


Mass: 4 kg.
Bow: This is a simple bow of medium size, not a modern com-
pound bow or a longbow. It comes with a quiver and 12 arrows.
Mass: 1 kg (bow), 1 kg (full quiver).
Most rifles and
Club: The oldest weapon in the book. Improvised weapons
some heavy such as baseball bats, wrenches, or lead pipes use the same stats.
weapons function Mass: 1.5 kg.
as clubs in a pinch. Combat Knife: A good-sized fighting knife such as a Bowie
knife or Ka-Bar. More esoteric one-handed blades such as combat
hatchets and kukris use these stats but require the Melee skill, not
Hand to Hand. Mass: 0.5 kg.
Crossbow: This is a foot-stirrup hand-drawn weapon, not a
cranked model. Its rate of fire is terrible compared to a bow, but
it hits harder. The crossbow comes with 12 bolts in a small quiver.
Mass: 2 kg (crossbow), 1 kg (full quiver).
Disintegrator: This horrible weapon projects a beam of
null-energy that causes the target’s atomic bonds to break down.
A grazing hit leaves an ugly but shallow abrasion; a solid hit can
burn a hole the size of a basketball in the target. A creature that
loses its last wound box to a disintegrator hit (or the continuing
irradiation damage) is, well, disintegrated. Mass: 2 kg.
Diskos: This weapon consists of a hypersharp disk spun by
magnets to a tremendous velocity, wielded with a 1-meter handle.
Its magazine is a power cell; if it runs out of charge, you can change
the power cell like you’d change a magazine. Mass: 2 kg.
Flamethrower: The flamethrower pumps a stream of burning
liquid fuel up to 50 meters away. The weapon creates a 4m blast at
the target point, which must be the first creature or object in the
line of fire—you can’t shoot past or over a target to attack a more
distant one. Mass: 20 kg (magazine 10 kg).
Flechette Pistol: The Solar Era version of the shotgun, a flech-
ette pistol uses an electrical charge to hurl a tightly-packed bundle
of small darts at the target instead of a cartridge full of pellets. The
clip holds 8 rounds. Mass: 1.5 kg.
Flechette Gun: A larger, full-automatic version of the flech-
ette pistol, the flechette gun can fill the air with an awesome
number of flechettes in a very short time. It’s the best close-quar-
ters assault weapon available. The magazine holds 30 rounds.
Mass: 2.5 kg.
Flintlock Musket: Notoriously slow to reload and inaccurate,
the musket excels at one thing: putting holes in medieval armor.
Early versions such as the matchlock or later versions such as the
percussion-cap musket are similar enough to use the same stats.
The price includes a powder horn and a pouch with 20 bullets.
Mass: 5 kg.

100 4: Gear
Flintlock Pistol: Like the musket, the flintlock pistol is inac-
curate and hard to reload, but it makes short work of medieval
armor. It comes with a powder horn and a pouch with 20 bullets.
Mass: 2 kg.
Force Hammer: A massive maul with gyroscopic stabilizers to
help manage its great mass. On impact it generates a shockwave
of kinetic energy in all directions except back toward its wielder.
Mass: 7 kg.
Gauss Rifle: The gauss rifle is a magnetic slug-thrower that
fires a veritable rain of small, needle-like projectiles at a very high
rate of fire. It can only be used in autofire mode (full auto). The
magazine is a sturdy, side-mounted plastic hopper holding several
hundred rounds, and the weapon also requires a power cell. Mass:
8 kg, magazine 2 kg.
Gravity Render: The render generates rapid gravitational
pulses that shake apart the target. Its magazine is a power cell
that’s usually good for 20 shots or so. Mass: 6 kg.
Grenade Launcher: This weapon stores 5 grenades in a
rotating cylinder. The effect of its attack depends entirely on what
kind of grenades are loaded (usually frag grenades in battlefield
situations). The price includes a box of 10 grenades of your choice,
as appropriate for your tech era. Mass: 5 kg (magazine 1 kg).
Grenade, Blast: A weapon that relies on the concussive power
of its charge instead of deadly shrapnel, the blast grenade is
favored in situations where it’s important to contain collateral
damage.Mass: 0.5 kg.
Grenade, EMP: This grenade produces a powerful electro-
magnetic burst. Living creatures take no damage from an EMP—it
only damages mechanisms (machine creatures such as robots) and
vulnerable equipment. Mass: 0.5 kg.
Grenade, Frag: The fragmentation grenade causes injury by
producing a deadly shower of shrapnel. Mass: 0.5 kg.
Grenade, Null: The null grenade creates an instantaneous
flash of energy which breaks down atomic bonds, releasing a great
amount of energy (and generally disintegrating anything small or
lightly built). Mass: 0.5 kg.
Grenade, Smoke: This device produces a dense cloud of smoke
in a 4-meter radius from its origin. Visibility in the smoke is Very
Poor (see Visibility in Chapter 5), and the smoke blocks line of sight
through the cloud. Mass: 0.5 kg.
Grenade, Swarm: This smart grenade divides into dozens of
submunitions to attack every target in a wide area. Swarm gre-
nades can be programmed to avoid attacking creatures wearing
or carrying a special “safe” signal device; any safe creatures in the
blast area ignore the blast. Mass: 0.5 kg.
Grenade, Thermal: The thermal grenade produces an espe-
cially energetic blast that can easily ignite anything flammable
in the area (and a few things that aren’t especially flammable).
Mass: 0.5 kg.

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Heavy Pistol: A large-caliber revolver or semi-automatic pistol


chambered for a heavy round with plenty of stopping power—say,
a .357, .44, or .45. The large round means that even the clip-fed
pistols only hold 7 or 8 rounds. Mass: 1 kg.
Javelin: A light spear intended to be thrown. You can use it as a
melee weapon (it counts as a spear), but you take a –1 step penalty
to your attack. Mass: 1 kg.
Knife: A small blade intended for combat, not cutlery. The dif-
ference between this weapon and a combat knife is the quality of
steel and excellent balance in the modern weapon. Mass: 0.5 kg.
Laser Minigun: Consisting of 6 rapidly spinning lasing ele-
ments in a Gatling gun-like arrangement, the laser minigun is
designed to unleash a hail of laser bolts without overheating.
The weapon’s magazine is a large power cell. Mass: 7 kg, power
cell 2 kg.
As much as we’d like
Laser Pistol: A small but powerful pulsed laser weapon that
to tell you that the can burn a hole through light steel, the laser pistol has exceptional
laser fires a bright range and accuracy for a pistol-sized weapon. Its magazine is a
red or blue beam of power cell about the size of a clip for a modern pistol. Mass: 1 kg.
light, the laser beam Laser Rifle: Like the laser pistol, the laser rifle fires a pulsed
itself is pretty much
invisible.
beam that delivers a great deal of heat energy to one small point,
burning through or flash-vaporizing anything unlucky enough to
be in the way. The magazine is a power cell. Mass: 3 kg.
Light MG: A fully automatic weapon designed for firing from a
rest or from the shoulder, the light machine gun can only be fired
in autofire mode (burst or full auto). The magazine is a soft drum
holding a 100-round belt. Mass: 7 kg, magazine 2 kg.
Light Pistol: A semi-automatic pistol of 9 mm or less, easy to
carry and conceal. The magazine holds up to 15 rounds. Mass: 1 kg.
Mace: A medieval club with a flanged metal head, or any
weighted metal stick with more heft than a club. Mass: 2 kg.
Matter Beam: The matter beam generates a thin “needle” of
incandescent metal atoms (usually lithium or beryllium) that hits
like a truck, dumping an amazing amount of heat energy into the
target. The weapon’s magazine is a power cell. Mass: 5 kg, mag-
azine 1 kg.
Nega-Glaive: Utilizing the same principles as the null grenade,
this high-tech polearm irradiates what it doesn’t immediately
disintegrate. Mass: 5 kg.
Neutron Cannon: This heavy energy rifle fires a beam of
neutralized particles that can slice through armor like a hot knife
through butter. The magazine is a power cell. Mass: 6 kg, mag-
azine 1 kg.
Phase Pistol: The phase pistol fires a blast of electromag-
netic energy in several different wavelengths at once to achieve
extremely powerful constructive interference. It burns holes
through targets even more efficiently than a laser. The magazine is
a power cell. Mass: 0.5 kg.

102 4: Gear
Phase Rifle: The phase pistol’s big brother, the phase rifle
includes a holographic sight for extreme distance attacks. Its
power cell is usually good for about 20 shots. Mass: 2 kg.
Plasma Hurler: The plasma hurler generates a white-hot ball
of plasma confined in short-lived magnetic fields and lobs it down-
range. When it hits, the magnetic fields fail, creating a spectacular
plasma explosion. Mass: 7 kg.
Plasma Pistol: The iconic weapon of the Stellar Era, the plasma
pistol fires a bolt of densely compressed incandescent plasma
encased in a magnetic field. It hits faster and harder than a bullet,
and adds a severe burn to the impact energy. The magazine is a
clip of cartridges, each containing the cool plasma mixture and a
tiny power cell generate the bolt. Mass: 1.5 kg.
Plasma Rifle: The plasma rifle uses a larger cartridge than the
pistol, generating a hotter bolt with a longer lifespan. The maga-
zine holds 20 plasma cartridges. Mass: 3.5 kg.
Polearm: Combining the useful features of a spear and a two-
handed axe, the polearm often serves as a ceremonial weapon
long after its battlefield utility ends. Mass: 4 kg.
Power Gauntlet: Often included as part of high-tech powered
armor, this metal glove includes servomotors to assist its wearer’s
gripping and punching strength. Mass: 4 kg.
Rail Rifle: This massive weapon uses an electromagnetic
charge to throw a quarter-kilo tungsten slug downrange at ridicu-
lous velocity. The magazine holds 12 rounds, and the weapon also
includes a heavy-duty power cell. Mass: 15 kg, magazine 3 kg.
Rapier: An aristocrat’s sword, exactly the thing for a duel at
dawn. Mass: 1.5 kg.
Razor Gun: The razor gun fires a stream of small, spinning,
hypersharp disks. The razor disks often cause wounds that bleed
very badly. The razor gun needs both a magazine (holding 50
rounds) and a power cell. Mass: 4 kg, magazine 2 kg.
Razor Pistol: The personal, non-autofire version of the razor
gun. The pistol requires a power cell and a magazine, which holds
20 rounds. Mass: 1 kg.
Revolver: A medium-sized repeating pistol such as a .32, .38, or
.40, usually with 6 rounds in the cylinder (although in some models
you should only load 5 for safety). Reloading a revolver can be
tedious—you only load 1 round per 1-impulse action spent reload-
ing, although if you have a speed loader (a small frame-like device
that holds six cartridges) you can reload all six with a single reload
action. Mass: 1 kg.
Rocket, Antitank: A light, one-shot weapon intended for use
against vehicles or bunkers. The AT rocket creates a minor blast in
a 2m area around the primary target; the blast deals 1d8 energy
damage (the primary target isn’t affected by the blast). A tough
plastic crate with 4 additional rockets is included in the price. Mass:
7 kg (rocket 3 kg).
Saber: A cavalryman’s sword with a long cutting edge. A scimi-
tar or cutlass would be about the same. Mass: 2 kg.

Weapons 103
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Shock Glove: This gauntlet delivers a powerful electric jolt that


can stun the target. The glove has a small power cell that serves as
its magazine. Mass: 1 kg.
Shock Rifle: This weapon fires a low-powered ionizing laser
that paves the way for a powerful electron stream—basically, it
hurls a bolt of lightning. The bolt shocks anything near the primary
target, creating a minor blast in a 2m area that deals 1d10 energy
damage (the primary target isn’t affected by the blast). It does not
function in vacuum. Its magazine is a power cell that weighs 1 kg
and supplies 20 shots. Mass: 5 kg.
Shotgun: This is a police model pump-action 12-gauge firing
buckshot cartridges. When you reload the shotgun, you can only
reload 1 shell per reloading action. Mass: 2.5 kg.
Sling: Simple to make but hard to master, the sling dates back
thousands of years. If you run out of lead or clay sling bullets, small
stones work almost as well. Mass: —.
SMG: The earliest submachine guns appeared at the end of
World War I, but this weapon is a modern-day compact or “mini”
SMG designed to spray around a lot of bullets at close range. The
magazine usually holds around 30 rounds. Mass: 2.5 kg.
Sniper Rifle: A bolt-action or semi-automatic 7.62 mm (.30
cal) rifle such as a Dragunov or a M-14, the sniper rifle includes a
telescopic scope for long-range engagements. The magazine holds
10 rounds. Mass: 5 kg.
Sonic Bore: A powerful, short-ranged infrasonic device, the
sonic bore induces destructive resonance in a cone-shaped blast
from its bulbous muzzle. It can injure multiple targets at once and
produces significant disorientation and pain. It does not function
in vacuum. The weapon uses no ammunition but requires a power
cell instead. Mass: 4 kg.
Spear: The earliest versions of the spear are tipped with
stone points; bronze, iron, and steel follow in ensuring tech eras.
You can throw a spear (range C) or keep it for melee combat.
Mass: 3 kg.
Star Sword: An elegant weapon for a more civilized age.
Mass: 1.5 kg.
Stun Gun: This isn’t actually a gun—it’s a device that delivers
a strong shock by contact. You put the pronged end against the
target and pull the trigger; the battery is usually good for a dozen
or so jolts. Mass: 0.5 kg.
Sword, Short: A thrusting weapon 50 cm to 70 cm long.
Includes dirks, gladiuses, wakizashis, and anything bigger than a
knife and smaller than a full-fledged sword. Mass: 1 kg.
Sword, Long: A heavy blade about 80 cm to 110 cm in length,
designed for both slashing and stabbing. Sabers, rapiers, katanas,
and pulp-novel broadswords all count as long swords. Mass: 2 kg.
Tactical Baton: A light side-handle baton or truncheon carried
by security guards and police. Mass: 1 kg.
Taser: The taser fires a pair of darts linked by wires to a power-
ful battery, then zaps the target with a stunning jolt of electricity.

104 4: Gear
If the darts fail to penetrate the target’s armor (in other words,
don’t cause at least 1 damage), then the stunning jolt is ineffective.
Mass: 1 kg.
Vibroblade: A power cell within the grip makes the blade on
this sword vibrate several hundred times per second, adding to its
cutting power. Mass: 3 kg.
Z-Missile Launcher: The Z-missile is a lightweight, semi-au-
tonomous weapon not much larger than a grenade. Warheads for
Z-missiles include any available grenade type; the launcher holds
10 Z-missiles at a time, and you can choose which missile to launch
if you mix-and-match the types you load. The price includes a box
of 10 Z-missile grenades of your choice, as appropriate for your
tech era. Mass: 4 kg (magazine 1 kg).

Armor and Defensive Gear


For thousands of years, humans have been engaged in a race in
the development of weapons and defenses against those weap-
ons. Today’s weapons are powerful enough to make true bul-
letproof armor impractical, but even so the US Army’s Improved
Outer Tactical Vest can stop a 7.62 mm bullet … if the bullet strikes
one of the armor inserts. In future eras, the race continues with
armor systems designed to dissipate directed energy weapons
and active defenses that surround the wearer with various sorts of
defensive fields.

Reading the Armor Table


Armor and defensive systems are described as follows.You can
only wear one suit of armor at a time, some devices such as
screens or shields don’t count as armor suits.
TE: The tech era at which this armor becomes available.
Class/Restriction: The armor’s “level,” which also serves as its
price. Some armor and defense systems have restricted (R), mili-
tary (M), or experimental (X) availability.
Move: Heavy armors penalize the wearer’s speed. Reduce your
speed by this amount when you wear this armor (unless you are
sufficiently skilled in the Armor Training skill to ignore some or all
of the penalty).
Penalty: Some types of armor are big and bulky enough to
interfere with your ability to perform physically challenging tasks.
Apply this penalty to Acrobatics, Athletics, Dodge, Endurance,
Extreme Sports, and Stealth checks (unless your Armor Training
skill allows you to reduce the penalty).
Physical: The armor’s resistance value against physical attacks.
Energy: The armor’s resistance value against energy attacks.
Special: The armor’s special traits or abilities (see below).

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TE Armor Class Move Penalty Physical Energy Special


1 Hide Armor 2 -2m -1 step 2 0
2 Bronze Cuirass 4 -6m -2 steps 4 0 Tough
2 Shield 1 -2m -1 step Cover 2 (limited)
3 Chain Mail 3 -6m -3 steps 4 0
3 Plate Mail 4 -6m -2 steps 6 1 Tough
4 Breastplate 3 -4m -2 steps 4 0 Poor Coverage 3
5 Flak Jacket 2 -2m -1 step 2 0 Poor Coverage 4
6 Police Vest 2 — — 3 0 Poor Coverage 4
6 Riot Shield 2 — -1 step Cover 2 (limited)
6 Tactical Armor 3(R) -4m -2 steps 5 1 Poor Coverage 3
7 Carbon Fiber 3(R) -4m -2 steps 6 3 Ablative, Tough
Plate
7 Decelerator Belt 4(X) — — +3 +1 Bonus
Resistance, Screen
7 DuraWeb Coat 2 — — 1 3
7 Exoskeleton 4 (R) -2m -3 steps 5 4 Powered, Tough
7 Hardmesh 2 — — 2 2
Uniform
7 Polymer Mail 3 — -1 step 4 2
7 Stealthsuit 4 (M) — — 3 3 Life Support
7 Vacuum Armor 3 -4m -2 steps 4 3 Life Support, Tough
8 Battlesuit, 5(M) -4m -3 steps 9 9 Life Support,
Assault Powered, Tough
8 Battlesuit, 4(M) -2m -3 steps 7 7 Life Support,
Raider Powered, Tough
8 Force Shield 3 — — Screen
8 Grav Deflector 2 — —- Deflect 3/1, Screen
8 Isihlangu 2 — — Cover 3 (all)
8 Nanoweave Suit 2 — — 3 3
9 Adamant Mesh 2 — — 4 4 Tough
9 Aegis Field 3 — — +2 +3 Screen, Bonus
Resistance
9 Displacer Unit 2(R) — — Screen
9 Warsuit, Hussar 4(M) -4m -2 steps 10 10 Life Support,
Powered, Tough

106 4: Gear
Armor Special
Abilities
Many types of armor and defen-
sive devices possess one or
more special properties.
Ablative: Each time an
attack dealing 10 or more
damage hits this armor, reduce
its resistance value by 1 after
applying the previous resis-
tance value to the damage.
Bonus Resistance: You can
add the resistance values of
this defense to the resistance
value of your armor.
Cover n (limited/all):
Instead of adding to your resis-
tance value, this device makes
you harder to hit by providing
you with cover. Enemies attacking
you “across” your cover take a
step penalty equal to your Cover
value on their attack roll. (Usually,
cover devices only work against
attacks originating in front of you.)
If the cover value is limited, it only
works against hand-to-hand, melee, and primitive ranged attacks.
Otherwise, the penalty applies to any attack against you. Cover
devices don’t stack with terrain cover—just use the best cover
value available to you.
Cover devices require one arm, so most humanoids are lim-
ited to pistols or one-handed melee weapons while using a
cover device.
Deflect n: Like cover, the device penalizes your enemy’s attack
roll when he or she targets you. The attacker takes a step penalty
equal to your Deflect value. Deflect devices don’t care about the
direction of the attack, and stack with other forms of cover.
Life Support: This armor has its own air supply and protection
against extremes of cold and heat. You can wear it comfortably
in vacuum.
Poor Coverage n: The armor system mostly protects the
center of mass and not the extremities, which means that many
attacks that hit the wearer encounter no armor at all. When you’re
hit by an attack, roll a d10 and compare the result to your armor’s
Poor Coverage rating. If your d10 roll is equal to or less than the
Poor Coverage value, then the attack misses your armor entirely,
and your armor’s resistance value is 0 against this hit.
Powered: The armor augments the wearer’s strength with
mechanical actuators. This allows you to move around and fight in

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a suit that weighs fifty or a hundred kilos, and it provides an effec-


tively superhuman Strength score for purposes of lifting, carrying,
breaking, or moving things. If you use a Strength-based skill while
wearing powered armor, your skill check is not modified—powered
armor doesn’t make you a better brawler, but it does mean that
the consequences of landing a punch may be much more serious.
(See specific armor descriptions for details.)
Screen: This device creates an energy field around the wearer.
You can only use one screen device at a time; if you activate a
second, it simply fails to function.
Tough: This armor is considered to have tech superiority over
unarmed and natural attacks. Increase the resistance value by 3
against these types of attacks.

Armor and Defense System Descriptions


See the armor table for tech era, stats, and special traits of
these items.
Adamant Mesh: Light, flexible clothing made from artificial
diamond fiber, adamant mesh can stop bullets or dissipate laser
beams with amazing ease. Even better, it’s available in styles visu-
ally indistinguishable from normal clothing. Mass: 2 kg.
Aegis Field: The aegis field is generated by a small belt-worn
device. It absorbs energy from fast-moving objects and directed
beams, reducing their power and therefore increasing the effec-
tiveness of whatever armor you wear. The power cell is good for 24
hours. Mass: 1 kg.
Battlesuit, Assault: The best powered armor generally avail-
able in the Stellar Era, the assault battlesuit provides a number of
subsystems and benefits:

• Your effective Strength score is 11 for encumbrance, lifting,


or breaking things.
• Your unarmed damage increases to 2d4+1/5 physical; you
gain a +3 damage bonus if you wield a melee weapon.
• The suit self-seals after being breached by damage, pre-
venting decompression in vacuum when you’re wounded.
• The sensor suite provides night vision, thermal vision, and
radar (30 km range).
• The suit has an integrated comm system equal to a comm
patch (see Tools).
• A thruster pack lets you fly at a speed of 100m in micro-
gravity or zero-G, or jump up to 100m horizontally or 40m
vertically in low or standard gravity.
• 5 weapon storage points allow you to carry multiple weap-
ons; you can stow the weapon you’re holding and draw a
new one as a 1-impulse action.
• The power supply can maintain any defensive screen
you wear as long as the suit has power, or recharge small
devices or tools as needed.

108 4: Gear
The on-board power cell and life support systems have an
endurance of 48 hours. Mass: 200 kg.
Battlesuit, Raider: A lighter (and cheaper) version of the
assault battlesuit, the raider battlesuit offers the same benefits
with the following exceptions: Your effective Strength is 10, your
unarmed damage is 2d4+0/4 physical, you have 3 weapon storage
points, and your suit’s endurance is 24 hours. Mass: 120 kg.
Breastplate: A steel cuirass and helmet that covers the wear-
er’s torso and head. Mass: 10 kg.
Bronze Cuirass: Ancient armor consisting of a breastplate,
helmet, greaves, and a skirt of studded leather, such as that worn
by Greek hoplites or Roman legionaries. Mass: 30 kg.
Carbon Fiber Plate: This heavy Solar Era armor is designed
to dissipate impact through fracturing. Powerful hits degrade its
value, to a minimum 3 physical/0 energy. Mass: 12 kg.
Chain Mail: A medieval armor made from interlocked rings of
iron, bronze, or steel. Mass: 25 kg.
Decelerator Belt: This experimental device generates a kinetic
transfer field that slows down projectiles and particles before
they strike the wearer. Its power cell is good for 2 hours of use.
Mass: 2 kg.
Displacer Unit: This small unit clips to your belt or slips into
a pocket. When activated, it surrounds you in a spatial distor-
tion field. The first time an enemy targets you with an attack in a
combat scene, the attack automatically misses by 2d4 meters in
a random direction (like a miss with a blast attack). Subsequent
attacks targeting you take a -2 step penalty. The power cell is good
for 4 hours of use.
DuraWeb Coat: A long coat of sturdy synthetic material, the
DuraWeb’s flexible internal circuits redistribute energy over the
whole body in order to prevent a burn-through at the point of
contact. It’s available in a variety of styles and doesn’t have to look
like armor. Mass: 2 kg.
Exoskeleton: The first practical version of powered armor, the
exoskeleton combines sturdy alloy plates with magnetic actua-
tors and a powerful on-board battery cell with an endurance of
8 hours. It increases your effective Strength to 9. Your unarmed
damage increases to 1d8+0/3 physical, and you gain a +2 bonus to
damage if you wield a melee weapon (your attack skill is still based
on your normal, unimproved Strength score, though). Mass: 80 kg.
Flak Jacket: More of a vest than a jacket, this consists of tough
synthetic fibers with small manganese steel plates. It can stop a
low-velocity bullet or shell fragment, but isn’t much help against a
high-velocity bullet. Mass: 5 kg.
Force Shield: This is a powerful personal deflector shield
generated by a belt-and-power pack unit you can disguise under
normal clothing. All energy and physical attacks that hit you hit
the force shield instead. The force shield has armor 5 and 4 wound
boxes: (1-6) ; (7-9) ; (10-12) ; (13+) . When the force shield
loses its last wound box, it fails. (Any extra wounds inflicted by the

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attack that destroys the force shield “bleed through” to you and
are subject to the resistance of any other armor you wear.) Once
a force shield is destroyed, all subsequent attacks in the scene
ignore it. The force shield has an endurance of 2 hours.
Grav Deflector: This device generates a gravitational gradi-
ent a half-meter or so from your body, bending the trajectory of
objects passing near you. The gradient is severe enough to “lens”
directed energy attacks away from you too, but not as effectively.
Physical attacks against you take a -3 step penalty, and energy
attacks take a -1 step penalty. The deflector’s power cell has an
endurance of 2 hours. Mass: 2 kg.
Hardmesh Uniform: Made from a dense weave of light but
strong synthetic materials, the hardmesh uniform is comfortable
and available in any number of styles; you can get a perfectly fine
business suit in hardmesh if you want. Mass: 2 kg.
Hide Armor: This primitive armor consists of tough animal
hides or heavy furs. Mass: 8 kg.
Isihlangu: Named after the famous Zulu war shield, the isih-
langu is the Stellar Era version of an ancient form of protection.
A heavy vambrace on your left arm generates a 1.5-meter disk of
impenetrable, translucent force, which provides excellent cover
from any attack originating in front of you. The power cell has an
endurance of 8 hours. Mass: 1 kg.
Nanoweave Suit: An improvement on the hardmesh of the
Solar Era, nanoweave is a cloth with a thin “sandwich” layer of
gel containing simple nanobots that mass to resist impact or link
to dissipate energy as needed. It can pass for “civilian clothes” at
need. Mass: 3 kg.
Plate Mail: The knight’s armor. The weight is better distributed
than in chain mail, making it easier to move around in than you
might think. Mass: 30 kg.
Police Vest: A modern-day bulletproof vest worn over your
clothing. You can get a version designed to be worn under a shirt
or coat, but that’s a Class 1 upgrade. Mass: 3 kg.
Polymer Mail: Derived from the “liquid armor” tech of the
early 21st century, polymer mail consists of tiny gel-filled tubes
woven together in a mail-like pattern. The polymer actually gets
harder the harder you hit it, offering excellent impact resistance.
Mass: 8 kg.
Riot Shield: A modern police shield, suitable for use in crowd
control situations. It works against hand-to-hand, melee, and
primitive ranged attacks (including Molotov cocktails), as long as
the attacks originate from in front of you. Mass: 5 kg.
Shield: This is the ancient warrior’s defense: a personal bul-
wark of wood, metal, or thick hide. You can deflect hand-to-hand,
melee, and primitive ranged attacks, as long as they originate from
in front of you. Mass: 8 kg.
Stealthsuit: A tough, tight-fitting bodysuit equipped with
adaptive camouflage panels, a stealthsuit allows you to become
effectively invisible against static backgrounds. The more you

110 4: Gear
move and the more things that are moving around you, the less
effective the camouflage. In addition to its armor and environmen-
tal systems, the stealthsuit makes you invisible to normal vision at
any range if you’re not moving, or invisible at Medium and longer
range if you are moving. Otherwise, it provides a +4 step bonus
to your Stealth checks. The suit has an endurance of 8 hours.
Mass: 15 kg.
Tactical Armor: Heavy body armor intended for military use,
this armor includes metal or ceramic plate inserts sandwiched in
a tough synthetic fiber and covers a much larger area than the
standard bulletproof vest. Mass: 15 kg.
Vacuum Armor: Designed specifically for combat in space,
vacuum armor includes a self-sealing inner liner that prevents the
suit from being holed by routine combat injuries; you still suffer
the wound, but you won’t have to worry about decompression.
The suit’s boots are magnetized (see Tools), and its built-in thrust-
ers allow you to fly at a speed of 20m in zero-G or microgravity.
Life support endurance is 24 hours. Mass: 30 kg.
Warsuit, Hussar: Like the legendary knights for whom it’s
named, the Hussar warsuit features wings of striking appear-
ance. These, however, are functional: They deploy (or stow)
with a 1-impulse action, providing powered flight at a speed of
200 meters per move action. The suit is otherwise similar to an
assault battlesuit, and includes similar systems and capabilities.
Mass: 100 kg.

Tools and Professional Kits


Not all challenges in an Alternity game are combat scenes.
Heroes living in futuristic eras may find that access to advanced
tools, professional gear, vehicles, or services are even more
important to the success of an adventure than a deadly laser pistol
or a trusty suit of vac-armor.
You can assume that ordinary household tools aren’t hard to
come by—any home, office, place of business, or shipboard utility
locker has wrenches, screwdrivers, pliers, duct table, a can of paint,
assorted screws and nails and bolts, and what-have-you. Items
listed here are things that are especially useful to heroes doing
heroic things.
TE: The item’s tech era.
Class: The cost of the item (and any restrictions on its
availability).
Key Skill: Tools usually just work; they do what you expect
them to. But if you’re not sure whether you would know how to
use it properly, or if you need to repair it or somehow push the
capabilities of the item, this is the skill that applies.

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TE Item Class Key Skill


5 Bolt Cutters 1 Mechanics
5 Concealed Holster 1 Firearm or Energy
5 Flare Pistol 1 Survival
5 Medical Kit 2 Medicine
5 Padlock 1 Security
5 Portable Generator 2 Mechanics
5 Survival Knife 1 Survival
5 Walkie-Talkie 1 Mechanics
6 Comm Headset 1 Computer
6 Computer, Laptop 3 Computer
6 Goggles, Starlight 3 Awareness
6 Rope, Synthetic 1 Athletics
6 Satellite Comm Kit 4 Computer
6 Torch, Acetylene 2 Mechanics
6 Trauma Kit 2 Medicine
7 Analgesic Spray 1 Medicine
7 Antirad 2 Medicine
7 Boots, Magnetic 1 Engineering
7 Comm Link 1 Computer
7 Portable Fabricator 3 Mechanics
7 Grapnel Gun 2 Extreme Sports
7 Loader Harness 4 Mechanics
7 Med Pack 3 Medicine
7 Power Unit 3 Mechanics
7 Sonic Viewer 3(R) Security
7 Vacuum Collar 1 Mechanics
7 Virtual Tablet 2 Computer
8 Analyzer 2 Science
8 Automed Sled 4(R) Medicine
8 Comm Patch 1 Computer
8 Sentry Gun 4(M) Security
8 Thruster Belt 3 Extreme Sports
8 Wound Gel 1 Medicine
9 Caduceus Ray 3 Medicine
9 Excursion Field 1 Survival
9 Mass Negater 2 Mechanics
9 Resurrection Pod 5(X) Medicine

112 4: Gear
Tool Descriptions
Most of the tools described here come
in a wide variety of models from many
different manufacturers; if you want a
special feature or design, it’s probably available
somewhere at a modest increase in price.
Analgesic Spray: A potent painkiller, analgesic spray comes
in a small can containing 3 doses. It’s simple enough that anyone
can use it regardless of medical training. A dose of analgesic spray
reduces the subject’s penalty for being wounded by 1 step. You
can’t “double up” to reduce penalties by more than one step.
Applying the spray requires a 3-impulse action, and a dose lasts for
4 hours. Mass: 0.5 kg.
Analyzer: This handheld sensor unit includes electromagnetic
and radiation detectors, a chemical sniffer, and a spectroanalysis
unit. If you need to sweep an area to find a source of a particular
phenomenon or study an object to determine its composition, the
analyzer is the first tool you reach for. Its onboard sensors have
Extreme range for EM phenomena, Medium range for chemical
detection, and Close range for determining object composition or
fine details. Mass: 1 kg.
Antirad: This inhalant contains delivers radiation-resistant
nanobots to the bloodstream, helping to fight off the effects of
radiation exposure. After you inhale a dose of antirad (a 3-impulse
action), you gain a +3 step bonus on Endurance checks to resist
radiation damage and hazards for the next 8 hours. Antirad comes
in a small blister pack containing 3 doses. Mass: 0.5 kg.
Automed Sled: This is essentially an automated emergency room
in the form of an anti-grav stretcher. Get an injured person onto the
sled, and the automated stabilization and treatment routines take
over. The sled has a Medicine skill score of 10/15/20. It automatically
stabilizes a creature with a mortal wound. It can treat wounds of up
to serious severity at no penalty, or critical wounds with a -2 step
penalty (see Healing in Chapter 5). Treating a patient depletes the
onboard supplies, so treatment checks on each patient after the first
suffer a cumulative -1 step penalty until the supplies are replenished
(which takes 10 minutes and access to advanced pharmaceuticals).

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The sled’s grav repulsors allow it to float along at a walking


pace, and it can be set to follow an individual on foot (or easily be
pushed along by someone walking beside it). The sled is 2 meters
long, 80 cm wide, 20 cm deep, and includes a transparent plastic
“cover” to protect the patient once inside. Mass: 100 kg (when
unpowered).
Bolt Cutters: Handy for removing locks or snipping chains.
Mass: 2 kg.
Boots, Magnetic: These sturdy boots feature smart, magne-
tized soles that automatically grip and release with your normal
walking motion. They allow you to walk on most metallic surfaces
in or on a ship in zero-G. Mass: 2 kg (pair).
Caduceus Ray: This staff-like device projects a healing matrix
of bio-energy in the form of a golden ray, guided by the wield-
er’s medical knowledge. You can make a Medicine check on any
wounded character within Close range. You gain a +3 bonus on
checks to stabilize mortally wounded characters. You can treat
grazes, light wounds, moderate, and serious wounds with a +3 step
bonus, you can treat critical wounds at no penalty. Mass: 4 kg.
Comm Headset: This is a hands-free personal radio for two-
way communication, rugged enough for use in tactical operations.
The range is about 5 km, although performance degrades indoors.
Mass: 0.5 kg.
Comm Link: A powerful personal radio for two-way commu-
nications; the unit is about the size of your thumb. The range
is about 50 km in good terrain, or up to 1,000 km for an unob-
structed line-of-sight transmission (say, from the ground to an
orbiting starship on the right side of the planet). The comm link
also can operate in encrypted mode. Mass: —.
Comm Patch: A comm link miniaturized to the size of a dime.
The range is 1,000 km on a planetary surface or 1 AU in space
(interplanetary, so long as the planets are relatively close). Mass: —.
Computer, Laptop: Includes wi-fi capability. Mass: 2 kg.
Concealed Holster: This holster is designed to let you conceal
a sidearm under a suit jacket or windbreaker, or hide one above
your ankle in your pants leg. You can carry any sort of pistol in
the holster, but it slows down your draw—it takes 2 impulses to
draw a pistol from a concealed holster instead of the normal 1.
Mass: 0.5 kg.
Excursion Field: This small belt-worn generator produces a
snug-fitting, faintly golden energy field that surrounds the wearer
at a distance of about 10 cm. The field enables the wearer to
comfortably tolerate temperatures from Extreme Cold to Extreme
Heat, atmospheres from None to Dense, and tolerate areas with
dangerous radiation. The unit includes a compact oxygen recy-
cler that provides breathable air. The field does not interfere with
the passage of physical objects or directed energy so it provides
no armor, but it quickly seals itself after being pierced. The field’s
endurance is 8 hours in mild conditions, 4 hours in severe condi-
tions, or 2 hours in extreme conditions. Mass: 2 kg.

114 4: Gear
Flare Pistol: This pistol launches a bright red flare about 300m
into the air. The flare burns brightly as it drifts down beneath a
small parachute, remaining visible for about 30 seconds. It can be
seen as far as 40 km away under ideal conditions (a clear night
on flat terrain). If you shoot someone with it, treat it as a Firearm
(pistol) attack with a -2 step penalty for accuracy; the flare deals
1d6+0/3 energy damage. The pistol comes with 3 flares. Mass: 1 kg.
Goggles, Starlight: Military-grade night-vision gear drastically
amplifies available light. When you wear starlight goggles you can
see in darkness as though it were daylight, as long as there is at
least some small amount of ambient light. You can’t see quite as
well as normal, so you take a -1 step penalty to Awareness checks
while wearing the goggles. Mass: 0.5 kg.
Grapnel Gun: This device consists of a rocket-propelled
grappling hook, 100 meters of tough wire that can support 200
kg in a dead hang, and a small but strong motorized reel that can
lift 100 kg at 5 meters per impulse. The grapnel’s hooks can snag
branches, pipes, low curbs, and so on, or its point can pierce 10 cm
of brick, wood, or soft stone. A magnetic head for use on metal
hulls or surfaces is included in the kit. Mass: 3 kg.
Loader Harness: A heavy, powered exoskeleton that turns you
into a walking forklift. The harness gives you an effective Strength
of 12, allowing you to pick up and carry objects weighing as much
as 2 metric tons. Your speed in the harness is reduced to 6 meters,
and you are now a Large creature. If you want to punch or grab
someone with the loader harness, you can do so by making a Hand
to Hand (brawl) attack at a -5 step penalty (it is not remotely fast).
You deal 1d8+2/7 physical damage, armor piercing 3. The harness
power cell lasts for 10 hours of heavy labor. Versions optimized for
excavation, construction, and building demolition might also be
available. Mass: 500 kg.
Mass Negater: Attach this disk-shaped device to an object of up
to 10 metric tons and activate it, and you render the attached object
weightless. You can lift or push the neutralized object with a bit of
effort, or you might find more creative uses—for example, turning a
wrecked car into a sailboat, or a concrete slab into an elevator. The
negater’s power cell has an endurance of 10 hours. Mass: 2 kg.
Med Pack: A computer-assisted Solar Era medical kit. You gain
a +2 bonus on checks to stabilize mortally wounded characters.
You can treat grazes, light wounds, and moderate wounds with
a +2 step bonus, you can treat serious wounds at no penalty, and
you can treat critical wounds with a -2 step penalty. If you are not
trained in Medicine, the med pack allows you to make untrained
skill checks with the same bonuses. See Healing and Recovery in
Chapter 5. Mass: 3 kg.
Medical Kit: Basically, a corpsman’s pack or well-stocked
doctor’s bag of WW2 vintage. You can attempt to stabilize mortally
wounded characters at no penalty. You can treat grazes and light
wounds at no penalty, and you can treat moderate wounds with a
-2 step penalty. See Healing and Recovery in Chapter 5. Mass: 5 kg.

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Padlock: A high-grade heavy-duty padlock with a key. You can


pick a padlock with a Security skill check (-2 step penalty) or smash
it open with a heavy tool like a sledgehammer or crowbar and a
successful Athletics skill check (-4 step penalty).
Portable Fabricator: Descended from the 3D printers of the
early 21st century, the portable fabricator can produce a variety
of machine parts, simple tools, or even relatively complex instru-
ments or weapons, provided a fabrication plan is available. It can
produce single parts or objects weighing up to 10 kg, and requires
1 hour per kg (or half that time for simple or low-quality objects).
You must supply it with a dense liquid metal-polymer mix equal in
weight to the size of the object you’re fabricating. The fabricator
comes with 20 kg of mix; each 10 kg of additional mix is a Class 1
purchase. Mass: 30 kg.
Portable Generator: Need to run your power tools or com-
puter equipment when you’re off the grid? The portable generator
is a small, gasoline-powered unit that runs for 8 hours on 4 liters
(about 1 gallon) of gas. The unit’s tank holds 8 liters. Mass: 20 kg.
Power Unit: About the size of a small wastebin, this device
contains a compact, fail-safe, cold-running fusion generator. It
produces enough power to run a small machine shop or recharge
a couple of groundcars after a day of routine use, and not even an
idiot could make it explode. The power unit runs for 30 days on 1
liter of a special fuel mixture; the price includes 4 liters (an addi-
tional liter of fuel is a Class 1 item). Mass: 15 kg.
Resurrection Pod: The ultimate in life-saving technology, the
pod is a coffin-sized automated medical device. Living creatures
in the pod heal 1 wound box per hour, beginning with their least
severe injury. A dead creature placed in the pod is restored to life
in 24 hours with all its injuries repaired. The subject must not have
been dead for more than 7 days. If the brain was severely dam-
aged or destroyed before the subject could be treated, the subject
wakes up as an amnesiac with no more than dreams or feelings
about her prior identity, skills, and talents (a new 1st level hero, in
other words). Mass: 200 kg.
Rope, Synthetic: A high-quality climbing rope, 100 meters
long, capable of holding 1 metric ton in a sudden impact or 2 tons
in a static hang. Mass: 5 kg.
Satellite Com Kit: Need to get on the Internet from anywhere
on the globe? This portable transceiver can get you online. Be
warned: the data rate is highway robbery. Mass: 10 kg.
Sentry Gun: This system consists of a central control pylon and a
number of small gun drones (see Chapter 7 for details). It comes with
a command bracelet, and 10 additional “safe” bracelets. As long as
you’re wearing the command bracelet, you can verbally program the
sentry gun to fire on anything that moves, to fire on specific types
of creatures, to fire on creatures that enter a specific area, and so on.
Mass: 25 kg (case with control pylon and 12 gun drones).
Sonic Viewer: This device is a fist-sized transducer that you
place against a wall or object. It produces an inaudible sonic pulse

116 4: Gear
that reveals what’s in or behind the exterior, which you can view on
any linked tablet or smartphone. Basically, it turns your tablet into
an X-ray viewing screen. The pulse reveals anything within 10m of
the surface, but all you really see is density and rough outline—you
can tell how many humans are in a room and whether they have
guns, but you have no idea who they are. Some sensitive sensors
can pick up the transducer’s pulse, which might warn enemies in
the area you’re viewing. Mass: 1 kg.
Survival Knife: A medium-sized utility knife with a magnetic
compass in the pommel and a hollow hilt containing 10 matches, a
fishhook, and 50 meters of fishing line. It also serves as an effec-
tive knife in a fight. Mass: 0.5 kg.
Thruster Belt: This consists of two hip-mounted thrust units
and a sturdy, stabilized harness and control unit. The thruster belt
allows you to fly up to 60 meters as a 2-impulse move, but you
fall if you don’t finish your flight on solid ground at the end of the
move. In microgravity or zero-G, the thruster belt simply allows
you to fly with a speed of 60 meters. The belt’s power cells have an
endurance of 20 impulses of thrust. Mass: 4 kg.
Torch, Acetylene: The torch kit includes a two-tank backpack
carrier, an oxygen tank, an acetylene tank, a short hose, a cutting
head and a welding head, thick working gloves, and welder’s gog-
gles. The torch is good for both cutting through a few centimeters
of most metals, or for routine welding work. Dealing with heavy
armor requires a much bigger cart-mounted torch. Mass: 20 kg
(with full tanks).
Trauma Kit: A modern-day EMT kit. You gain a +1 bonus on
checks to stabilize mortally wounded characters. You can treat
grazes and light wounds with a +2 step bonus, you can treat moder-
ate wounds at no penalty, and you can treat serious wounds with a
-2 step penalty. See Healing and Recovery in Chapter 5. Mass: 5 kg.
Vacuum Collar: This soft, rolled tube is worn around the neck
like a neck gaiter or neck warmer. If you suddenly find yourself in
vacuum, you can pull it over your head into a soft hood and mask,
and plug it into a belt-worn oxygen supply that will keep you alive
for about an hour. In combination with a typical shipboard jump-
suit or crew uniform, the vacuum collar serves as a reasonable
emergency spacesuit. Mass: 1 kg.
Virtual Tablet: This is a Solar Era portable computer. You use it
for the same sort of things you’d use a laptop or a tablet for today,
but you wear the device on your sleeve or in your clothing, and
it produces a holographic screen that serves as your display and
interface. Set it for privacy mode and you’re the only one who can
see or hear it (although you’ll need to wear a light headset with an
optic piece for that). Mass: 0.5 kg.
Walkie-Talkie: The earliest practical hand-held radio commu-
nication device, the walkie-talkie ranges from the brick-like radios
of WW2 to the belt-worn units with clip-on mikes many police
officers wear today. The radio’s range is about 5 km, although it
degrades sharply if you go indoors. Mass: 1 kg.

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Wound Gel: A tube of gel filled with smart, self-guiding medical


nanobots designed for use by non-medical personnel. An application
of wound gel counts as 1 automatic success when attempting to sta-
bilize a mortally wounded character. You can also use it to treat less
serious wounds; wound gel immediately heals a graze, light wound,
or moderate wound, or reduces the severity of a serious or critical
Duration is how wound by one step. A tube contains 1 application. Mass: 0.5 kg.
long a drone can
remain active. Once
a drone uses up
its energy supply,
Drones
it generally takes Drone operation is described in chapter 5. Here are some com-
half its duration monly available drones, but they just scratch the surface of what
to charge it PCs can build, buy, or “acquire” themselves.
back up again.

Helicopter Drone
Tech Era 6; Gear Class 2
Range 5 km; Duration 1 hr.
Senses video, audio
Speed fly 40 m
Commands Observe, Patrol
Defense small (–1 step to attack); Durability (1+ dmg):  destroyed
Attack none

Wheeled Drone
Tech Era 6; Gear Class 2
Range 2 km; Duration 4 hr.
Senses video, audio
Speed 20 m
Commands Observe, Patrol, Fetch
Defense small (–1 step to attack); Durability (1+ dmg):  destroyed
Attack none
Other Manipulator arms are effective Strength 1.

Police SWAT Drone


Tech Era 6; Gear Class 3(R)
Range 2 km; Duration 4 hr.
Senses video, audio, chemical sniffer
Speed 15 m
Commands Observe, Patrol, Fetch, Attack, Communicate
Taser 5 impulses; Close 1 target; Attack 15/20/25; Damage 1d4+0/1
energy (nonlethal, stun)
Defense armor 2 physical, 1 energy; Durability (1 to 3 dmg):  cos-
metic damage; (4 to 6 dmg):  weapons and video out; (7+ dmg)
 destroyed
Other Manipulator arms are effective Strength 1.

118 4: Gear
Aerial Predator
Tech Era 7; Gear Class 3(M)
Range: 10 km
Duration: 2 hr.
Senses video, low-light, thermal, audio
Speed fly 40 m
Commands Observe, Patrol, Attack, Track, Evade
Laser 4 impulses; Long 1 target; Attack 14/19/24; Damage 1d6+0/6
energy (accurate)
Defense armor 2 physical, 1 energy; Durability (1 to 3 dmg):  cos-
metic damage; (4 to 6 dmg):  weapons and video out; (7+ dmg)
 destroyed

Station Security Drone


Tech Era 7; Gear Class 3(R)
Range 2 km; Duration 4 hr.
Senses video, audio, 2-meter x-ray
Speed 20 m
Commands Observe, Patrol, Attack, Communicate, Track
Sonic Beam 4 impulses; Close 2 targets; Attack 14/19/24; Damage
1d8+0/5 energy (spread, stun)
Shocker 5 impulses; Melee 1 target; Attack 14/19/24; Damage
1d6+2/3 energy (nonlethal, stun)
Defense armor 3 physical, 1 energy; Durability (1 to 3 dmg):  flash-
ing lights/sirens; (4 to 6 dmg):  sonic beam out; (7 to 9 dmg) 
shocker and comms out; (10+ dmg)  destroyed

Spy Drone
Tech Era 7; Gear Class 4(M)
Range 15 km; Duration 4 hr.
Senses video, low-light, thermal, audio
Speed fly 40 m, “whisper mode” fly 20 m with Stealth 13/18/23
Commands Observe, Patrol, Attack, Communicate, Track, Evade, Link
Flechettes 4 impulses; Medium autofire; Attack 13/18/23; Damage
1d6+1/5 physical (Brutal)
Defense small (–1 step to attack); armor 2 physical, 1 energy; Dura-
bility (1 to 3 dmg):  cosmetic damage; (4 to 6 dmg):  weapons
and video out; (7+ dmg)  destroyed
Other The drone has internal ammo capacity sufficient for only one
autofire attack.

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120
5: Combat and Challenges
5: COMBAT AND CHALLENGES
Just like an episode of a TV show, an Alternity adventure is organized into some
number of scenes. Some scenes are heavy on action—car chases and shootouts, for
example—while other scenes advance the story of the adventure through character
interactions or through the revelation of previously hidden information. This chap-
ter explains how to resolve the various dangers and challenges the heroes encoun-
ter during the course of an adventure.
Not all obstacles demand “full” treatment as combat scenes or challenge scenes.
For example, if the heroes decide to suddenly jump an unsuspecting ordinary cit-
izen—say, to steal an identification card or cause some kind of distraction—there’s
no need to come up with combat stats for the unfortunate subject. Even 1st-level
heroes are tough and competent enough to quickly subdue the average person on
the street, so if there are no police or thugs around to intervene, the GM can just
say, “Okay, you got the guy. Now what?”

Scenes fall into three broad categories: combat, challenge, and


preparation.

• Combat scenes occur when someone or something is trying


to physically overcome the heroes, or vice versa.
• Challenge scenes are scenes that involve danger or import-
ant consequences, but don’t have active adversaries.
Surviving an ion storm in a damaged ship or performing a
delicate operation to save a NPC’s life are challenge scenes.
• Preparation scenes are scenes in which the players are
simply choosing what their heroes are doing, but no skill
tests are necessary. Interviewing a friendly NPC, discussing
a plan of attack, or going shopping for readily available gear
are all preparation scenes.

Scenes and Action Rounds


When seconds matter in a scene, it’s important to know what each
hero does moment by moment. Does Agent Masako burn down
the cyborg warhound with her plasma pistol before it reaches her,
or does it knock her down and maul her before she can get her
pistol out of her holster? To figure out what happens in these sort
of life-or-death situations, combat scenes (and some challenge
scenes) switch to action rounds.
Action rounds are simply a system for taking turns when
heroes and their opponents are all trying to do different things
at the same time. Much of this chapter is devoted to explaining
exactly what a hero (or an adversary) can do in an action round and
how you figure out who beat who (see The Action Round, later in
this chapter).

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Skills and Skill Challenges


The core mechanic of the Alternity game is the skill check. When
a player character faces a challenge of some kind—repairing an
engine, persuading the planetary governor to release sealed
records, surviving for hours in freezing temperatures or for a few
seconds in vacuum, or hitting an enemy in combat—you’ll make a
skill check to determine whether the effort is successful or not.

Making a Skill Check


To make a skill check, tell the GM which skill you’re using, what
you’re trying to accomplish, what gear you’re using, and any
bonuses or penalties to the check that you’re aware of. For exam-
ple: “I’m shooting that first robot with my assault rifle—I’ve got +1
step with rifles, but -2 steps because I’m badly wounded,” or “I’m
using my Mechanics skill and this laser torch to get that hatch
open.” If you’re not sure which skill applies, just tell the GM what
you’re trying to do, and she’ll decide what kind of skill check is
called for.
The GM decides whether the situation calls for additional
bonuses or penalties to your check and tells you what the final
difficulty of the check is. Then you roll your dice: a base d20 +/- a
difficulty die (which might be 0, or another d20). If your check
result is equal to or higher than your target number for the check,
you succeed.
For a more in-depth look, check out the Anatomy of a Skill
Check section at the beginning of Chapter 3.

Automatic Success and Failure


Some skill uses don’t need to be resolved with a die roll. A hero can
get into a groundcar and tune the entertainment system to his
favorite music without making a Driving check—it’s so routine that
success is automatic. Likewise, some things are just impossible. No
matter what dice you roll, you can’t make a radio work if you don’t
have a battery or power source. The GM can stipulate automatic
success or failure for a check at her discretion.
Checks that are nearly automatic or nearly impossible but still
carry a small chance of an unexpected result simply “extend” the
difficulty scale by an additional d20 for each step past +d20 or
-d20. Usually this isn’t necessary—if a check is truly that easy or
that hard, the GM can simply declare an automatic result. But if it’s
important to know whether a super-easy check resulted in Excel-
lent or Stellar success, the GM might have you roll anyway.
As the GM, knowing when to ask for a skill check and when to just
stipulate success is more art than science, but when in doubt, err
on the side of the automatic success for routine events. Alternity
characters are competent, and competent people routinely succeed
at routine things. (That’s why they’re called “routine!”)

122 5: Combat and Challenges


Taking Turns
In tactical situations such as combat or fast-moving challenges, you
generally must wait until it’s your action to use your skill (see The
Action Round, later in this chapter). However, if the GM isn’t running
the current scene in action rounds, it’s fine to just take
turns with other players. The GM describes the situa-
tion and then asks each player one at a time what he THE 1, 3, 5 RULE
or she is doing in response. Go around the table or pick Is there something
one at a time—as long as each player gets the same happening that makes
opportunity to make decisions and do things, it’s fine. this skill check harder,
and it’s not covered

Aiding Other Heroes


anywhere else? Assign
a 1-step penalty for a
If you decide to help someone else do something, minor complication, a
you don’t make a skill check. Instead, you grant the 3-step penalty for a
other character a bonus on their skill check: +1 step serious complication,
if you’re untrained in the skill the other character is and a 5-step penalty for
using, or +2 steps if you have at least 1 skill point in an insane complication.
the skill. Aiding another hero generally means that
you’re not taking an action of your own at the same
time—you’re giving up your turn to help your ally.
If you have to take the same action the other character is taking
(for example, you’re trying to help a poor swimmer stay afloat
while you’re both in the water), take a -1 step penalty on your own
skill check.

Complex Skill Checks


Many skill uses can’t be completely resolved by a single use of a
skill; for example, if you’re engaged in a months-long effort to
research a cure for an alien disease, your test is really a cumulative
effort of many Medicine skill checks, not just one. A complex skill
check models this kind of ongoing effort by assigning a success
goal—the number of times the hero (or heroes) must succeed to
complete the task—and a time interval, representing how often
characters can attempt the check.
Excellent and Stellar Success: Usually, an Excellent check
result counts as 2 successes in a complex skill check, and a Stellar
check result counts as 3 successes.

Success Goal
3 Mildly complex (a process of several steps)
6 Moderately complex (a process of many steps)
10 Highly complex (a process with steps and obstacles you can’t foresee when you start)
20 Extremely complex (a process of complex processes you can’t foresee when you start)

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Time Interval
1 action A task you can fail or finish within a minute
1 minute A task you can fail or finish within 10 minutes
10 minutes A task you can fail or finish within an hour
1 hour A task you can fail or finish within a day
1 day A task you can fail or finish within a week
(more) Tasks that require months or years
Short-term checks require more or less constant effort to make
progress; if you take a few actions off from climbing the cliff, you’re
not going up during those actions. Depending on the task, failing
to continue to work on it might spell automatic failure. During
longer challenges, you can assume that you’re working at a normal
working pace with brief breaks to eat meals, answer some email,
sleep 8 hours per work day, and so on.
Example: The heroes are stranded on a desert island, but
they find an old wreck on the beach. They decide to try to make it
seaworthy to escape. The GM decides that repairing the hull and
fashioning a mast and sail is pretty complex Mechanics skill chal-
lenge, and might take a few days—the heroes are going to need
to improvise ropes, glue, and canvas as well as patching the holes.
She decides the heroes need to achieve 10 successes, and assigns a
time interval of 1 day per check.

Failing Out
In some complex skill checks, failing one check simply means a
lack of progress during that time interval—you were searching
the jungle for the crash site, and you just didn’t find it. In others,
failing one check might be catastrophic; you cut the wrong wire
when defusing the bomb. When the GM sets up a complex skill
challenge, she’ll usually include a “fail out” condition that describes
what failing means for this check.
One fatal slip ruins everything: You fail the complex skill check
if you fail a single skill check before you accumulate the successes
you need. This is good for delicate work with no second chances,
like gem-cutting or defusing bombs.
Failure is possible, but one misstep isn’t fatal: You fail the com-
plex skill check if you fail 3 skill checks before you accumulate the
successes you need. A difficult repair job or arguing a tough court
case would be a good use of this type of failure.
You can keep trying as long as you like: You can’t fail out of
the complex skill check—a failed check just means that you failed
to make progress during that time interval. This model is best for
races against the clock, like getting a vault open before the secu-
rity systems come back online.
Cost of Failure: Sometimes a failed skill check is only important
for determining the overall success or failure of the complex skill
check, but sometimes each accumulated failure comes with a cost:

124 5: Combat and Challenges


a tool breaks, the system resets, a target for diplomacy becomes
suspicious. If a single failure can make things worse without caus-
ing the entire complex check to fail, the GM can assign a penalty:
All future checks in this skill challenge now take a -1 die step pen-
alty, or the entire task advances to a higher complexity, requiring
additional successes to complete.

Multiple Skills
Some complex skill challenges represent the repetitive use of one
specific skill—if you’re climbing an epic cliff, you’re going to make a
lot of Athletics checks. But sometimes a few different skills might
be useful for a particular obstacle. For example, crossing an alien
desert might involve Survival checks (to find your way and find
water), Science checks to identify edible plants, and Mechanics
checks to keep a jury-rigged engine running. If you can make a
good case for how a particular skill can meet a particular challenge,
your GM can allow checks against your secondary skills to contrib-
ute to the complex skill challenge.

Open-Ended Checks
Finally, some complex skill checks aren’t about completing a task—
they’re about measuring how much progress you make in the time
you’ve got. In an open-ended check, you don’t have a specific
success goal; you just want to see how many successes you can
accumulate by devoting effort to the task. Make a check for each
time interval you spend engaged in the complex skill check, and
keep track of the number of successes you accumulate.

No. of Successes Result


1 Minimally successful; it works, but at a penalty
3 A satisfactory effort; you get what you expected
6 An excellent effort; you get more than you needed, or a small bonus
10 A stellar effort; you got a lot more than you needed, or a large bonus

Example: A hero has only 4 hours to build a rocket-sled out of


discarded junk in a disused workshop. The GM asks for an open-
ended Mechanics check to see how good of a rocket-sled he can
build, allowing him 1 check per hour of work. The hero’s check
results are Average, Failure, Failure, and Excellent, totaling 3 suc-
cesses (1 + 0 + 0 + 2). It’s not pretty, but it’ll work!

Taking Your Time


If you really don’t care when you finish a task, you can slow down
and proceed with extra care. Generally, taking your time grants
you a +2 step bonus to your skill check, but increases the time that
check requires by 50%. If you can take all the time in the world,

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you gain a +4 step bonus, but the amount of time required by


200% (triples it, in other words).
Taking your time doesn’t apply for skill checks you make during
an action round; if you want to slow down and work more care-
fully, use the aim or concentrate action modifiers. Taking your time
is also not applicable in open-ended skill challenges; the amount of
time you commit to the task is already reflected by how many skill
checks you get to make during the challenge.

Group Skill Checks


In some challenge scenes, all the heroes on the team have to make
the same check at the same time—for example, a team might be
about to walk into an ambush or engaged in climbing a highly
technical cliff together. In these challenges, the GM might call for
a group skill check instead of several individual checks. After all,
if six characters each roll a check, the odds are pretty good that
someone’s going to get a lucky roll and spot the lurking alien
predator ... and the odds are pretty good that someone’s going to
get a crummy roll, and fall off the cliff. A group skill check is a good
way to balance the outcomes of a challenge when a few heroes are
great at something and others are terrible at it.
To make a group skill check, all heroes in the team make a check
against the key skill for that challenge. If at least half of the heroes
succeed on their individual skill checks, the group as a whole is
considered to succeed on the check. Otherwise, the group as a
whole fails.
Example: A five-hero team is trying to sneak past a dozing
security guard without waking him up. The GM decides that a
group Stealth check is the best way to see if the group makes
too much noise or not. Each hero makes a Stealth check; three
succeed, and two fail. The GM rules that the group as a whole
succeeds, even though a couple of klutzy heroes nearly blew it for
the team.

Opposed Checks
Some skill challenges create a direct contest between one charac-
ter who’s trying to do something, and an adversary who’s trying
to resist that action or affect the target at the same time. The
classic example is when two characters engage in a tug-of-war or
struggle for control of a gun, but an opposed check might involve
something like two characters issuing conflicting commands to a
crewman or trying to outdo each other in a rap battle.
Opposed checks fall into two categories: contesting checks, and
countering checks.
Contesting a Check: Both participants make their skill checks
at the same time. Whoever achieves the highest level of success
(Average, Excellent, Stellar) with the check wins the contest. If

126 5: Combat and Challenges


both participants achieve the same success level, the struggle is
undecided for the current action or time period, and continues to Contesting checks
the next opportunity for the participants to act. are often (but
Countering a Check: After the character initiating the action not always) the
makes his or her skill check, the character opposing the action same skill from
both participants;
attempts to reduce the initiating character’s check by making a Athletics vs.
counter-check. The countering character reduces the initiating Athletics in a tug-
character’s success by 1, 2, or 3 levels for an Average, Excellent, or of-war, for example.
Stellar result on the counter-check. In other words, if both charac-
ters achieve the same level of success, the “defender” negates the
initiator’s success. Countering checks
are rarely the same
skill. Comedian
vs. heckler might
The Action Round be Performance
vs. Coercion,
When you find yourself in a dangerous situation, it’s important for example.
to figure out which character—hero, villain, or alien—acts in what
order. Combat scenes (and some hazardous skill challenges) are
therefore organized into action rounds to help you determine who
takes their turn next, and what you can do in a turn.
An action round is broken into eight impulses. The best way to
think of the action round and the impulses is like a clock; after you
complete impulse 8 of one round, you begin impulse 1 of the next
round—and characters who act late in the first round might not act
again until impulse 2 or 3 of the new round.

Initiative
At the beginning of a combat scene (or a challenge scene where
seconds matter), the GM asks all players in the scene to make an
initiative check. (The GM makes one check for each separate
group of NPCs or adversaries that are also in the scene.)
Your initiative score is equal to 20 - (Agility + Focus). It’s like a
skill score, but it uses two ability ratings and you can’t spend skill
points to improve it. Rolling initiative works just like making a skill
check—you roll a base d20, and add or subtract the appropriate
difficulty die (if any). This provides you with a Stellar, Excellent,
Average, or Failure result for your initiative roll.
If you succeed on your initiative check, you can take your first
action of the scene in impulse 1. Characters and adversaries act in
order of initiative success on impulse 1 (so a Stellar result goes first,
then an Excellent result, and then Average results). In subsequent
impulses, take your turn as described below. If you fail on your initia-
tive check, take your first action for the scene in impulse 2.
It’s not unusual for multiple characters from either side in the
scene to have an action available in the same impulse. When this
happens, characters take turns as follows:

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• When two combatants have the same level of success on


their initiative checks and both are taking their first action
in the scene, the highest actual die result goes first.
• In later impulses, use a “First-In First-Out” priority. In other
words, the first character
whose prior action places him in impulse 5 (for instance)
gets to act in impulse 5 before the second character whose
prior action placed her in impulse 5, and so on.
• Combatants who have not acted yet in the scene are con-
sidered “First-In” and act before combatants taking their
second action of the scene.

If there are any environmental effects or timed effects in play


(for example, a radiation field slowly killing everything in the com-
partment), those effects are resolved at the end of impulse 8, after
all heroes and adversaries who act in that impulse
have resolved their actions.
TACTICAL SURPRISE
If you begin a combat scene
by attacking an enemy who
The Next Action
doesn’t know you’re there, When you take an action, the action usually
you gain tactical surprise requires 1 to 5 impulses. That means that if you
(see Contact in Chapter take a 3-impulse action in impulse 2, you’ll get
6). Surprised creatures to take your next action in impulse 5. The “next
automatically fail their action” wraps around the end of the round, so
initiative roll with a check if you take a 3-impulse action in impulse 7, your
result of 0—in other words, next action is in impulse 2 of the next round. We
they get their first action suggest using markers or tokens to keep track of
of the fight on impulse 2 when each character or adversary gets his or her
after all non-surprised next action in the combat scene.
creatures act. If there You don’t have to act when your next action
are multiple surprised comes up. You can always do nothing. Just delay
creatures in the scene, your next action 1 impulse. When your turn
they then act in order of comes up again, you can decide to act or con-
initiative skill score, best tinue to delay.
(lowest) to worst.
Actions
So what can you do when you take your turn?
Anything you think a hero in your position might try to do—shoot
at a bad guy, run for cover, enter a course in the nav computer,
or shut down a runaway reactor. Actions typically fall into one
of six broad action types: attack, interact, move, reposition,
resist, or use a skill. In addition, you can ready an action, or add
an action modifier to aim, dodge, or combine an attack with
some movement.
If you want to do something that seems to fall completely out-
side those action types, the GM simply assigns a cost in impulses (3
is a good standard) and decides what effect your action has on the
combat or challenge scene.

128 5: Combat and Challenges


Initiative Tracker

Start
Here!
1 2 3 4 5 6
Round Initiative begins in Impulse 1 in order of success
Ends level (Stellar, then Excellent, then Average).
Combatants that fail their initiative checks first
8 act in Impulse 2.
7
Each action requires a number of impulses,
moving your next action that many spaces
Round
clockwise around the track. Ends

7 End of round effects occur after Impulse 8. 8

6 5 4 3 2 1

Some actions don’t really take any time at all, and don’t cost
you any impulses. You can drop an item you’re holding, let go of an
opponent you’re holding, or speak any time you feel like doing so.
Shouting out a warning to your comrades, calling for a retreat, or
pointing out which foe you want everybody to attack doesn’t take
any time at all. However, attempts to use skills (for example, Com-
mand, Misdirection, or Influence) belong in the Use a Skill action.

Attack (3–5 impulses)


Use a combat skill to attack a target. The impulse cost of making an
attack depends on your weapon’s speed—you can shoot more rap-
idly with an automatic pistol than you can with a grenade launcher.
If you don’t have a weapon, you can make an unarmed attack. See
“Attacks” in the next section for more detail on making attacks.
When you use the attack action, you can move up to 2 meters
before or after you attack (shooting and ducking behind cover, or
perhaps taking a step to get to a foe just out of reach).

Interact (1 impulse)
Quickly interact with an object or area. Some examples of things
you can do with an Interact action include:

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• Open an unlocked door


• Draw a weapon
• Change a clip or magazine
• Enter a few numbers on a keypad
• Visually scan a room (and make an Awareness check)

If your interaction requires more than a couple of seconds, you


might need to interact with the object multiple times, or default to
the using a skill or tool action instead. Normally you can’t attempt
a skill check with an Interact action, but Awareness checks are an
exception.

Move (2 impulses)
Move up to your speed (20 meters for a typical human hero). See
Movement later in this chapter for more details on moving. This
action refers to moving on foot; if you’re driving a vehicle or riding
on a mount, some different rules apply.
Usually you can’t move and make skill checks at the same time,
but if some obstacle or situation complicates your movement,
you may need to make a skill check to get where you want to go.
Acrobatics, Athletics, Extreme Sport, Stealth, and Survival can
sometimes be used while you’re moving.

Ready an Action (1 impulse)


Ready some other action instead of resolving it immediately. For
example, you might ready an attack against an enemy so that you’re
threatening her instead of shooting her immediately, or point your
gun at a doorway and wait to shoot the first robot that enters the
room. You must specify to the GM what you’re getting ready to do
and what obvious action or development will cause you to do it.
Once you ready an action, simply delay your next action by 1
each impulse until the situation you’re waiting for occurs, or you
decide to stop waiting and take a different action. Your readied
action is a reaction (see Reactions, below) that interrupts the trig-
gering action you described. After resolving your readied action,
pay the normal impulse cost to determine when you get your next
action (with the 1-impulse delay for using a reaction).

Reposition (1 impulse)
Adjust your position in some way. Choose one of the following:
move up to 2 meters; drop to a prone position; stand up from a
prone position; get into or behind some nearby bit of cover.

Resist (1 impulse)
Attempt to fight off or break free of some condition affecting you.
For example, you can use the Resist action to pull free of an enemy
grabbing you, recover your senses when you’ve been stunned by a

130 5: Combat and Challenges


shock glove, or recover your stability when knocked off-balance in
zero-G. The exact type of check you need to make to successfully
resist depends on the condition.
You can also use the Resist action to go on “total defense” if you
don’t have a condition you’re trying to recover from. Until your next
action, any enemy attacking you takes a -2 step penalty to attack
you, and you gain a +2 step bonus to any check you make to resist
an attack (for example, a Dodge check to avoid blast damage).

Use a Skill or Tool (3 impulses)


Use a non-combat skill suitable for a combat scene or challenge
scene. Common examples include treating wounded characters
with Medicine, working to activate or turn off something in the
area using Computers or Mechanics, or using Command or Misdi-
rection on characters nearby. See the skill descriptions in Chapter
3 for more information on using specific skills during action scenes.
When you use this action, you can move up to 2 meters before
or after you use the skill or tool you’re trying to use.

Action Modifiers
Some special actions modify other actions you’re taking—for
example, aim, charge, and evade. These provide you with some
extra tactical flexibility at a small cost in extra time for your action.
You can only use one action modifier at a time.

• Aim: Take careful aim when you make an attack. Gain a +1


step bonus on your attack roll, but add a 1-impulse delay to
your next action.
• Charge: Move up to 10 meters and make an attack with a
hand-to-hand or melee weapon. Charging adds a 1-impulse
delay to your next action.
• Concentrate: Focus on a non-attack skill check. Gain a
+1 step bonus on your skill check by adding a 1-impulse
delay to your next action, or a +2 step bonus by adding a
3-impulse delay to your next action.
• Evade: You duck and dodge to avoid getting hit while
you’re performing any other action. Enemies attacking you
suffer a -1 step penalty on their attack roll (or more, if you’re
highly trained in Dodge), but you delay your next action by
1 impulse.
• Autofire: If your weapon is capable of full automatic
fire, you can make a burst or full-auto attack (see Auto-
fire, under attacks). You delay your next action by 1 or 2
impulses (and use up a lot of ammo).

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Reactions
Some character talents or situations give you the ability to react to
the actions of other characters. Most reactions are resolved after
the triggering action takes effect. If you have a talent that says you
can react to being hit by attacking the creature that hit you and
the attacking creature actually knocked you out with its attack,
sorry—you’re already unconscious, and you can’t use your reaction.
However, some reactions actually interrupt the triggering action,
and might in fact reduce or cancel its effects.
When you use a reaction, delay your next action by 1 impulse.

Attacks
When you try to punch, stab, or shoot an adversary, you’re making
an attack. An attack is basically a skill check using the skill appro-
priate for your weapon. Making a Firearm skill check (or other rele-
vant weapon skill) is often referred to as “making an attack roll.”
Your target’s defensive ability or situation is measured by mod-
ifying the difficulty die of your attack check. A target that’s small,
well-covered, or dodging effectively is a tough shot, and might
subtract 3 or 4 die steps from your attack roll. A target that you’ve
had a chance to zero in on or that you catch completely off-guard
is easier to hit than normal, so you might add a die step or two to
your attack roll.
Damage: If your attack succeeds, make a damage roll to deter-
mine the severity of the wound your attack inflicts. (Your weapon’s
damage can be found on the weapon tables in Chapter 4.) Wounds
and their effects are covered in Damage, later in this chapter, but
the two basic things to know are that 1) the higher the success
level of your attack, the better your damage roll, and 2) the higher
your damage roll, the more likely you are to take out your target.

Range
In a combat scene, you might find yourself in a knife-fight against
an opponent within arm’s reach, or you might be able to pick off
targets with 500-meter rifle shots. Personal weapon range is
described by six range categories:

• Adjacent (2 meters or less)


• Close (3 to 20 meters)
• Medium (21 to 50 meters)
• Long (51 to 200 meters)
• Very Long (201 to 500 meters)
• Extreme (501 to 2000 meters)

The range at which you can attack is determined by your


weapon. For example, a taser or a sawed-off shotgun might have
a range of Close, while a typical rifle has a range of Long or Very

132 5: Combat and Challenges


SCAR
Lots of factors might make an attack easier or harder, but the most common
ones fall under the happy acronym SCAR: size, cover, activity, and range.

Modifier Target Size


+2 steps Huge target (elephant, light truck)
+1 step Large target (horse and rider, small car)
-1 step Small target (drone, raccoon)
-2 steps Tiny target (rat, soda can)
Target’s Cover
-1 step Target has 25 percent cover (a fireplug, tree, or prone vs. ranged attack)
-2 steps Target has 50 percent cover (a window, doorway, or low wall)
-3 steps Target has 75 percent cover (a foxhole or boulder jumble)
-5 steps Target has 90 percent cover (a loophole or gun port)
Target’s Activity
+2 steps Target stunned, blind, or unaware
+1 step Target distracted
+1 step Target prone (vs. melee attacks)
-1 step Target dodging
Target’s Range
-1 step Medium range
-2 steps Long range
-3 steps Very Long range
-4 steps Extreme range
Other Common Factors
+1 step Attacker aiming
+1 step 2 or more attackers adjacent to the same target
-2 steps Attacker with rifle or heavy weapon adjacent to an enemy
-? steps Attacker wounded

Long, and a specialized sniper rifle allows you to make Extreme-


range attacks. Heavier weapon systems (howitzers or cruise How do you get
missiles, for example) use special range rules. a critical hit in
Some conditions may override the normal range categories. For Alternity? Easy—
example, a heavy fog might make it impossible to see a target at roll a Stellar success
on an attack roll.
Long range, while a rifle shot in zero-G vacuum could conceivably
carry for millions of kilometers. If you can see an enemy astronaut
10 km away, the GM could allow you to take the shot—at a hefty
range penalty, of course.

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Cover
One of the best ways to stay alive in a firefight is to put something
bulletproof between you and the people who are shooting at
you. If you can’t find something bulletproof, then something that
obscures your position—smoke, brush, light office furniture—can
still make it harder for an enemy to hit you.
Cover is rated by how much of your body it screens against
attack—25, 50, or 75 percent. Soft cover that conceals you without
actually stopping incoming fire is treated as one step less effective
than hard cover.
Cover generally applies to ranged attacks only. If you’re close
enough to throw a punch or stab with a knife, you’re close enough
to strike around the obstacle providing cover.
Total Cover: If a target is completely protected by whatever
he’s hiding behind, a direct attack simply isn’t possible—the attack
automatically misses.
Cover and Dodging: If a target is both dodging and behind
cover, don’t stack the attack penalties. Just use the best one that
applies. Either you’re trying to hide as much of your body as pos-
sible behind the cover, or you’re trying to keep moving to avoid
being an easy target. You can’t really do both at the same time.
People as Cover: It’s not very heroic, but you can use people
around you as protection of a sort. If there is someone standing in
the line of fire between you and your attacker, you gain 50 percent
cover against the attack. If the attacker misses you, there is a 50%
chance that he must instead roll an attack against the person in
the line of fire.

Autofire
Some firearms and energy weapons are capable of automatic fire
(or autofire). Autofire uses up ammunition or weapon charges fast,
but it allows you to attack several targets at once (or one target
multiple times).
Burst: You can use a weapon with autofire to unleash a burst
of shots at a single target. Firing a burst delays your next action
by 1 impulse, and doubles the penalty for the range to the target.
If you hit, your attack deals an extra box of damage. Roll damage
normally and subtract the target’s armor; if the hit deals at least 1
or more damage, check off two wound boxes instead of one. In the
case of a Stellar success, check off 3 wound boxes instead of 2.
Full Auto: Weapons capable of full auto can be used to unleash
a hail of shots over an area. When you make a full auto attack,
you make an attack roll at each creature (enemy and ally) within a
6-meter square area. Your take a -2 penalty on your first attack,
and each additional attack takes an additional -2 step penalty.
Using full auto delays your next action by 2 impulses. You cannot
aim when making a full auto attack action.

134 5: Combat and Challenges


Improved Autofire: If your weapon is capable of improved
autofire, you can instead make full auto attacks on creatures
within an area up to 10 meters on a side.
Example: Dieter Frank opens up on a group of scary aliens with
a SMG. After accounting for range, and other factors in the attack,
his Firearm skill check begins at +2 steps. His first full auto attack is
at +0 steps, the second is -2 steps, and the third is at -4 steps.

Thrown Weapons
Some hand-to-hand or melee weapons can be thrown. When you
throw a knife, spear, or similar weapon at a target, make a normal
Martial Arts or Melee skill check. Yes, you’re actually attack-
ing at range, but your training with that weapon covers all the
ways you can use it. The weapon descriptions in Chapter 4 spell
out which weapons can be thrown and their range category as
thrown weapons.
Grenades: Throwing a grenade (or a lit stick of dynamite, or
a Molotov cocktail, or whatever) works a little differently than a
thrown melee weapon. The maximum distance of your throw is
4 meters × your Athletics skill modifier for standard grenades, or
2 meters × your Athletics skill modifier for heavy or improvised
grenades. (Remember, your skill modifier is your ability rating plus
your skill points.)
Your Athletics check is your attack roll with a grenade. However,
most grenades produce blast effects (see below). If you miss, your
grenade might still land close enough to cause damage.

Blasts and Area Effects


Heroes are often found near explosions, especially the sort caused
by grenades, rocket launchers, and similar weapons. These weap-
ons (and sometimes environmental effects like out-of-control
power plants) create blasts or area-effect attacks that can damage
all creatures and objects in the area.
To use a blast or area-effect weapon in combat, first you make
an attack roll to determine the blast origin. The blast then affects
everything within the blast radius. Creatures in the blast radius
can attempt to evade the effect.

Blast Origin
The blast origin is the center of the blast—the exact spot where
a grenade or mortar bomb lands. When you attack with a blast
weapon, your attack roll (usually a Heavy Weapon skill check, or
Athletics for a thrown grenade) determines just how close to your
intended target point you get:

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Attack Success Indirect Fire Blast Origin Direct Fire Blast Origin
Excellent or better Exactly on target Exactly on target
Average 2 meters from the target Exactly on target
Failure 2d4 meters from target 2d4 meters from target
If a blast weapon lands off-target, roll randomly to determine
the direction of the miss (a d12 and “clock face” works well, with
12 o’clock being an “over” and 6 o’clock as a “short”). Depending
on the blast, a failed attack might still get close enough to damage
the target.

Blast Radius
The area affected by a blast weapon is referred to as the blast
radius. Blast radius depends entirely on the type of weapon used—
for example, a concussion grenade has a blast radius of 0m/4m for
its primary and secondary blast, while a fragmentation grenade
has a blast radius of 4m/10m. Targets within the primary blast
radius suffer the primary blast effect, and targets within the sec-
ondary blast radius suffer the secondary blast effect.

Evading a Blast
Creatures threatened by a blast can use a reaction to make a
Dodge check. A successful check increases the creature’s distance
from the blast origin by 2/4/6 meters on an Av/Ex/St success. If
you’re now out of the area of the blast, you take no damage.
If you successfully dodge out of the area or take damage from
the blast, you’re now prone. If you’re in the blast but take no
damage, you’re still on your feet.
Hard cover also protects against blasts. If you have hard cover
between you and the blast origin, you gain a +1, +2, +3, or +5 step
bonus on your Dodge check (for 25%, 50%, 75%, or 90% cover).
Success increases your effective distance from the blast origin as
described above, but you don’t actually need to move—you just
duck in place and let your cover take some or all of the blast.

Area Effects
Gas grenades, EMP bursts, and similar weapons don’t actually
create explosions—they simply threaten an area with a specific
effect. Usually, you’ll make an Endurance check instead of a Dodge
check to resist the weapon’s effect, and you aren’t knocked prone
if you take damage.

Executions
Sometimes heroes find themselves at the mercy of villains who
don’t have any, or decide that a defeated enemy is just too dan-
gerous to leave alive. If you attack a helpless target (unconscious
or completely restrained), and take an impulse to aim, you auto-

136 5: Combat and Challenges


matically score a Stellar success on your attack and deal maximum
damage with your weapon. If the victim has no armor or other
defenses, you instead inflict a mortal wound automatically (see
Damage, later in this chapter).

Nonlethal and Unarmed Combat


Most combat scenes involve potentially lethal weapons such as
knives, guns, or lasers. However, it’s often a good idea to avoid
killing your adversaries, and sometimes you just might not have a
lethal weapon available.
Nonlethal Weapons: Some weapons have the nonlethal
trait. When you lose your last wound box to a nonlethal weapon,
you don’t suffer a mortal wound. Instead, you’re knocked out
for a short time. In addition, wounds you suffer from a nonlethal
weapon are automatically reduced in severity at the end of the
combat scene (see the nonlethal trait in Chapter 4).
Weapons with the nonlethal trait suffer no
penalty for use in nonlethal attacks. At the GM’s
THE GRAPPLED
discretion, you can use normal weapons to CONDITION
attempt a nonlethal attack—for example, using
a pistol as an improvised club to pistol-whip This condition is key to the
a bad guy, or striking with the flat of a blade. grappling rules.
Usually, you take a -1 step penalty to your attack Grappled: You can’t move
roll to use a lethal weapon in a nonlethal attack away from the creature
(if it’s even possible—any gunshot is a lethal grappling you, and you take
attack, period). a –1 step penalty on all skill
Unarmed Attack: You can always punch, checks that require physi-
kick, head-butt, or bite if you don’t have a cal motion except Hand to
weapon handy. Your unarmed attack is a Hand attacks against your
nonlethal weapon that deals 1d4+0/2 phys- grappler or Resist actions
ical damage, although your talents can to attempt an escape. If
improve on that. you’re prone, you can’t stand
up. Some skills (Stealth or
Computers, as examples)
Special Actions are obviously impossible
Modern firearms and futuristic energy weap- when you have the grappled
ons are quite deadly, but sometimes you don’t condition. You can use the
need to kill your opponent, or you don’t have a resist action to break free
weapon handy. Anyone can use these special by defeating your oppo-
attacks, but whether they’re effective or not nent in an opposed Hand to
depends entirely on the target. Hand check.

Grapple
Most melee combat in Alternity is based on strikes: punches,
knife stabs, chainsaw bayonets, force-projection swords and so
forth. But sometimes you want to grab and hold an enemy, to apply
sustained leverage and pressure. That’s where grappling comes in.

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If you have at least one hand free, you can grapple another
character so your opponent can’t move away from you. Make
an opposed check, using your Hand to Hand skill against your
opponent’s. If you win, your target gains the grappled condition
(cannot move away and suffers a –1 step penalty on all skill checks
that require physical motion except for Hand to Hand checks
against you).
Tackling: When you start a grapple with someone, you can
choose to make it a tackle. You gain a +2 step bonus on the
opposed Hand to Hand check, but you automatically fall prone.
If you win, your opponent falls prone too and gains the grappled
condition. Some very large or very strong targets may be too big
for you to take down with a tackle (generally, anything more than 5
times your weight).
If your enemy is unaware of you or doesn’t regard you as a
threat, it’s not an opposed check. Just make a Hand to Hand check
(with step bonuses for surprise, if appropriate), and if you succeed,
your target gains the grappled condition.
Maintaining a Grapple: If you’re grappling someone at the
start of your next action, you gain a +2 step bonus on Hand to
Hand attacks against that enemy, but not on Hand to Hand checks
you’ll make when they try to escape. If you move, you travel at
half speed.
Human (or Alien…) Shields: When you’re grappling someone,
you effectively have 75% cover (–3 step penalty on attacks against
you) when others attack you because the enemy you’re grappling
with is in the way. The enemy you’re grappling does not have
cover unless it’s a mutual grapple. If the attack misses, there’s a
Human shields will 50% chance that the attacker must reroll the attack—but with the
almost always take human shield as the new target.
the resist action Ending a Grapple: You can let go of someone you’re grappling
to escape the any time you want (no action required; just declare it).
grapple or the grab
object action to go
When You’re Grappled: When it’s your turn and you have the
for a weapon the grappled condition, you can use the resist action to break free by
grappler is holding. defeating your opponent in an opposed Hand to Hand check. If the
enemy grappling you has only one hand free, you gain a +1 step
bonus on the Hand to Hand check to escape. You lose the grappled
condition; you can also move 2 meters and stand up if you’re prone.
You can also make unarmed attacks normally against the
enemy who’s grappling you, or grapple your enemy back to turn
it into a mutual grapple—a proper wrestling match. If you grapple
back, it’s an opposed Hand to Hand check, and if you win, your
opponent also gains the grappled condition and must take the
resist action and win the opposed Hand to Hand check to escape
and end the grapple.
It doesn’t come up often, but in a mutual grapple, you can
intentionally fail when the other combatant makes a resist check
to escape. That ends the grapple because neither wrestler wants to
be part of it anymore.

138 5: Combat and Challenges


Grab Object
You can try to grab something another character is holding. As
a 3-impulse action, make an opposed check, using your Hand to
Hand skill against the target’s skill with the weapon she’s using or
the Hand to Hand skill if it’s not a weapon. If your opponent is on
guard against you (and most people holding weapons in combat
are), your opponent gains a +2 step bonus on the opposed check.
If your opponent is holding the object in both hands, that’s an
additional +1 step bonus for him or her.
If you win the opposed check, you now hold the item; if you tie
on your opposed check, you’re both holding it, and neither of you
can use it. You’ll need to make another grab object attempt to get
sole possession of the item you’re fighting over, and so will they.
You can let go of something you’re grabbing any time you want
(no action required). If you and an enemy are both holding an item,
neither of you can move without letting go of it first.

Shove
You can move through someone else, shoving them backward. You
can attempt to shove as part of a move action. Your opponent can
choose to block or use a reaction to sidestep.
Block: If your opponent stands his ground, make an opposed
Athletics check. If you win, you shove back your opponent by 2
meters for each level of success you beat him by, and your oppo-
nent must make a Dodge check or fall prone. If you don’t win, you
stop moving. You gain a +1 step bonus on your check if you move
at least 4 meters before trying to shove someone, and a +1 step
bonus if you’re significantly bigger than your opponent (at least
50% heavier).
Sidestep: To use this reaction, there must be someplace to
stand out of your path but within 2 meters. As with all reactions,
this delays your opponent’s next action by 1 impulse. You continue
your movement as you wish.

Drone Operation
Issuing a command to a drone is ordinarily a 3-impulse action. The
drone itself acts during the same impulse in which you issue the
command or in the first impulse after it finishes its current com-
mand. Under ordinary circumstances, you and the drone act in the
same impulse. You can also issue a command to a drone while it’s
carrying out its current instruction, and it’ll undertake the new
command in the first impulse it’s available to act.
Here are some of the commands you can give a drone, subject
to the tech era and the drone’s software.
Observe (TE 6+): The drone moves to a designated point
within its range and broadcasts what it sees and hears to the
drone operator and others the operator designates. The drone
also records what it observes. The drone remains in place until its

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duration nearly runs out (saving enough power to get back to the
operator) or until the operator recalls it with a command.
Patrol (TE 6+): The drone moves along a path its operator des-
ignates. Straightforward paths can be programmed as part of the
3-impulse action, but elaborate paths require several minutes to
program. The drone can continue on a looping path until its dura-
tion nearly runs out, or perform the patrol once. While patrolling, it
broadcasts and records what it sees and hears.
Attack (TE 6+): The drone attacks according to its targeting
criteria. It performs this action only once; sustained attacks are
something only full-fledged robots can do.
Fetch (TE 6+): The drone moves toward a designated object,
grasps it with manipulator arms, and delivers it to a point desig-
nated by the operator.
Communicate (TE 6+): The drone broadcasts the operator’s
voice (and video if the drone can display it), enabling remote
conversation.
Track (TE 7+): As the Observe command, but the drone will
follow a designated target to the limits of its range and duration.
Evade (TE 7+): The drone moves away from hostiles designated
by the drone operator and adds random motion to its travel path.
Link (TE 7+): The drone establishes a short-range wireless
link with nearby computers. The operator can use (and hack) the
computer subject to limits imposed by security and the wireless
connection.
In most science fiction, drones are a feature of tech eras 6 and
7. By the Stellar Era (TE 8), drones are fully intelligent robots and
built like NPCs.

Movement
Combat scenes aren’t stationary. Heroes constantly adjust their posi-
tions to take advantage of cover, get to a clear line of fire, close in for
hand-to-hand attacks, or get out of dangerous spots. Their enemies
likewise move to make attacks or avoid danger. Challenge scenes
might not include enemies trying to get at you, but you might have to
deal with hazards such as blazing fires, falling debris, or unpredictable
energy discharges. Standing in the wrong spot can be a fatal mistake!

Speed
All creatures capable of movement have a Speed statistic, which
represents how far a creature can move on foot by spending 2
impulses to use the move action. For most human heroes, Speed
is 20 meters. You can use as much or as little of your speed as
you want when you use your action to move (although if you’re
only moving a meter or two, you might want to use the reposition
action instead). You can also move a short distance while using
actions such as attack or use a skill.

140 5: Combat and Challenges


Slow Terrain
Terrain such as mud, shallow water, deep snow, heavy brush,
badly cluttered furniture, or loose rubble impedes your ability
to move fast. Each meter of slow terrain you cross counts as 2
meters of your movement. For example, if you have to pick your
way through a 4-meter wide patch of thick mud, you must spend
8 meters of movement to get through it, leaving you 12 meters of
normal movement available for the rest of your move action.

Special Movement
You can include activities such as climbing,
jumping, or swimming in your move action. USING A GRID
Any distance you move in these ways counts If you decide to use minia-
against your Speed for that move action (so if tures and a grid, hex map, or
you run 18 meters and then start climbing a other such surface to repre-
tree, you can’t get more than 2 meters up the sent tactical
tree no matter what kind of success you get positioning, we recommend
on your Athletics check to climb). a scale of 2 meters to a
Some creatures (or heroes with the right square (or hex). For ease of
gear) might have access to other types of play, make 2 meters the base
movement, such as teleporting or flying. size for human-sized heroes
Climb: You must make an Athletics check and creatures—if you’re in a
to climb (although some climbing checks are square, bad guys can’t move
pretty easy). You climb 2/4/6 meters on an Av/ through it. (It’s a little big, but
Ex/St success. it isn’t crazy.) Most ranges,
Fly: Your Speed depends on the gear speeds, and areas in the game
(or natural ability) that provides you with are given in multiples of 2
the ability to fly. When you fly in an area of meters, so it’s easy to cut the
normal gravity, gaining altitude is considered values in half to find out how
slow terrain. many squares (or hexes) a
Jump: You must make an Athletics check creature can move in a move
to jump (see the Athletics skill for details). action or how many hexes a
Most heroes can jump 2 meters horizontally or blast affects.
jump over a 0.5-meter high obstacle with no
check needed.
Swim: If you’re a trained swimmer (at least 1 skill point in
Athletics), you can swim 4 meters per move action. If you’re not
trained, you swim at half that speed (2 meters per move action).
Tight Fit: Ordinary cramped spaces count as slow terrain. If a
cramped space is extremely tight (say, a small air duct or crawling
under a vehicle), you must make an Acrobatics check to success-
fully enter. You wriggle 2/4/6 meters on an Av/Ex/St success.
Zero-G: If you’re trained in Acrobatics (at least 1 skill point), you
can move at full speed in zero-G conditions. Otherwise, zero-G is
considered slow terrain for you. To move in zero-G, you must begin
your move adjacent to a wall, deck, or other push-off point, or
have some other way to provide yourself with thrust.

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Position
In many scenes, you can skip exact position—if you’re in a bar-
room brawl, you can assume that everyone in the room is mixed
up in the melee throwing punches. However, position can be very
important if you’re trying to move around enemies or keep them
from moving around you, or when one person in the fight is trying
to keep the range open for gunplay while the other is trying to
close in for hand-to-hand combat.
Facing isn’t important in an Alternity game combat scene—
you can assume that most creatures instantly turn to meet any
approaching threat, even when it isn’t their turn to act.
Adjacent: Creatures within 2 meters of you are considered
to be adjacent. You must be adjacent to a target to attack it in
hand-to-hand or melee combat (although some melee weapons
may have longer reach). Most animals and animal-like aliens try
to move adjacent to you in order to attack with claws, teeth, and
other natural weapons.
Moving Through Creatures: Other creatures block your
movement. You can’t move through an enemy’s base (see Size,
below), and must go around them or use the Shove special action
to get your enemy out of the way. You can move through a friendly
creature’s base, but your friend must be prone or must use a reac-
tion to make room for you to pass.

Base Size
If you need to know exactly how much space a creature or object
takes up, you can assign it a base size—a circular area that a crea-
ture effectively controls. Humans aren’t really meter-wide cylin-
ders, but a hostile human can easily block a meter-wide passage
and keep you from moving past him or her.

0.5 meter small creature (small dog, raccoon, cat)


1 meter average-sized creature (medium dog, human, small bear)
2-3 meters big creature (large bear, horse, rhino, large shark)
4-5 meters very big creature (elephant, orca)
6-9 meters huge creature (dinosaur, whale)
10+ meters enormous creature (big dinosaurs and immense whales)

Damage and Wounds


The universe is a dangerous place. When an enemy successfully
attacks you or you run into a hazard that physically injures you,
you become wounded. The severity of your wound depends
on the damage caused by the attack (or the hazard). An attack
or hazard might inflict anywhere from 1 to 20 or more damage,
causing an injury ranging from a graze that you recover from in a
matter of minutes to a potentially mortal wound.

142 5: Combat and Challenges


Damage comes in two
basic types: physical (bul- ENERGY TYPES
lets, blades, impact, etc.) and Usually the exact composition of an energy
energy (lasers, fire, radiation, attack doesn’t matter: lasers, flamethrow-
and so on). Both types can ers, cold rays, and lightning guns all just deal
cause minor or lethal injuries, energy damage, and armor energy resistance
but some targets are more works the same against any of them. However,
resistant (or vulnerable) to one a few unusual aliens or pieces of gear are
kind than the other. especially resistant (or vulnerable) to specific
types of energy. Here are the energy types
you might see:
Armor
Your armor reduces incoming • Acid
damage, potentially turning a • Cold
mortal wound to a light one, • Electricity (EMP grenade, shock glove,
or a light wound to no injury shock rifle, stun gun, taser)
at all. Subtract your armor • Fire (flamethrower, thermal grenade,
resistance from the damage plasma weapons)
of the incoming attack to • Gravity (gravity render)
determine the actual severity • Laser (laser, phase weapons,
of your wound. For example, if star sword)
you’re wearing a ballistic vest • Radiation (matter beam, neutron
that has a resistance of 3 and cannon, nega-glaive, null grenade)
you get hit with a rifle shot for • Sonic (sonic bore)
8 damage, your armor reduces
the injury to 5 damage. In addition, you might run into poison and
If an incoming attack has psychic attacks. They aren’t “energy” so they
no damage type or a damage don’t interact with armor.
type other than physical or
energy, your armor’s resis-
tance does not apply—your
powered plate armor doesn’t help
much against an alien’s mind blast
or the poison that’s already in
your bloodstream.

Wounds and
Durability
Alternity heroes don’t have
hit points. Instead, every hero
or adversary has the ability to
withstand some number of
wounds. When you suffer 10
points of damage from a laser rifle,
you don’t subtract 10 from anything;
you have a wound of severity 10,
which for most heroes represents a
serious wound.

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Damage from Wound Check


the attack Severity Penalty
0 or less No injury —
1 to 3 Graze —
4 to 6 Light wound —
7 to 9 Moderate wound -1 step
10 to 12 Serious wound -2 steps
13 to 15 Critical wound -3 steps
16+ Mortal Wound Incapacitated
When you take damage, mark off a wound box that corre-
sponds to the severity of the wound. Wounds may also impair your
ability to keep fighting, penalizing your skill checks; see Effects of
Wounds, below.
Your durability is simply the number and type of wound boxes
you possess when you’re at full health; Vitality and talent selection
influence your wound track. A typical hero has two wound boxes
in each wound type in the lowest three rows and one box in the
highest three rows. Adversaries might have as few as one wound
box of any kind, or wound boxes for damage much heavier than
heroes can sustain.
Wounds Escalate: If you don’t have a wound box available for
a new wound of a given severity, you instead suffer a wound of the
next-worse severity with an open wound box. For example, if you
normally have 2 light wound boxes but you’ve already sustained
two light wounds, the next light wound you sustain becomes a
moderate wound instead—and if you were out of moderate wound
boxes too, that light wound would escalate all the way up to a
serious wound.

Effects of Wounds
You suffer negative effects from taking too much damage. If you
have a moderate, serious, or critical wound, you suffer a check
penalty that applies to every skill check you make. If you are
suffering from multiple wounds, only the worst check penalty
applies—your wound penalties don’t stack on top of each other.
A hero can usually shrug off a few small hits, but too many small
hits—or one solid shot from an enemy—can seriously affect
your actions.
Incapacitated: When you lose your mortal wound box, you’re
incapacitated. You fall unconscious and can take no actions. What
happens next depends on the lethality of the game—think of it as
the difficulty level selected by the GM.

144 5: Combat and Challenges


Low Lethality
When you lose your mortal wound box, you remain unconscious
until you receive medical attention. If medical attention is simply
not available (for example, because all your allies are dead, or
because you’re drifting off into space and
no one can reach you), make a Resilience
check after 4 hours. On a success, you LETHALITY RULES CAN VARY
awaken on your own and reduce your Some campaigns might feature
mortal wound to a critical wound (or the special rules for death and dying.
most serious available wound box). On a For example, death in a post-sin-
failure, you gain one “strike.” You die if you gularity setting might be instanta-
accumulate three strikes before waking neous ... but the character quickly
up, or if you take any more damage while returns to life after a brief period
mortally wounded. of regeneration and repair, or
awakens in his or her data cache
Standard Lethality with a new body a few moments
When you sustain a mortal wound, you’re after “dying.”
in imminent danger of dying. You immedi-
ately fall unconscious, and begin a special
skill challenge on your next action: You must achieve 3 successes
on Resilience checks before you accumulate 3 failures, or you die.
Each Resilience check takes 3 impulses, and you can use the skill
even though you’re unconscious. On your first success, you stabi-
lize for the rest of the scene, and the time interval for your Resil-
ience checks becomes 1 hour; on your second success, the time
interval becomes 8 hours. If you succeed in your Resilience chal-
lenge, you wake up on your own and reduce your mortal wound
to a critical wound (or the most serious available wound box). You
recover normally after that.

High Lethality
High lethality works like standard lethality, except that you must
make a Resilience check immediately when you suffer a mortal
wound. If this check fails, you die. If it succeeds, you fall uncon-
scious, and begin the Resilience challenge described above.

Healing and Recovery


Modern medicine can bring injured people back from death’s door,
but severe injuries may require complicated surgery or weeks
(even months) of treatment and rest. Fortunately, the heroes of
more advanced technological eras often have access to medical
devices that can repair wounds in a matter of minutes or preserve
life despite the most grievous injuries.
Dealing with wounds falls into four categories: stabilizing, treat-
ment, surgery, and recovery.

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Stabilizing
In the context of the Alternity game, stabilizing a wounded char-
acter means keeping a mortally wounded character from dying.
To stabilize someone, you must be adjacent to them and you must
spend an action to use your skill. Your Medicine check counts as
1, 2, or 3 successes on an Average/Ex/St result toward the target’s
Resilience checks to keep from dying. You can continue to aid the
victim, although once the interval of the Resilience checks moves
to 1 minute or 1 hour, you must devote the appropriate amount of
time to aiding the victim.
If you don’t have some kind of medical kit or supplies on hand,
you take a -2 step penalty to your Medicine skill check. High-tech
gear may grant you a bonus on your Medicine check, or allow you
to resuscitate a victim who just died.

Treatment
To actually repair a wound and “un-check” the wound box, you
must treat the victim. You can treat grazes and light wounds
during an action scene without any specialized equipment. To
treat moderate, serious, or critical wounds during an action scene,
you must have medical equipment that specifically allows you to.
You can’t treat mortal wounds during action scene—first you have
to stabilize the victim and convert the mortal wound to a critical
wound, at which point you can attempt treatment if you have the
right gear.
Using Medicine for treatment is a skill challenge; the number of
successes you need to repair a wound box depends on the severity
of the wound:

Wound Treatment Successes


Graze or Light 1
Moderate 2
Serious 3
Critical 6
Each wound you treat is a separate challenge. However, high-
tech gear or exceptional talents may allow you to repair multiple
wounds at the same time.
You must be adjacent to the injured person. Failing a treatment
check doesn’t hurt the victim—it just means you didn’t make prog-
ress during that check.

Surgery
Surgery is a slower alternative than treatment, but it allows you
to treat multiple wounds at the same time and to address severe
wounds that you might not be able to fix with a quick treatment.
Performing surgery is a Medicine skill challenge with a time
interval of 1 hour per check (normal) or 10 minutes per check

146 5: Combat and Challenges


(emergency surgery, -2 steps on your skill checks). Add up the
number of successes needed to determine the final success goal
for the surgery:

Wound Surgery Successes


Moderate 1
Serious 2
Critical 3
If the wounded character has a critical wound, then he or she
dies on the operating table if you fail 3 times during the surgery.
Otherwise, failing 3 times means that the surgery is over before
you completely repair all the damage you’re trying to repair.
Surgery leaves the subject with 1 serious wound—it’s going
to take at least a few days before a badly injured character
is close to 100 percent after undergoing surgery. Advanced
medical equipment can reduce this to a less severe wound, or
negate it entirely.

Recovery
Living creatures (and artificial beings with self-repair systems)
naturally heal up over time. Minor wounds improve automatically,
but wounds of moderate severity or higher require a successful
Resilience check to heal. If you’re receiving medical care during
your recovery, the character helping you can make a Medicine
check to add +1, +2, or +3 steps to your Resilience check to heal up
during that time period.

• Grazes heal up completely at the end of the scene.


• Light wounds heal up completely at the end of the day.
• A moderate wound is converted to a light wound after 1
day of rest if you succeed on a Resilience check. (Check for
each wound.)
• A serious wound is converted to a moderate wound after 3
days of rest if you succeed on a Resilience check. (Check for
each wound.)
• A critical wound is converted to a serious wound after 10
days of rest if you succeed on a Resilience check. (Check for
each wound.)

If you don’t rest, double the time required to recover from


a wound. (In general, light activity such as walking, desk work,
or interacting with other people is fine, so long as you get at
least 8 hours of sleep a night and you don’t get involved in any
action scenes.)

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Status Effects
Heroes run into all kinds of troubles during adventures. In addition
to the risks posed by bullets, blades, and energy beams, you might
fall prey to effects like being stunned, blinded, poisoned, or tem-
porarily driven insane. These sort of special conditions are known
as status effects.

Duration
Status effects might hinder you for an impulse or two, or they
might last for hours; refer to the specific hazard or weapon
creating the effect for details on its duration. Common durations
include the following:
# Impulses: The effect simply lasts for a certain number of
impulses from the moment it begins to affect you. Place a marker
on the impulse track in the last impulse of the effect so that you
don’t forget when it ends. This type of status effect might instead
affect your next action; for example, a Stun effect usually delays
your next action by 3 impulses.
Resist: The effect lasts until you successfully resist it by using
the resist action and achieving a success on the skill check noted
for the effect. For example, a flash grenade blinds you until you
succeed on a Dodge check to resist the effect. (No, you don’t clear
the spots out of your eyes by leaping around. We just figure that if
you were good at Dodge, you were a little more likely to look away
when the grenade went off.)
You don’t have to use your next action to start making resist
attempts, but it’s usually in your best interest to clear the effect as
quickly as you can.
Free Resist: Some ongoing effects may end without requiring
active action on your part. At the end of each round, after impulse
8, but before the next round begins, you may make a skill check to
resist the effect. If your check succeeds, the effect ends. Of course,
you can also take the resist action normally to end the effect.
Resist #: As above, but you must achieve a number of suc-
cesses with your resist actions to end the effect. For example,
resist 3 (Willpower) means that you need 3 successes with Will-
power checks to end the effect.
Resist (Fail): If you fail your skill check to resist the effect, you fall
prey to some additional or increased effect. For example, a knockout
gas may begin as an effect that distracts you, but when you fail your
resist action, you fall unconscious for several hours. If you have a
resist (fail) status, choosing to take an action other than resist counts
as failing the check (but you can resolve that other action first).
Round End: The effect lasts until the end of the action round,
and usually does something like causing or worsening a wound
at that time. Each action round at the end of impulse 8, the effect
repeats (and may allow you to attempt a new resist check as a
reaction to end the effect after it affects you).

148 5: Combat and Challenges


Special: Some status effects end in different ways. For exam-
ple, if you’re prone, you can just choose to stand up when you get
a chance to do so, or your grappled status ends immediately if the
creature grappling you becomes incapacitated.

Effects
Common status effects include the following.
Blinded: You can’t see. Enemies gain a +2 step bonus on attacks
against you, and your speed is reduced by 50 percent. You suffer a
-5 step penalty to hand-to-hand and melee attacks, unless you’re
already grabbing or holding the target. You can’t target anyone
with a ranged attack unless you first fix your target’s location,
which requires a successful Awareness check. Even if you do fix a
target location, you take a -5 step penalty to your attack.
Damage Over Time: An ongoing effect continues to cause
damage until you end it. At the start of each round at the begin-
ning of impulse 1, if the DoT effect has not yet been dealt with, you
suffer 1 wound box of damage of the specified damage type.
Most DoT can be resisted using the resist action. Typical skills
needed for Resisting DoT effects are as follows:

Type Resist skill


Acid Resist (Endurance)
Bleeding Free resist (Endurance) or treatment (Medicine)
Fire Resist (Dodge); +1 step on resist checks if you fall prone
Poison Free resist (Endurance)
Radiation Resist 3 (Endurance)
Some items or alien attacks may deal more damage, or be
harder to resist; for example, an extremely lethal poison could be
“poison damage over time (2 damage)”, or “poison damage over
time (resist 3, fail: death)”. At the GM’s discretion, heroes might be
able to end damage over time effects by common-sense count-
er-actions, such as extinguishing a fire by jumping into a lake or
neutralizing an acid with a strong base.
Dazed: You have all your faculties, but you aren’t operating at
peak efficiency. Every action you take requires one extra impulse
(including the resist action to end the dazed status effect, if
applicable).
Dead: You fall prone and you can take no actions. If you’re
lucky, your friends might be able to resuscitate you with the right
medical gear.
Distracted: You’re not able to pay full attention to your foes for
some reason. Enemies attacking you get a +1 step bonus to their
attacks. Usually you’re distracted by your own actions and cease
being distracted when you stop doing whatever was distracting you.
Grappled (Held): You can’t move away from the creature grap-
pling you, and you take a -1 step penalty on all skill checks except
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free. You can use the resist action to break free by defeating your
opponent in an opposed Hand-to-Hand check.
Incapacitated: You’re unconscious and completely unable
to act. You immediately fall prone (unless you’re in zero G), and
you can take no actions. At the GM’s discretion, an incapacitated
character might be just conscious enough to notice other people
in the room or mumble a few words in response to a question (a
Resilience check would be appropriate).
Impaired: You’re not at your best—you might be severely
disoriented, exhausted, or fighting off a sedative. You take a -2
step penalty on all skill checks, and your speed is reduced by 50
percent. In addition, you’re considered to be distracted.
Insane: You are not in control of your actions. The next time
you take an action, roll a d10 to determine what you do:

1–3 Flee, moving away from all other creatures


4–6 Do nothing for 3 impulses
7–8 Attack the last creature that attacked you
9 Attack the closest creature, friend or foe
10 Act normally
After you take the action dictated by your insanity, you can
attempt to shake off the condition by making a Willpower check
(0 additional impulses). If you fail, you’re still insane at the start of
your next action.
Off-Balance: You take a -2 step penalty on any skill check you
make on your next action.
Prone: You’re on the ground. Enemies gain a +1 step bonus to
attack you in hand-to-hand or melee combat, but suffer a -1 step
penalty to hit you with ranged attacks. While prone, your Speed is
2 meters. You can stand up from prone with the reposition action.
Slowed: You’re unable to move or act quickly. Reduce your
speed by 50 percent. Any action you take other than the resist
action requires 1 more impulse than normal.
Stun #: Delay your next action by the number of impulses given
in the effect description. You can’t use reactions while stunned. If
you were dodging, you stop dodging.
Weakened: You’re suffering from fatigue, illness, or some
other mildly debilitating condition. You take a -1 step penalty on all
skill checks.

Hero Points
An Alternity PC is already a cut above the average person in the
world. Your ability ratings provide you with some noteworthy
strengths, your skill points and talents mark you as highly compe-
tent, and you often have access to top-grade gear that ordinary
citizens just can’t get their hands on. But, more important, you’re
a hero. You’re the protagonist of the story, the star of the action

150 5: Combat and Challenges


movie, the individual who can step up and make a difference in a
dangerous situation. To measure this otherwise intangible quality,
you’ve got access to one additional resource no one else does:
hero points.
Hero points represent extraordinary luck, resilience, or perse-
verance. When the situation appears to be unwinnable, you have a
knack for finding your way through; when anyone else would die,
you somehow pull through. This special resource gives you, the
player, a chance to reach into the game and, just maybe, change
defeat into victory.

Using Hero Points


Hero points are an expendable resource—a pool of good karma, if
you will. You can spend a hero point to do one of the following:

• Immediately take any action you could


normally take in a combat or challenge
HIGH HEROIC GAMES
scene as a 1-impulse reaction. You can Want to play a game where
interrupt another creature’s action with the heroes don’t stop so many
a hero point reaction, or simply act again bullets? Award more hero
immediately after you finish an action. points. In effect, your pool of
You must be able to take a reaction to use hero points becomes your first
a hero point this way. line of defense against serious
• Change 1 or more critical wounds or injury. A hero in a high heroic
mortal wounds you just received into game begins each adventure
light wounds. with 5 hero points, and gains 1
• Change 1 or more light, moderate, or seri- hero point per scene. In a high
ous wounds you just received into grazes. heroic game, NPCs gain more
• Catch some other lucky break (GM discre- hero points, too. Minor bosses
tion applies). have 2 hero points, and major
bosses have 5.

Gaining Hero Points


You begin an adventure with 1 hero point. You gain an additional
hero point each time you complete an important milestone in
the adventure. It’s up to the GM what constitutes an important
milestone, but generally speaking, awarding 1 hero point per game
session or 1 hero point per three combat or challenge scenes is a
good pace. In addition, some character talents provide more hero
points under certain circumstances.

NPC Hero Points


The GM may assign key NPCs a small number of hero points. In
general, a minor boss or elite enemy (the most important foe
within a milestone stage or small group of scenes) has 1 hero point,
and a major boss (the most important foe in the whole adventure)
has 3 hero points.

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152
6: Running the Game
6: RUNNING THE GAME
A roleplaying game is basically an interactive story or a movie where you can
choose what the characters do next. In Chapter 5, we covered the mechanics of
combat and challenge scenes. In this chapter, we take a look at how to move from
one scene to another, how to begin new scenes, and how to incorporate interesting
environments and supporting characters (or NPCs) into your Alternity game. But
before all that, let’s begin with two rules every GM needs to know.

When to Roll the Dice


The core mechanic (compare dice to your skill score) is designed
to tell you whether an action succeeds or fails when the outcome
is uncertain. Sometimes heroes (and villains) facing long odds pull
off a narrow escape or get in a lucky shot, and sometimes heroes
taking on a task that should be a cinch run into unexpected failure.
Uncertainty is part of the fun in the game. But rolling the dice isn’t
always the best way to determine success or failure. Here are some
times when the GM should just dictate the outcome of an action:

• Physically impossible actions just fail. No matter how good


of an escape artist you are, you can’t fit a human body
through a 5-centimeter opening.
• Routine tasks in routine circumstances don’t need skill
checks. If a pilot calculates jumps to other stars all the time,
you can assume she succeeds unless some unusual com-
plication is at work (a deadline to beat, faulty equipment, or
bad coordinates, say).
• Reward good preparation and engagement by the play-
ers. If a player makes a persuasive argument when her
character is speaking with a NPC, it’s OK to let the NPC be
persuaded. (But remember, people aren’t always rational.)

GM’s Discretion
If something comes up that the rules don’t cover, the GM’s allowed
to use plain common sense to make a ruling and move on. Can a
hero fire a laser pistol through the cockpit window of a starship
without melting a hole in the glass? It’s your call. Low-power lasers
pass through ordinary windows pretty easily, so you’d have good
reason to say yes. High-power lasers melt things, and there might be
enough interaction with the glass to transfer energy to the window,
so you also have good reason to say no. The important thing is, the
GM makes the call, and the players agree to abide by the ruling.
Try to be consistent with your rulings; if you decide that lasers
melt glass in one game session and that they don’t in the next
session, your players won’t have a fair chance to predict the con-
sequences of their decisions. Other than that, use common sense
and keep the game moving.

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Scenes and Narration


Like a movie or a television show, an Alternity adventure is orga-
nized into scenes. A scene in an Alternity game is one distinct
fight, interaction, or challenge. Some scenes present the heroes
with threats or obstacles to overcome. Other scenes are in the
story primarily to provide information to the heroes (and thus the
The best Alternity players), helping to move the narrative forward. A short adventure
adventures feature usually consists of 3 to 5 scenes; longer adventures are organized
a good mix of into acts of 3 to 5 scenes each.
scenes. Even the
most combat-heavy
stories can use the
occasional decision
Types of Scene
scene as the players Scenes fall into five general categories: combat, challenge, deci-
debate which way sion, interaction, and narration. In addition, you’ll often have
to go next. downtime or rest periods, which aren’t really scenes at all. It’s also
not unusual for a scene to combine types—if two heroes are trying
to get information from a NPC while two other heroes are fighting
off the assassins sent to silence her, you could easily be running a
combat and an interaction scene at the same time.

Combat Scenes
Is someone using violence to solve a problem? Then it’s a combat
scene. Combat scenes follow the rules presented in Chapter 5,
so they’re fairly simple to run: Just roll initiative, and decide what
action a villain or hungry alien takes when its turn comes up.
Combat scenes usually end when one side is wiped out, runs away,
or surrenders. However, you might find that a combat scene trans-
forms into an interaction if the heroes manage to convince their
enemies to stop shooting and talk instead. (Usually that involves
someone using an action to use a skill such as Culture, Influence,
or Misdirection instead of attacking, or a NPC offering the heroes a
persuasive argument.)
Retreat: To end a combat scene by retreating, move far enough
away to break contact (or break line of sight). If your enemies
choose not to follow you, you successfully retreat. If your ene-
mies wish to pursue after they can no longer attack you, escaping
Most intelligent becomes a challenge scene. Depending on the setting, you may
creatures expect
be able to outrun your foes with opposed Endurance checks or
surrendering
enemies to drop slip away unseen with Stealth checks. If you fail to escape, a new
their weapons and combat scene begins when your pursuers reestablish contact.
hold their positions. Surrender: To surrender, use your action to signal you’re
surrendering. Proceed through all combatants’ next actions; if no
one else attacks, the combat scene ends (and an interaction scene
might begin, if you’ve got some bargaining to do). The conse-
quences of a surrender or a negotiated ceasefire depend greatly
on the circumstances.

154 6: Running the Game


Challenge Scenes
Challenge scenes are obstacles or tests in which success is uncer-
tain and something important is at stake, but it’s not actually a
fight. If you’re using a skill but you’re not shooting at someone
or talking to them, it’s a challenge scene. Some challenge scenes
might go on for hours or days, while others might last only a few
seconds. If time is critical and seconds count—for example, the
heroes are trying to defuse a bomb or repair an energy shield to
resist an attack coming at any moment—roll initiative and resolve
the challenge scene in action rounds.
Retries: In general, you can’t retry a challenge you failed unless
you change the circumstances in some way: find a better tool, try
a different strategy, use different skills, or improve your skill level.
The GM can permit a retry at his or her discretion.

Decision Scenes
Many adventures feature decision points where the players choose
what they’re going to do next. Sometimes that involves choosing
which way to go next or which lead to follow, and sometimes that
involves spending time or resources to prepare for a challenge.
If the heroes are under significant time pressure (for example,
they’ve got mere minutes to come up with a plan to impress a
criminal warlord) you can put the players “on the clock” and give
them 5 or 10 minutes of table time to arrive at a decision. Oth-
erwise, it’s just a matter of how long the players want to spend
talking about their choices.
Decision scenes also cover making choices about preparations
or gear purchases that are within the heroes’ control. If the players
tell you “we go buy five sets of scuba gear” and there’s no reason
to think that scuba gear might be hard to find, you can resolve the
scene by saying something like, “Okay, it takes a few hours to find
a dive shop and it costs you $500 each to buy decent used gear,
but you get your scuba equipment.”

Players who are


Interaction thinking hard
Any time the heroes are talking to a NPC, it’s an interaction scene. about what their
Some interaction scenes are skill challenges based on “talky” skills characters would
say to convince a
such as Influence or Misdirection, while other interaction scenes NPC to cooperate
don’t use any skill checks at all—sometimes the NPC just has are players who
something to tell the heroes, and no special skill is needed to get are engaged in
the information. See NPCs later in this chapter for more informa- your game.
tion of NPC attitudes and cooperation.
Roleplaying Resolution: The best way to handle interaction
scenes is to ask the players what their characters are saying; if the
player comes up with a convincing argument or a good offer, don’t
let a bit of bad luck in a skill check spoil the outcome.

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Narration
If you’re just telling the players what happens next and they don’t
have any decisions to make for their characters, it’s a narration
scene. Narration scenes cover the “blank spots” between the
fights, challenges, or decisions facing the heroes. In a narration
scene, the GM simply moves the story along to the next point
Don’t spend a lot where the PCs have a decision to make or a challenge to face.
of time in narration
Avoid making decisions for the players in narration (for example,
mode; the game
is about player “You all decide to investigate the abandoned lab, and since it’s dark
choices, not GM you turn on the lights ...”); players get to decide how their charac-
monologues. ters do things.

Downtime
Heroes don’t lead lives of nonstop danger. Between adventures,
they might pursue ordinary careers or just lay low for days, weeks,
or months at a time. Downtime can also come in the middle of
adventures thanks to travel requirements or long-term projects;
for example, if the party’s going to be on the Earth-Mars rocket
liner for 17 days and the next scene of the adventure doesn’t occur
until they reach their destination, the characters have 17 days to
pursue whatever sort of non-adventure interests they might have
(and that they can reasonably take up while in transit). Common
downtime activities include:

• Resting and recuperating from injuries.


• Maintenance and repair of gear or vehicles.
• Research projects.
• Building or customizing equipment.
• Pursuing a career or running a business.
• Fulfilling duty or service obligations to an organization.
• Travel.

Downtime usually doesn’t require a skill check; you just do it.


(Research and customizing gear might be exceptions; if you’re
trying to cure a rare disease in your downtime, you’re probably
taking part in a very long-term skill challenge that allows you
to attempt a skill check once per month or two of time you put
into it.)

Contact
When the heroes encounter other creatures that may be hostile,
it’s referred to as a contact situation. Many contact situations
immediately turn into combat scenes or come with fairly obvious
set-ups: If a sentry robot is guarding the hatch to Engineering and
the PCs decide to shoot their way past it, you pretty much know
where the good guys and bad guys are and there isn’t much doubt
about their intentions. Other contact situations might lead to

156 6: Running the Game


one side ambushing the other, fights at different ranges, or even
efforts to avoid contact altogether.
In general, contact begins as soon as one side becomes aware
of the other (although sometimes both sides become aware of
each other at the same time).

Starting Positions
To determine starting positions, first decide whether the scene has
a set starting range. If the bad guys kick in the door, when you
already know where everyone is when the scene opens. If the PCs
need to get into Engineering and there’s a sentry robot guarding
the hatch, then let the PCs decide where they want to be before
they open fire.
If the situation doesn’t have an obvious starting range—for
example, the heroes are driving across a wasteland and a gang of
marauders is searching for them—you’ll need to figure out how
far away the groups are from each other when they can first begin
to interact, and whether one side (or both sides) are trying to
not be seen.

Spotting Range and Opening Range


The distance at which two potentially hostile forces can begin to
interact with each other varies greatly with the terrain, weather,
and light conditions. Spotting range is the distance at which
you first have a chance to detect the other side. If neither group
manages to spot the other, both sides become aware of each other
when they reach opening range (see the table below).
If no one’s trying to be sneaky, have the heroes make a group
Awareness check to spot the other group (if someone is trying to
be sneaky, see Stealth and Detection, below). If the heroes have
someone on point or a scout ahead of the rest of the team, that
character instead makes a single Awareness check. If the check is
successful, the heroes can choose whether to start the scene at
spotting range or opening range. Excellent and Stellar successes
should give the hero team some additional advantage, such as
cover or a superior vantage point. If the heroes fail the Awareness
check, then the scene begins at opening range.
Terrain: You can see potential enemies a lot farther away on
open ground than in dense jungle. Open terrain includes plains,
desert, barren hills, highways, or lightly trafficked roads. Dense
terrain includes heavy forest, jungle, swamp, or heavily built-up
areas such as urban alleyways or shanty-towns. Anything in
between is considered typical terrain—light woodland, suburbs,
average city streets, and so on. It’s possible to have a great line
of sight in one direction along an open feature like a river or a
highway, and much denser terrain in other directions (like the thick
woods alongside the highway).

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Weather: Bad weather can shorten spotting and encounter


ranges drastically. Poor weather includes rain, light fog or smoke,
or snow. Awful weather includes thick fog, blizzards, downpours,
and the like.
Light: Creatures with typical human vision can’t see very well
in the dark. Streetlights include typical artificial outdoor lighting
(although some areas may be very well lit after dark). Starlight
includes a typical moonless night or area lit by only a glimmer of
light. If there’s no light at all, then the area is completely dark, and
you can’t see anything until you walk into it.
Indoors: When you’re inside, your opening range is simply the
size of the room or compartment you’re in. If an interior space is
really big (say, an enormous cargo bay or warehouse) treat it as
outdoor terrain instead depending on how cluttered it is.
You can see large objects from much farther away if the terrain
is open and the conditions are good. Very large objects such as
trucks or small buildings can be spotted at double the normal
range; large buildings or medium starships can be seen at ten
times the given distance. (Detection range between ships in space
is covered under vehicle combat.)

Conditions Spotting Range Opening Range


Open Terrain, Clear Weather, Daylight Extreme (2d6 × 200 m) Very Long (2d6 × 50 m)
Typical Terrain, Poor Weather, Moonlight or Long (2d6 × 20 m) Medium (2d6 × 5 m)
streetlights
Dense Terrain, Awful Weather, Starlight Medium (2d6 × 5 m) Close (2d6 ×2 m)
Indoors — Room Size

Stealth and Detection


When one or both groups in the contact situation are trying to
If the PCs aren’t remain undetected, some combination of Awareness and Stealth
in close proximity checks determines who surprises who.
(“wait around this
If the heroes are trying to be sneaky but the NPCs aren’t,
corner while I sneak
ahead”), then it’s a then have the heroes make a group Stealth check. Apply a bonus
good idea to have or penalty depending on the NPCs’ alertness and any sensors they
each individual or have beyond the human norm (a +2 step bonus for enemies who
subgroup make aren’t paying attention or a -2 step penalty for enemies who are
Awareness and/ on high alert is fair).
or Stealth checks
separately. On a success, the heroes can choose whether to start at spot-
ting range or opening range gain tactical surprise against the NPCs
(who are unaware of the heroes, at least until the shooting starts).
Excellent and Stellar successes likewise grant the PCs some sort of
positional advantage.
If the NPCs are trying to sneak up on the heroes, then have
the hero team make a group Awareness check, and apply a bonus
or penalty based on the NPCs’ general stealthiness (a +2 step
bonus for big or clumsy enemies or a -2 step penalty for enemies
with camouflage or trained in Stealth is fair). On a success, the

158 6: Running the Game


heroes can choose spotting range or opening range, with Excellent
and Stellar successes granting positional advantage. On a failure,
the scene starts at opening range, and the NPCs have tactical
surprise against the heroes. Every once in a
while, the NPCs
If both the NPCs and heroes are trying to be sneaky, then are trying to sneak
make an opposed check: The team’s group Awareness check vs. away from the PCs.
the NPCs’ group Awareness check. Add a bonus or penalty to If that’s the case,
each check reflecting the general stealthiness of the enemy side. they get away on an
The side that wins the opposed check gains tactical surprise, and Awareness failure
and the scene starts
can choose to start the scene at spotting range or opening range. at opening range on
If both sides tie, the scene starts at opening range. No one is a success.
surprised.
Once you know the starting positions, the scene plays out
based on the initial decisions both sides make in the Fight, Flight,
or Other section below.

Fight, Flight, or Other


When two groups come into contact, a variety of things can
happen. You have five basic choices: attack, retreat, interact,
ignore, or wait to see what the other group does. Usually the GM
secretly decides what the NPC group is going to do, and then asks
the players how they want to handle the situation.
If one side is undetected by the other, the detected side auto-
matically chooses the Ignore option. The undetected side gains
tactical surprise if they choose to attack.
Attack: If either side chooses to attack, it’s a combat scene. Roll
initiative!
Retreat: If one side retreats and the other side does anything
but attack, the retreating side breaks contact—the encoun-
ter is over.
Interact: One side attempts to engage the other in social inter-
action. If the other side decides to listen, it’s an interaction scene.
At the GM’s discretion, you may be at a disadvantage if you choose
to interact and the other side chooses to attack (a -2 step penalty
on your initiative roll would be appropriate).
Ignore: You carry on with your business. If you fail to detect
the other group (see Stealth and Detection, above) situation, you
automatically choose this option. Unless the other side attacks you
or interacts with you, the encounter is over.
Wait: You hold your position and see what the other side does.
If both sides wait, choose again.
Naturally, some behaviors are more likely than others in differ-
ent situations. On a crowded city street, you ignore 99 percent of
the people you pass by, and they ignore you. In game terms, you
only have an encounter if it’s likely to lead to a significant scene in
the story the GM is weaving.

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Exploration
Mysterious alien ruins, derelict spaceships, lawless cities, strange
planets … heroes spend a lot of time searching through areas
they’ve never visited before to find people, places, or things that
are important to the current narrative. Sometimes you know what
you’re looking for; you might be searching a jungle for the wreck-
age of a plane, trying to track down a criminal hiding in the atmo-
sphere plant of an asteroid city, or searching an alien shrine for
the legendary Jewel of Narlok. Sometimes you have no idea what
might be waiting for you, and you’re truly exploring the unknown
to satisfy your curiosity (or perhaps strike it rich).
Regardless of your motivations, exploration follows the same
basic process all RPGs use: the GM tells you what you find, you tell
the GM what you want to do next, and the GM tells you the results
of your choices, which often lead to a new area or possible paths of
investigation.

Time and Scale


How long does it take the heroes to search a large island from an
aircar? How often should you update the players on where their
characters are, or ask them which way they’re going? It depends
on how big the area is, and how the heroes are traveling (see the
table below). Exploration falls into three rough categories of time
and scale: site, area, and region. You might also find time and scale
useful for keeping track of long-distance travel.
Site: Anything you can reasonably cover in 10 to 20 minutes.
For characters on foot, that’s a city block, a warehouse or large
building, or a small hillock or hollow. The best time unit is 1 minute
per “move,” and a map scale of 20 to 50 meters works well.
Area: Anything you can cover in a couple of hours. For charac-
ters on foot, that’s an average town or a city district, a spaceport,
or a patch of ground maybe 5-6 km across. Use a 10-minute time
unit, and a map scale of 200 to 500 meters.
Region: A stretch of ground you can cover in a couple of hours
by bike or car (say, 10-100 km in size); characters on foot would
take days to explore a region. Use a 1-hour time unit; the scale
depends entirely on what sort of vehicle the heroes have.
Long-Distance Travel: If your objective is to just cover ground,
you travel about 10 hours per day. For a couple of days, you can
push that quite a bit by driving 24 hours straight, for example. (A
1-day time unit assumes 10 hours of travel.)
The distances given on the table don’t account for good or bad
conditions (see below). They’re also approximated for GM con-
venience. Don’t be afraid to substitute better numbers if they’re
available; if you know the heroes’ aircar can hit Mach 2 (about
2,500 kph), then they go 2,500 kilometers in an hour of travel.
Speed in space is a complicated question: It’s really how much
acceleration you have available and how long you choose to

160 6: Running the Game


Travel Speed
Time Unit 5 kph 25 kph 80 kph 200 kph 600 kph 25,000 15 million kph
(foot) (bike, ship) (car) (helo) (plane)
kph (orbiter) (interplanet
transport)
1 minute 80 m 400 m 1 km 3 km 10 km 400 km 250,000 km
10 minutes 800 m 4 km 10 km 30 km 100 km 4,000 km 2.5 million km
1 hour 5 km 20 km 80 km 200 km 600 km 25,000 km 0.1 AU
1 day 50 km 200 km 800 km 2,000 km 6,000 km 250,000 km 1 AU

accelerate. The figures given for an orbiter are typical near-planet


“working speeds,” while the interplanet transport represents a
typical velocity achieved by a ship that can pull 10-G acceleration
during a voyage from Earth to Mars. Ships that can travel faster
than light are much, much faster; if your ship can hit 10c, you can
get to Mars in just a minute or two.
Terrain: Superhighways are easy going for drivers; mountains
can drastically slow down characters traveling on foot. Terrain falls
into four general categories:

• Optimal (highway, gentle plain): Increase travel speed 25%.


• Normal (rolling plains, light forest, typical urban): Normal
travel speed.
• Bad (marsh, heavy forest, rough hills, cluttered urban): 50%
normal travel speed.
• Extreme (swamp, jungle, steep mountains): 33% normal
travel speed.
• Impossible: No movement possible under current condi-
tions without special equipment or specialized vehicles.

Following roads or similar improved tracks allows heroes to


reduce the penalty for moving through bad terrain by one level—if
there are any roads to follow.
Weather: A little rain or a stiff breeze won’t slow you down
much, but severe weather (downpours, heavy snow, severe heat The average
distance between
or cold) makes terrain one category worse than normal. Extreme asteroids in our
weather (hurricanes, whiteouts, sandstorms, extreme heat or cold) asteroid belt is
makes terrain two categories worse than normal; you might need about 1,000,000
to wait for conditions to improve before pressing on. km. The distance
from Earth to Mars
varies from about
Vision 54 million to 400
million km.
It’s hard to explore an area, let alone fight effectively, if you can’t
see your hand in front of your face. Usually poor visibility is the
result of a lack of illumination, but dense fog or thick smoke
pose a similar challenge. Visibility can be Good, Fair, Poor, Very
Poor, or None.
Visibility is not quite the same thing as spotting range or
opening range in contact situations; terrain and obstacles like

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trees mean you usually don’t spot other creatures until you’re well
within your maximum visibility range.

Level Example Max Visibility Effect


Good Daylight/clear unlimited none
Fair Dusk/haze, or streetlights 500 meters -1 step to Awareness checks
Poor Dim moonlight, light smoke or fog, 50 meters -1 step to Awareness checks
inferior streetlights and ranged attacks
Very Poor Starlight/thick smoke or fog 5 meters Impaired
None No light 0 meters Blinded

Max Visibility: The distance at which you can make out


creatures or details in your surroundings. You can discern very
large objects (buildings, mountains, or starships) at much greater
distances if your vision is not actually obscured by fog or smoke,
but all you can see is a dark outline. You can also detect objects or
creatures showing lights in dark but otherwise clear conditions as
if the visibility is good.
Effect: The combat effect on creatures whose vision is limited.

Artificial Lights
Flashlights, suit lights, or other sorts of artificial illumination
provide fair light level to the range given in the item description,
and poor light level to twice that range. Of course, artificial lights
can be seen from much farther away (several kilometers, usually)
and can’t help much with thick smoke or fog. If you make a ranged
attack against someone you can see only by the light they’re car-
rying, you take a -1 step penalty to your attack roll.

Special Vision
Advanced gear or natural adaptation may provide you with the
ability to see better in conditions that otherwise might seriously
hinder you.
Low-light Vision: The “night vision” goggles available today
improve very poor or poor visibility to Fair visibility for darkness
only, but don’t help with obscuring smoke or fog. You can’t make
out colors or fine details, such as small print on a page. You still
need at least a little light for low-light vision to amplify, so in total
darkness it doesn’t help you.
Sonar/Radar: You “see” by generating a ping of sound (or
radio waves) and discerning the echo produced by objects in your
vicinity. Sonar or radar lets you see in total darkness and through
fog or smoke; the range of your sight is given in the gear or ability
description. You can’t make out colors or fine details; everything
looks like an outline to you.

162 6: Running the Game


Thermal: You see infrared radiation—the heat given off by
various creatures or objects. This allows you to ignore darkness
and obscuring conditions like smoke or fog; refer to the gear or
ability description for the range of thermal vision. You can’t make
out colors or fine details, but you can tell how hot something is,
and things that are warmer or colder than their surroundings
are fairly obvious—you can tell which car in the parking lot was
most recently in use, or which seat someone was sitting in a few
minutes ago (the GM may allow Awareness or Survival checks, as
appropriate).

Navigation
Street signs, map apps, or system charts are often hard to come by
in remote areas. Heroes venturing into unexplored territory with
no idea of where they’re going stand a good chance of getting lost.
At best, getting lost causes delay and wasted effort, but getting
lost in dangerous terrain can be a fatal mistake.
You may need to make a skill check to determine your location
or travel in the direction you intend to go; Academics (for historical
sites), Culture (for sites in a foreign country or alien system), Sur-
vival (for wilderness orienteering), or Piloting (for setting a course
or staying on it) are all appropriate. Usually, just one character
makes the skill check—it’s up to the players to decide which hero is
choosing the team’s course.
Following a Path: If you have something to follow such as
a road, a river, a good set of directions, the signal of a homing
beacon, or even a distant landmark to aim at, you’ll eventually
get to wherever your trail leads, no skill checks needed. Whether
the path leads to someplace you want to go is an entirely differ-
ent question.
Finding a Point: Sometimes you don’t have a path to follow—
you’re looking for something, even if it’s just “the fastest way
out of these damned hills” or “the clearing where we parked our
orbiter.” Navigating to a point is a complex skill check (success goal
of 3, 6, or 10 successes; time interval appropriate for the travel dis-
tance). Each success represents progress toward the goal; usually
the character leading the way or choosing the course makes the
skill check. Clear terrain or prominent landmarks provide a bonus
of +2 steps to the skill check; difficult or confusing terrain imposes
a -2 step penalty.
Usually you can’t “fail out” of a navigation challenge—you’re
welcome to keep marching in circles as long as you want.

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Environmental Dangers
Heroes have a habit of finding reasons to venture into dangerous
places and situations. Wounds caused by bullets and laser beams
are bad enough, but there are plenty of other ways the universe can
do you in: starvation, exotic diseases, a few hours of winter in North
Dakota without a coat. In this section, we’ll take a look at the sort of
environmental dangers Alternity heroes run into from time to time.
Debility: Debility is a special sort of damage that measures the
slow breakdown of the body from slow-acting environmental causes,
as opposed to bullets or fangs. Debility is measured in levels; you
gain levels of debility when you fail Endurance checks to resist the
effects of dangerous environments. The effects of debility depend
on how many levels of debility you have and your Vitality score:

Debility 0 No effect; you’re fine!


Debility < half your Vitality Weakened
Debility ≥ half your Vitality Impaired
Debility = your Vitality Incapacitated
Debility > your Vitality Dead

Debility and Wounds: Each time you gain a level of debility,


mark off 2 wound boxes. You begin by marking off Graze boxes,
but you can’t heal these wound boxes until you remove a level of
debility. (Mark them with an X or different-color pen if you need
to keep them straight from ordinary wounds.) Moderate levels of
debility don’t kill you directly, but they do make you easier to kill.
Removing Debility: Once you are no longer suffering from
the situation or condition that caused your debility, you begin to
recover. If you are incapacitated or impaired by debility, it takes 3
days of rest to remove a level of debility. Otherwise, it takes 1 day
of rest to remove a level of debility. (The right medical devices or
expert care can speed up your recovery.)

Disease
Bioweapons, alien bugs, infected wounds ... characters occasion-
ally discover that the most dangerous enemies are the microscopic
ones. When you’re exposed to disease, you usually are required to
make an Endurance check to avoid catching it. If your check fails
and you catch it anyway, you’re now an unwilling participant in a
skill challenge to get better before the disease kills you. Each time
you fail an Endurance check in your skill challenge, you gain 1 level
of debility (see above).
Diseases have four characteristics: contagiousness, rapidity,
deadliness, and persistence. Each characteristic varies from dis-
ease to disease. For example, something that’s easy to catch but
not terribly lethal could have high contagiousness, high rapidity,
low deadliness, and low persistence. A really nasty bioweapon
could have extreme ratings in all four characteristics.

164 6: Running the Game


Severity Contagiousness Rapidity Deadliness Persistence
Low +2 steps 3 days +1 step 1 success
Moderate +0 steps 1 day +0 steps 3 successes
High -2 steps 8 hours -1 step 6 successes
Critical -4 steps 1 hour -2 steps 10 successes
Extreme -5 steps 1 minute -3 steps 10 successes
Contagiousness: The step modifier to your Endurance check to
avoid catching the disease upon exposure.
Rapidity: The time interval of your Endurance skill challenge to
survive the disease.
Deadliness: The step modifier to your Endurance checks to sur-
vive the disease. Each time you fail an Endurance check, you gain 1
level of debility.
Persistence: The number of successful Endurance checks
you must make to complete the skill challenge and fight off
the disease.
Exposure: Some diseases are airborne, which means you can
catch them simply by being near someone who’s sick or a disease
source open to the air. Other diseases are foodborne or water-
borne—you catch them by ingesting contaminated food or water.
Finally, some are communicable only through close contact with
a victim’s blood or fluids; if you’re not in close contact with some-
one who’s contagious, you won’t catch it. In the context of an
Alternity adventure, the GM decides what constitutes “exposure”
and what precautions can keep you safe (for example, a biohazard
suit or sealed spacesuit is a pretty good defense against airborne
diseases).
Sample Disease: The GM decides that the streams and lakes
of the planet Pasteur IV harbor a dangerous pathogen. Heroes
who fail their Survival checks on the planet may be exposed by
drinking unsafe water. The pathogen is highly contagious, mod-
erately rapid, highly deadly, and moderately persistent. Heroes
exposed must make an Endurance check at a -2 step penalty to
avoid becoming infected, make an Endurance check at a -2 step
penalty once per day during the disease skill challenge, and require
3 successes to recover.
Infected Wounds: Some diseases are transmitted through
open wounds. Characters who sustain a light wound (or worse)
from a diseased creature must make an Endurance check or catch
the disease. No matter how many wounds the character receives
during the scene, he or she makes just one Endurance check at the
end of the scene to resist catching the disease.
Sometimes, just being wounded in an area with disease present
is a potential condition of exposure—an uninjured character might
have nothing to fear from a local microorganism, but a character
with an open wound could be at risk.

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Drowning
If you have a moment to prepare, you can automatically hold your
breath for 2 minutes (or 8 action rounds); otherwise, you can hold
your breath for 1 minute (4 action rounds). After that, you must
make an Endurance check at the end of each action round (or 15
seconds) to continue holding your breath. Your first check is at a
+3 step bonus, but each subsequent check reduces the bonus by
1 step (and imposes a worsening penalty by your fourth check).
When you fail the check, you become incapacitated and drown.
If no one aids you, that’s it for you. If you are rescued within
10 minutes of drowning, you’ve at least got a chance. Reviving a
drowning victim is a complex skill challenge: Medicine, time inter-
val 1 minute, 3 successes to revive, -2 step penalty for 5 minutes or
more of submersion, victim dies after 3 failed checks.

Exposure
Dangerous cold or dangerous heat are not uncommon on Earth,
but on alien worlds, climate extremes may easily exceed the worst
extremes that our own arctic regions and deserts can dish up.
Characters who don’t have protection from the elements must
make Endurance checks; each time you fail a check, you gain 1 level
of debility.
Cold Water: Immersion in cold water is not good for you.
Water temperatures below 10° C are dangerous, water tempera-
tures below 5° C are very dangerous, and water temperatures at
or below the freezing mark (unusual, but possible) are extremely
dangerous.
Dry Heat: Arid conditions are much more tolerable than humid
conditions. You gain a +2 step bonus on your Endurance checks to
survive hot temperatures if the humidity is low, although you’ll need
to drink lots of water (otherwise, you do not receive the bonus).
Wind Chill: High winds make cold temperatures more haz-
ardous; you suffer a -2 step penalty to your Endurance checks to
survive cold temperatures if the wind is above 30 kph.

Hazard Level Cold Heat Endurance Check Interval


Moderate < 5° C (40° F) > 35° C (95° F) 4 hours
Dangerous < -10° C (15° F) > 50° C (120° F) 1 hour
Very Dangerous < -30° C (-20° F) > 60° C (140° F) 10 minutes
Extremely Dangerous < -50° C (-60° F) > 75° C (165° F) 1 minute

Falling and Impacts


Hitting the ground at high velocity is dangerous to your health;
avoid falling from high places. If you’re pushed over a cliff or
knocked off a narrow ledge, you can attempt an Acrobatics check
as a reaction to catch yourself before you fall; if you succeed, you
fall prone at the edge. The damage you sustain from a fall depends

166 6: Running the Game


on how far you fall; bad falls can inflict multiple wounds at the
same time.
Different Gravity: The distances given below assume Earth-
like gravity. On low-gravity worlds, halve the actual fall height to
determine your fall severity; on high-gravity worlds, double the
actual fall height to determine severity.

Severity Damage Fall of . . . Vehicle Speed


Minor 1d6 damage 2-3 meters 1-19 kph
Moderate 1d10 damage 4-5 meters 20-39 kph
Serious 1d12 damage (inflicts 1d3 wounds) 6-10 meters 40-69 kph
Critical 2d8 damage (inflicts 1d4 wounds) 11-24 meters 70-99 kph
Lethal 2d12 damage (inflicts 1d6 wounds) 25+ meters 100+ kph

Impact: Getting hit by a large, fast-moving object like a car is


pretty similar to falling—you collide with something bigger than Real world: The
you at a high rate of speed. The severity of the impact depends on average person
how fast the vehicle (or other object) is moving. You can attempt has a 50-50 shot
of surviving a 15m
an Acrobatics check as a reaction to throw yourself out of the fall or surviving
way, assuming that it’s possible to get out of the object’s path by being hit by a car
moving a few meters. If you succeed, you fall prone in the closest going 70 kph.]
safe space.

Gravity
Earth-normal gravity (or g) isn’t all that common in the universe.
Heroes might visit massive planets with extremely heavy grav-
ity, or find themselves on derelict spaceships with zero gravity.
Remember, gravity is acceleration—if you’re in a ship boosting
at 5g and you’re not in an acceleration couch, you’re going to be
glued to the floor. For our purposes, gravity comes in six levels:
zero-g, micro, low, standard, high, and extreme.
Zero gravity is awkward for people unaccustomed to it.

• If you have no surface to push off from or move along, you


can’t move. Otherwise, you must make an Acrobatics check
when you move. On a failure, you’re slowed (see Status
Effects) until your next action.
• You can “jump” across wide gaps with a strong push-off.
Essentially, you’re ballistic and can’t steer; you automat-
ically move a number of meters equal to your half your
speed at the end of each impulse (and you can take other
actions while your momentum carries you). If you need
to hit a precise or difficult landing point, make an Acro-
batics check when you begin your jump to see if you hit
your target.
• You suffer a -1 step penalty to any skill check you make
for physical activity (including hand-to-hand and
melee attacks).

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• Each time you make an


attack, you must make an Acrobat-
ics check or knock yourself off-bal-
ance (see Status Effects).
• Heroes with zero-g training
ignore the penalty for skill checks,
and gain a +3 step bonus to Acro-
batics checks in zero gravity.

Microgravity (less than 0.1g) is effectively the


same as zero gravity, except that objects and crea-
tures very slowly fall to the floor or ground, whatever
that is. For example, water puddles on the floor, and
flames burn “up.”
Low gravity (0.1g to 0.6g) is generally comfortable for
people used to standard gravity. You gain a +1 step bonus
to skill checks to climb, jump, or lift heavy loads. Reduce
falls by one severity level.
Standard gravity is generally Earthlike (0.7g to
1.2g). Heroes native to Earthlike worlds suffer no
penalties in standard gravity. If you’re native to a
low-gravity planet, standard gravity is considered
high, and if you’re native to a high-gravity planet, standard gravity
is considered low.
High gravity is significantly heavier than Earth’s (1.2g to 2g).
You suffer a -1 step penalty to all skill checks for physical activ-
ity (including hand-to-hand or melee combat, but not ranged
combat). Falls increase one severity level.
Extreme gravity ranges from 2g up to 4g; it’s the heaviest in
which heroes can still move around (with great difficulty). You’re
impaired (see Status Effects), and falls increase one severity level.
Gravity above 4g immobilizes human heroes, and is generally
not survivable for than a few hours without artificial support.
Humans can briefly endure higher g-forces; a good rollercoaster
reaches 5g or 6g for a few seconds at a time, fighter pilots can take
9g or so with special suits. It may be possible to survive as much as
50g ... for a few seconds.

Poison
Venomous animals, primitive aliens armed with poisoned arrows,
chemical weapons ... poisons of various sorts pose a significant
threat to heroes. In the Alternity game, poison comes in two
basic types: fast-acting poisons which deal damage over time in

168 6: Running the Game


combat situations, or slow-acting poisons that kill over hours or
days by inflicting debility on the victim.
Delivery: Poisons can be introduced into your body through
several different mechanisms. If the delivery method succeeds
(you drink the poisoned wine, the poisoned arrow inflicts a wound,
etc.), you are now poisoned.

• Contact: Mere contact with exposed skin delivers the


poison. If you’re wearing chem warfare gear or you avoid
touching or handling a poisoned object, you’re safe.
• Ingested: Eating or drinking poisoned food or beverages
delivers the poison.
• Inhaled: Breathing in a vapor or gas delivers the poison. A
gas mask or an independent breathing system like that in a
typical space suit or breathing mask protects you, as does
holding your breath (if you know you’re in danger).
• Injected: Receiving a wound from a poisoned weapon,
being stung or bitten by a venomous animal, or being
injected with a hypodermic needle delivers the poison.

Fast-Acting Poison: Fast poisons tend to be “tactical”—they


take effect swiftly enough to disable or kill a victim in the course
of a combat or challenge scene. A selection of common poisons
appears on the table below.

Poison Delivery Onset Dmg Effect #Resist Fail


over Time
Chloroform Inhaled 1 round none Impaired 1 Incapacitated
1d6 × 10 min
Cyanide Ingested Instant 2 wounds Incapacitated 3 Death
Gas, Chlorine Inhaled 1 round 1 wound Distracted 1, Free
Gas, Mustard Contact 1 minute 1 wound Impaired 1
Gas, Nerve Contact Instant 1 wound Blinded, slowed 6 Death
Sedative, Ingested 10 none Impaired 1 Incapacitated
strong minutes 1d6 hours
Tranquilizer Injected 1 round none Impaired 3 Incapacitated
1d6 × 10 min.
Venom, Injected 2 rounds 1 wound Distracted 1, Free
moderate
Venom, strong Injected 1 round 2 wounds Impaired 3, Free
Venom, lethal Injected Instant 2 wounds Impaired, 3 Death
slowed

Onset: The time it takes for a poison to begin working.


Dmg over Time: How many wound boxes of damage it deals
at the start of each round once it has begun working. Fast-acting
poisons deal lots of damage quickly, while slower poisons might
only deal one wound per round.

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Effect: Some poisons inflict a secondary condition on you.


Secondary effects begin after the onset, and last until you end the
poisoned status by succeeding on the required number of Endur-
ance checks to resist the poison (or until you receive an antidote).
#Resist: The number of times you must succeed on an Endur-
ance check to fight off the poison’s effect, and whether the poison
allows a free resist check at the end of each round.
Fail: The effect of failing an Endurance check to resist a poison.
Slow-Acting Poison: Slow-acting poisons function like dis-
eases (see Disease, earlier in this chapter). Instead of contagious-
ness, slow poisons are measured by toxicity. When you’re exposed
to a slow-acting poison dose, make an Endurance check modified
by the poison toxicity. If you fail, you are now poisoned. The poison
then progresses like a disease of the corresponding severity; for
example, arsenic poisoning is a “disease” of moderate severity,
while ricin poisoning is a “disease” of critical severity.

Radiation
Dangerous radiation is a common hazard in science fiction set-
tings. Heroes might find themselves facing damaged power plants,
irradiated ruins, radiological weapons, and cosmic phenomena
such as solar flares or pulsars. Radiation injury is actually a pretty
complex topic, but we’ll reduce it to a relatively simple “game
hazard” so that you won’t be tracking rems or enforcing decon-
tamination procedures on your players.
You get exposed to radiation in one of two ways: by suffering a
radiation injury in a combat or challenge scene (usually as a result
of taking damage over time from a radiation effect), or by spend-
ing time in a dangerous area. The more serious the radiation injury,
or the more time you’re in the dangerous area, the higher the
radiation exposure. Your radiation exposure determines just how
sick you’ll become later.
Radiation Danger: For game purposes, area radiation comes
in two intensities: dangerous (an hour or two of exposure will
make you pretty sick) and extremely dangerous (mere minutes of
exposure could be lethal). Realistically, you can accumulate very
harmful doses over days or weeks of exposure in areas bombarded
by moderate levels of radiation or face serious illnesses later in
life, but we’re ignoring that for now—we’re interested in the sort of
radiation hazards you see in action movies or sci-fi blockbusters.

Radiation Injury Time of Exposure in Time of Exposure in Sickness


Dangerous Area Extreme Area Severity
— 10 minutes 1 impulse Low
Graze 1 hour 1 action round Moderate
Light wound 4 hours 1 minute High
Moderate or serious wound 8 hours 2 minutes Critical
Critical or mortal wound 24 hours 5 minutes Extreme

170 6: Running the Game


Dangerous radiation sources include damaged power systems
(especially fission or antimatter technology), fallout from nuclear
explosions, solar flares or planetary radiation belts, and weird alien
artifacts.
Sources of extremely dangerous radiation include critically
breached (or melted-down) power systems, cosmic phenomena
such as gamma ray bursters or the accretion disks of black holes,
nuclear weapons (especially neutron bombs), or very nasty radio-
logical weapons.
Radiation Sickness: After you receive a significant dose of
radiation, you’re facing a bout of radiation sickness. Radiation
sickness works like a disease (see Disease, earlier in this chapter),
except you don’t check for contagiousness—if you soak up a bad
dose of radiation, you have radiation sickness, period. The severity
of your radiation sickness depends on what sort of radiation injury We’re not going to
you suffered. Fortunately, high-tech medical equipment and treat- worry about cancer
down the road or
ments can often save even the most hopeless of cases.
whether you should
have kids or not. It’s
Starvation and Dehydration a game, after all.

Heroes venturing a long way from civilization risk running out of


food and water. You track your supplies in “days” of rations; for
example, a character with a full pack might carry 10 days of rations.
One day’s rations typically weigh about 1 kg. In addition, humans
need about 4 liters (or 4 kg) of water per day. Characters without
stores of food or water might be able to forage or hunt for food
and find local water sources if a planet is reasonably Earthlike; see
the Survival skill.
After 2 days without water or 2 weeks without food, you
must begin to make Endurance checks to avoid gaining 1 level of
debility. Continue to make checks for each day without water or
week without food until you either improve your supply situation
or succumb.

Vacuum
Sooner or later, you’re going to find yourself outside your ship
without a spacesuit, and that’s not where you want to be. Contrary
to popular depiction, you generally don’t freeze in vacuum—it’s
hard to lose heat without any sort of matter in contact with you.
You’re also not going to explode, but you can suffer lethal injury if
your lungs rupture.
Initial Exposure: Make a Resilience check. On a failure, you
sustain a mortal wound. If you have a moment to ready yourself—
your suit leak is slow, or you’re choosing to open the airlock—you
can empty your lungs of air, and you don’t need to make the
Resilience check.
Acting in Vacuum: You’re distracted. At the end of each
even-numbered impulse, make an Endurance check; you have a
cumulative -1 step penalty for each check after the first. On your

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first failed check, you become impaired. On your second failed


check, you fall unconscious and start to asphyxiate.
Asphyxiation: The combination of asphyxiation and ebullism
(your body fluids boiling in low pressure) finish you off in a couple
of minutes. Mercifully, you’re unconscious by this point. At the
end of each minute you’re unconscious in vacuum, make an
Endurance check. On a failure, you die. You have a cumulative -1
step penalty for each check after the first.

SUCKED OUT INTO SPACE


While you don’t explode in vacuum, you can easily get blown out into space if
something puts an unexpected hole in your ship or station. Air escaping through
a large hole creates a powerful wind “blowing” out. In zero-g or microgravity,
you’re picked up and swept along; at the end of each impulse, you’re carried 20
meters closer to the hole unless you find something to hold onto. If you’re actu-
ally blown out through a large hole, you’re now drifting away from your ship at
the speed of 20 meters per impulse.
If the area now exposed to space is small, it can empty out very quickly. A
large hole in a small room means that room is immediately emptied of air, becom-
ing a vacuum. A large hole in a large room, or a small hole in a small room, causes
the room to depressurize over the course of 2d6 action rounds (or more, if the
area venting is really big).

Objects
Take a look around you—if the room where you’re sitting suddenly
became the focus of an action scene in a movie, what sort of things
would get in the heroes’ way? What sort of things could be broken
or destroyed? If the heroes blasted something with a plasma burst,
how might that affect the scene? For the most part, everyday
furnishings, appliances, and knick-knacks aren’t worth paying
attention to—you can assume that a gunfight in an office lobby
leaves a few bullet-ridden chairs and broken windows behind.
However, sometimes it’s important to know if you can punch a
hole in a fusion plant’s containment unit with a pistol shot, destroy
a desktop computer by throwing it against a wall, or blast through
an armored hatch with a rocket launcher.

Object Characteristics
If you need to describe an object in game statistics, use the follow-
ing characteristics:
Size and Mass: The object’s size and weight; handy for figuring
out how hard it is to target with an attack or move.

• Tiny (1 kg): soda can.


• Small (10 kg): microwave, office chair.

172 6: Running the Game


• Medium (50 kg): desk, shrub, lawnmower, interior door.
• Large (250 kg): refrigerator, large bush, motorcycle,
armored door.
• Huge (1,200 kg): car, light truck, walk-in freezer, airlock,
small tree.
• Enormous (5,000 kg): heavy truck, large tree, water tank.

Anything bigger than “enormous” is probably a building, ship,


or piece of terrain, not an object per se. Very big objects usually
have some natural resistance to damage by virtue of their size;
bullet holes might impair the working of a typical car, but they
won’t physically destroy it. (See Firepower and Big Targets in
this section.)
Breakage: Things that a hero might break, shatter, or bust
through with sheer physical muscle are usually assigned a break-
age modifier—a step bonus or penalty to the Athletics check of
anyone trying to break open or break through the object.

• Fragile: +2 step bonus (screen door, glass window).


• Normal: +0 step (interior door, light furniture).
• Tough: -2 step penalty (exterior door, sturdy furniture,
safety glass).
• Very Tough: -4 step penalty (fire door, armored glass).
• Unbreakable: Not possible without a powerful weapon or
explosives.

Resistance: The amount of armor or toughness the object pos-


sesses. Does a bullet punch into it, pock or dent it, or just bounce
right off? Resistance generally depends on what the object is made
of or protected by:

• Cloth, leather, soft plastic: Resistance 0-1.


• Plastic, wood, thin metal: Resistance 2-3.
• Stone, concrete, dense plastic, average metal (0.5 cm):
Resistance 4-5.
• Sturdy metal (1 cm) or personal armor: Resistance 6-8.
• Heavy metal (2 cm) or vehicular armor: Resistance 9-12.
• Super-heavy metal (5 cm) or extreme vehicular armor:
Resistance 13-15.

Durability: The number and type of wound boxes the object


possesses. Size, redundancy, quality of construction, compart-
mentalization, or plain physical toughness all influence the object’s
durability track. Think of durability as “how many shots can this
thing take before it’s wrecked.” Use the table below as a guide:
Just like wounded characters take a penalty to their actions,
objects with significant damage may not work as well as they’re
supposed to. For example, trying to operate a reactor console
that’s suffered critical damage means you’re taking a -3 step pen-
alty on your Engineering checks. (We advise running at that point.)

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Object Durability
Object Size/Toughness
Wound Box Type Tiny Small Average Large Huge
Minor 1-6:   1-9:   
Moderate (-1 step) 1-6:  7-9:   10-12:   
Serious (-2 steps) 7-9:  10-12:   13-15:   
Critical (-3 steps) 1-6:  1-9:  10-12:  13-15:  16-19:  
Total (destroyed) 7+:  10+:  13+:  16+:  20+: 
Shift 1 column to the left if the object is fragile for its size.
Shift 1 column to the right if the object is tough for its size.

Firepower and Big Targets


Some targets are so massive that handheld weapons are basically
ineffective against them—a handgun just isn’t going to do much to
stop a tank. If you want to stop a tank, you need a bazooka or an
anti-tank gun. Targets that are big and tough have extremely high
armor values. Good examples include:

Target Resistance
Light vehicle, small house 5 + material
Heavy vehicle, light ship, bunker, building 10 + material
Medium ship, tank, vault 15 + material
Heavy ship, fortress 20 + material
For example, a bunker made from concrete (a material with
resistance 4-5) should have an armor value of 14 or 15.
Weapons designed to damage or destroy massive targets either
deal extreme damage (perhaps 6d10 energy for a battleship’s laser)
or have an Arrmor Piercing (AP) value of 10 or more.

Interaction
Many scenes in adventures fall into the category of social interac-
tions: The heroes are trying to negotiate with a NPC for something
they want, or convince a NPC to treat them differently than the
NPC would ordinarily treat them. Scenes that revolve around the
heroes talking with NPCs are generally referred to as “interaction”
scenes or encounters—and if it’s not clear whether the heroes can
get what they want from someone, an interaction skill challenge
may be called for.
Automatic Success and Failure: While a hero with a winning
Personality and a bunch of skill points in Influence or Misdirection
can talk his way out of quite a lot of trouble, the GM should begin
interactions with a strong bias toward common sense. You don’t
have to succeed on an Influence check to get the cashier at a fast-

174 6: Running the Game


food joint to sell you a hamburger; that’s the cashier’s job. (You
might need to make an Influence check to persuade the manager
to fix you a hamburger if they’re closing for the night or if they’re
saving the hamburger for someone else, though.) Routine interac-
tions for ordinary stakes should just succeed.
Likewise, some interactions don’t succeed regardless of skill
checks. If the GM determines that a spaceport security chief is
incorruptible, no attempt to bribe that NPC is going to work,
regardless of check results. (However, convincing the honest
security chief that your cargo is one thing instead of another might
be possible.) People don’t just give valuables to strangers or take
insane risks for them on a whim; you’ll need to create the right
conditions first by winning the target’s confidence, which takes
time and may involve extensive research and a Misdirection skill
challenge in its own right.

NPC Attitude
Most NPCs you interact with in an Alternity adventure begin
with an attitude appropriate for their role. A xenophobic alien tribe
is hostile to off-worlders and attacks any humans they see, unless
they’ve learned to fear human firepower ... in which case they
might flee, hide, or quietly track the heroes and look for a chance
to ambush team members who stray away from the main group
or let down their guard. A conscientious security guard does her
job, doing her best to protect the facility she’s assigned to, while a
disgruntled security guard does the absolute minimum she needs
to do to avoid getting fired.
Attitudes fall into five basic categories:

• Hostile: The NPC takes action to hurt the heroes (or


reports them to authorities or avoids contact if the heroes
appear too dangerous.)
• Suspicious or Unfriendly: The NPC takes action to avoid
the heroes or chase them away (and may become hostile if
the heroes don’t back off).
• Indifferent: The NPC interacts with the heroes as
expected, but may become friendly or unfriendly depend-
ing on how the heroes interact.
• Helpful: The NPC interacts as expected, but adds minor
assistance, advice, or support.
• Friendly: The NPC gives you major support, even when
you didn’t ask for it. A friend will accept personal risk to aid
you. Your contacts are generally friendly.

With most Coercion and Influence checks (plus many Decep-


tion checks), it takes a certain threshold of successes to change
an NPC’s attitude. If the bad guys are shooting at you—and thus
hostile—it takes more than just an average Influence success to get
them to lower their weapons.

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Initial Attitude Check required to ...by 2 categories


improve by 1 category
Hostile Excellent Stellar
Suspicious Average Excellent
Indifferent Average Excellent
Helpful Excellent —
Friendly — —
A failed check either leaves the NPC’s attitude where it is or
worsens it by one category, depending on the situation and the
stakes involved.
Improving an NPC’s attitude by more than two categories gen-
erally requires an extended skill challenge. In this case, an Av/Ex/
St result tallies 1/2/3 successes, and it takes 3 successes for each
attitude improvement. Once you’ve failed three times, the interac-
tion has reached an impasse, and attitudes won’t change further
until time passes or the underlying conditions change.
In the case of Coercion, a successful act doesn’t improve the
NPC’s actual attitude or demeanor, but it temporarily improves
the  NPC’s behavior. The dirty cop you’re intimidating is still sus-
picious, but she’ll act helpful for the moment, muttering curses
under her breath the whole time.

Roleplaying
Sometimes, players hit upon the exact right thing for their char-
acters to say in the exact right situation. If the GM feels that
the players, speaking for their characters, found the exact right
argument or inducement to convince a NPC to do what they want,
then there’s no need to roll the dice. Your reward for engaging with
the story and thinking hard about how your character can change
someone else’s mind—or buy them off with an offer they can’t
refuse—is that you automatically succeed at the interaction scene.
If your argument or inducement is strong but the GM feels that
it’s not a sure thing, then the GM can simply award you a bonus
on your skill check. A bonus of +1 step for a point well made to +3
steps for a compelling case would be appropriate; anything more
probably falls into the realm of automatic success.

Negotiations
If a skill check is called for, a negotiation ranges from a single check
for a simple decision to a lengthy skill challenge for a complex or
time-consuming decision. Brokering a peace deal between warring
planets isn’t really the sort of thing you do with one roll of the
dice. The three biggest components of a negotiation challenge are
commitment, risk, and reward.
Commitment: How much effort are you requesting from the
NPC you’re dealing with? Convincing villagers to delay an unim-

176 6: Running the Game


portant hunt by a day is not too hard, but convincing them to
never again hunt a rare prey animal that represents an important
rite of passage for their warriors is a much tougher sell.

• Simple decision/a few minutes: 1 success


• It’ll take a few hours, tops: 3 successes
• It could go on for days or weeks: 6 successes
• You’re asking for years of commitment: 10 successes

Risk: How dangerous is it for the NPC to go along with what


you’re suggesting? If a gate guard is likely to be fired for letting
the wrong person into the facility, it doesn’t matter that it would
only take a moment for her to buzz you in—she’s likely to say no.
Risk imposes a penalty depending on the potential consequences
to the NPC:

• Risk of mild consequences (demerit, small fine): -1 step


• Risk of serious consequences (fired or injured): -3 steps
• Risk of extreme consequences (killed): -5 steps
It doesn’t matter
Reward: What’s the upside for the NPC? Minor rewards include if you can really
a gift equal to a few hours’ pay, a good word with a supervisor, or provide the reward
to the NPC; the
a chance to spend time with someone the NPC finds congenial
NPC just has to
or attractive. Major rewards are things like a few month’s pay, a believe that you’ll
promotion, or the promise of a serious relationship with the right live up to your end
person. Extreme rewards include gifts of “quit your job” money, of the deal.
promotions of several steps, and so on. Rewards provide bonuses
to your negotiation skill challenge (+1 to +5 steps).

NPCs
On rare occasions, a small team of heroes exploring a distant
planet with no intelligent natives might not have any social inter-
actions during the course of their adventure, but most Alternity
adventures take place in settings populated by a supporting cast
of NPCs. In fact, creating a vibrant and interesting universe of
memorable people for the heroes to meet, battle against, fight
alongside, or help out in times of danger is a great way for the GM
to build a game the players will long remember.
While you can create NPCs exactly the way you’d create a player
character, the universe isn’t full of nothing but highly competent
heroes. Most NPCs are noteworthy only because they can provide
a key skill use on the heroes’ behalf (for example, a top surgeon
operating on a badly wounded PC) or know information the heroes
might need for the current adventure (for example, an eyewitness to
a crime the heroes are trying to solve, or an informant who can tell
the heroes where to find the gang hideout). Only the most import-
ant villains or allies need anything like a full character description.

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NPC Role
A NPC’s role is simply the reason he or she is in the adventure.
Is the NPC a faceless adversary the heroes battle in one combat
scene, a helpful bystander with a key piece of information, or a
master villain with a world-threatening plot? NPC roles include
allies, contacts, extras, professionals, and villains.

Ally
Sometimes, a team of player characters needs a little help. A NPC
ally is an additional hero character under the GM’s control. An
ally may be a temporary addition to the team for a single episode
or adventure—for example, a little extra firepower the heroes’
employer assigns to help out with a tough mission—or a faithful
sidekick who sticks with a hero through many adventures.
Allies are “full” characters with ability ratings, archetypes, and
skill point assignments. Allies are usually a level or two lower than
most heroes in the party (the game is about the heroes, after all).
Allies might join the team for a fair cut of the job’s proceeds or
dividends, because some higher authority assigns them to the
team for a while, or as sidekicks acquired by heroes who choose
the Sidekick talent.
The GM designs the ally character and controls the ally during
action scenes (although most GMs allow players to control their
own sidekicks, and only overrule the players’ decisions if it seems
clear a sidekick wouldn’t do what the player wants the sidekick to
do). Allies generally don’t take suicidal chances or meekly tolerate
abusive or negligent behavior from the heroes they’re supposed to
be working with; they’ll leave, surrender, or decline to participate in
Declining to
participate could a highly risky plan if that’s what any rational person would do.
be staying behind
full cover and
allowing someone Contact
else to charge the A contact is a NPC who can provide the heroes with information,
machine-gun nest. resources, or favors. Heroes acquire contacts during adventures by
doing things for people. In addition, some character backgrounds
come with contacts (and if you choose the right talents, you may
have even more contacts than other heroes in the campaign).
Don’t confuse contacts with organizations. If you’re a CIA agent,
the agency’s going to provide you with the information you need
to perform your mission, resources such as standard weapons or
satellite phones, and favors like diplomatic cover. If you’re a CIA agent
with a contact, you’ve got access to someone outside Langley who
can do things for you that the Company can’t—a senator on the Intel-
ligence Committee, a Russian mob boss who owes you big-time, or
maybe a white-hat hacker who helps you out from time to time.
The sort of help a contact provides is up to the GM. Moderate
assistance includes a tip, a ride, posting bail, or providing a piece of
normal equipment that otherwise might be hard to find on short
notice. Significant assistance includes short-term surveillance,

178 6: Running the Game


the loan of a vehicle, posting a very expensive bail, or normally
restricted equipment; critical assistance consists of a detailed
target list, the loan of a starship, a governor’s pardon, or providing
highly regulated gear such as a squad’s worth of powered armor.
If it’s not clear how much help a contact can provide, the GM can
call for a contact check. To make a contact check, the hero with
the contact makes an Influence skill check; the amount of help the
contact provides is proportional to the success of the hero’s check.
Contacts come in three grades:

• Average contacts: moderate assistance; no bonus to con-


tact checks.
• Excellent contacts: significant assistance; +2 step bonus to
contact checks.
• Stellar contacts: critical assistance; +4 step bonus to con-
tact checks.

Extra
Most of the people the heroes pass by on the street are average
in all respects—they’re literally extras (in the cinematic sense) who
are present only to create the illusion of a realistic world. When
you touch down at an outpost on a distant world, you could meet
lots of interesting people: shopkeepers or dealers who can sell you
gear you need, colony administrators who might hire you for a job,
a gang of kids impressed by someone who’s actually been to other
planets. Extras can’t provide you with unusual assistance or watch
your back during a firefight, but they’re often an important part of
an adventure narrative (for example, the “quest givers” you see in
many MMOs).
Dealers are NPCs who sell you stuff. If you’re a good customer
or it’s clearly in their own interest to help you get what you need,
they’re friendly (and they might occasionally cut you a break on an
item’s price or buy back lightly used gear you’re done with).
Employers hire you to do a job. You’re a hero, so you don’t get
hired to deliver pizzas—you get hired to take care of a problem.
How much an employer can offer and whether they’re on the level
vary quite a bit from adventure to adventure.
Friends are people you’d help out even if they can’t pay you,
and who help you out in small ways that don’t really rise to the
level of being a formal contact. It’s up to you to decide if a particular
NPC is someone your character feels obligated to assist, but most
heroes have at least a few people they look out just because they
like ‘em. Relatives or romantic interests also fall into this category.
Informants are NPCs who know something of value in the
current adventure, but aren’t persistent or long-lasting contacts.
The moisture farmer who saw which way the desert raiders fled?
She’s an informant. The only reason she exists in your campaign is
to provide the heroes with a useful bit of information when they
ask the right question.

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Adversaries are often extras, too. The thugs, mooks, storm-


troopers, or guards who only exist to shoot at the heroes in one
combat scene? They’re just not that important. In fact, most don’t
even need a name (although you might need to decide how much
a particular mook or soldier knows about the villain’s master plan
and whether or not he’ll talk if the heroes capture him alive).

Professional
Sometimes, it pays to just hire a pro. A professional is a NPC you
hire because they’ve got a skill you need—for example, a doctor
for an injured character, an engineer to repair a damaged ship, or a
lawyer to get an injunction slapped on the megacorp before they
remove artifacts from the alien tomb they think they own.
Professionals come in three grades:

• Average professionals (key skill 11+, +1 step bonus; second-


ary skills 13+): $200/hour.
• Excellent professionals (key skill 10+, +1 step bonus; sec-
ondary skills 12+): $500/hour.
• Stellar professionals (key skill 9+, +2 step bonus; secondary
skills 11+): $1000/hour.

A professional has a key skill—the specific one you need to


hire—and several related secondary skills appropriate to their spe-
cialty. For example, an expert guide could have Survival as a key
skill, and Awareness, Firearm, and Stealth as secondary skills.
Facilities: Professionals often have access to superior facili-
ties—for example, an OR and a crack surgical team at a hospital or
a well-equipped repair yard. Excellent or superior facilities provide
an additional +1 or +2 step bonus on the appropriate skill checks,
but renting facilities (and a supporting team of experts) generally
costs 10 to 100 times as much as hiring the professional.

Villain
Most adventures feature a villain—a NPC who serves as the
primary driver of the plot, and the center of resistance to the
heroes’ efforts. Villains come in all shapes and sizes; many are
very formidable adversaries who can singlehandedly take on a
whole team of heroes, others throw hordes of thugs or soldiers
in the heroes’ path, and still others pose no physical threat to the
heroes at all—they’re dangerous because they can use authority
or misdirection to stymie the heroes. The important thing is that a
villain has a place in the narrative: She’s trying to do something the
heroes need to stop, or she’s trying to stop the heroes from doing
something they need to do.
Villains generally require a “full” character or creature design;
the GM needs to know what happens if the heroes confront them,
even if the villains in question have no particular desire to shoot it

180 6: Running the Game


out with the good guys. However, villains don’t have to be built on
the same chassis as a PC. Many villains are aliens or monsters of
some sort, and don’t have an archetype or full skill selection. Even
human villains rarely need to be constructed like evil heroes.
Villains and Hero Points: Just as heroes have hero points to
help them shine at dramatic moments in an adventure, import-
ant villains also have hero points. Villains spend their hero points
defensively to reduce the success of hero attacks (especially
Excellent or Stellar successes). They can also spend hero points to
succeed on an important skill check that isn’t a direct attack on one
of the PCs—for example, a Piloting check to vanish into a nebula, or
an Engineering check to sabotage a ship’s power plant and create
a new problem for the heroes to deal with.

• Minor Villain (a level boss or a single signature encounter): 1


hero point.
• Major Villain (an adventure boss): 2-4 hero points.
• Epic Villain (a threat in multiple adventures): 5-6
hero points.

Quick NPC Description


Most of NPCs heroes interact with can be reduced
to a few crucial elements of description. You don’t THE AVERAGE PERSON
need to know the NPC’s biography; you just need The typical human has
to identify a couple of salient characteristics that ability ratings 4, 3, 3, 3, 2,
make a character distinctive and a little memora- 2; one skill at 3 points, and
ble. A quick NPC description entails 1- or 2-word two at 1 point; initiative
details in some or all of the following areas: name, score 15/20/25; and dura-
first impression, age/species/sex, job, motive, bility of 1-9: ; 10+: .
and personality. Don’t assign specific
Name is obvious: What do the heroes call the abilities or spend skill
NPC? It’s often helpful to give NPCs in the same points unless you have
area very different names just to avoid player to. Instead, just give a
confusion. quick NPC one key skill
First Impression: What salient physical feature (skill score 14+) and two
do the heroes see at first glance? secondary skills (skill score
Age/Species/Sex: This is more physical descrip- 16+). Any other skill check is
tion (although Sex in this case indicates how the untrained (skill score 18+).
NPC presents himself or herself).
Job: What does the NPC do for a living? What’s
he or she good at?
Motive: What does the NPC want in this adventure? Keep it
short and pithy: “help make the town safe from pirates,” “organize
a strike for better working conditions,” or “chase off the aliens so
the wreck can be profitably salvaged” are all good examples.
Personality: What’s the key personality trait heroes interacting
with the NPC notice? All you really need is something to hang a bit
of roleplaying on, such as “nervous,” “overconfident,” “bully,” or
“dignified.”

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Hero Advancement
The Alternity game isn’t a “zero to hero” system—a beginning
character is already a competent hero and a cut above most of the
people in the universe. Even so, characters definitely grow over the
course of their careers, learning new skills and mastering old ones.
In some campaigns, highly experienced heroes also gain access to
better gear and more powerful weapons. A suit of powered assault
armor is never going to be something you just wear all the time,
but as you approach 10th level it might be something you can
keep stashed on board your ship or easily requisition from the local
authorities when you really need it.

Awarding Levels
Heroes level up when the GM decides that it’s appropriate for
them to do so; this isn’t an XP or kill-point system. We recommend
awarding a new level to the heroes at the completion of 2-3 short
adventures, or one medium-sized one (an adventure of about a
dozen scenes). To put it another way, heroes should level up once
every 3-6 game sessions.

Leveling Up
When you gain a level, you can learn a new talent. You also gain 5
skill points. The maximum number of skill points you can assign to
a skill is equal to 4 + your new level, topping out at 10 skill points
by the time you’re level 6. (Later in your career it may be useful to
take up some new skills and expand your horizons a bit.)

Retraining
Over the course of your career, you might find that some element
of your early training just isn’t relevant anymore and refocus on
skills or talents that are more useful to you. When you gain a level,
you can “forget” a talent and learn a new one in its place. You can
also remove up to 2 skill points from one existing skill and spend
them on different skills. You can’t choose to remove talents or skill
points that are requirements for a different talent you still have.

Gear
In fantasy games, heroes gain ever-more powerful magic swords
and magic armor as they gain levels. There’s a limit to just how
believable this is in a sci-fi RPG, but it’s still possible to improve
your combat ability by improving your weapons and armor or
to obtain a particularly well-made tool or professional kit that
can help you succeed in difficult skill challenges with noncombat
skills. You could get your hands on a laser pistol of exceptional
quality (perhaps with a more powerful beam than the “standard”
mass-produced models, or a larger and more efficient power cell),

182 6: Running the Game


or a “heavy-duty” suit of carbon-fiber plate that offers bet-
ter-than-normal damage resistance. If you can find a company
specializing in limited runs of superior heavy pistols for a gun
enthusiast with money to burn today, why not in the future?
Improving through gear upgrades generally involves using
your mission earnings or calling in special favors to purchase Gear
Modifications (see Rewards in Chapter 7). You might also just find
a particularly choice piece of gear—for example, a prototype heavy
laser in the evil corporation’s weapons development facility.

Starting with Advanced Characters


As we noted earlier, an Alternity character is a hero right from
1st level. However, a GM might want to let players begin with a
broader array of skills and talents than normal. If you decide to
start a campaign with heroes above 1st level, here are the cumula-
tive skill points and talent selections for each level:
Skill Points: The number of total skill points you can spend in
addition to the starting skills provided by your choice of archetype.
Maximum Skill Points per Skill: The maximum number of skill
points you can assign to any one skill.
Talents: The number of talents you know.
Gear: This table presents two different systems for gear: choos-
ing items by class, or using a pay-as-you-go approach. You either
have the number of items specified at each cost class, or you have
the wealth specified in the last column. For example, a 4th-level
character begins with three Class 1 items, three Class 2 items, two
Class 3 items, and one Class 4 item, or instead begins with $20,000
to go shopping with.
You have access to gear of limited availability at higher levels:
Restricted at 3rd level, Military at 6th level, and Experimental at
9th level.

Starting Skill Max Pts Talents Gear Class or Wealth


Level Pts per Skill
1 2 3 4 5 Wealth
1st 15 5 3 3 2 1 $4,000
2nd 20 6 4 3 2 2 $7,000
3rd 25 7 5 3 3 2 $10,000
4th 30 8 6 3 3 2 1 $20,000
5th 35 9 7 2 3 3 2 $35,000
6th 40 10 8 2 3 3 2 $50,000
7th 45 10 9 3 3 2 1 $80,000
8th 50 10 10 2 3 3 2 $120,000
9th 55 10 11 2 3 3 2 $160,000
10th 60 10 12 4 4 3 $250,000

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184
7: Creating Adventures
7: CREATING ADVENTURES
If you’re the gamemaster of your RPG group, you get to take the lead in choosing
what kind of future you’re going to explore in your game. Revolution in a far-future
dystopia? Galactic exploration? A series of special forces ops to prevent time-trav-
eling aliens from changing the past? It’s all up to you. But that means you’ll need to
know how to create interesting and well-balanced adventures for your players to
participate in.
If you don’t know where to start, we recommend downloading some of the free
Alternity adventures that are available at sites such as drivethrurpg.com. Read
through a couple; you’ll see what sort of scenes, decision points, and adversaries an
adventure needs. Now here’s the most important advice: You don’t need to write
thousands of words to create an adventure. We write a lot because we don’t
know who’s going to try to run the adventures we create and we want to provide
all the necessary background so that you’ll know how the story ought to change
as the players move through the plot. But if you’re creating an adventure you’re
going to run yourself, all you really need to do is go scene by scene and jot down
enough notes to:

• Tell the players what the situation is.


• Anticipate the most likely player responses.
• Know what skill checks to call for when the players tell you
what they want to do.
• Run the adversaries in a combat scene.
• Wrap up the scene and move on when the heroes suc-
ceed or fail.

Scenes and Acts


The basic building block of an Alternity adventure is a scene: a
single discrete fight, challenge, or interaction that gives the heroes
a chance to make choices about the unfolding story. Sometimes
a scene represents only a few seconds of time—for example, a
lightning-quick barroom gunfight that ends in a single shot—or
sometimes it might represent days and days, such as a trek across
a desert or an effort to repair a damaged spaceship.
Short adventures consist of three to five scenes; you can usually
get through them in one evening of play. Medium-sized adven-
tures consist of three to five acts, each with three to five scenes;
you can usually get through one act of a medium-sized adventure
in a single evening. If a scene is a single “room” of a complex, an
act represents a single “level” or building the heroes explore. Most
players enjoy a mix of short adventures and medium-sized adven-
tures that play out over multiple game sessions.

Episodes and Seasons


In planning an ongoing Alternity campaign, it can be helpful to
think of the campaign structure like that of a television show. Each

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adventure is an episode in a larger narrative. Think of the collec-


tions of episodes as a season. While each episode should reach a
conclusion, it should also contribute to the story arc of the season.
Your season could be made up of lots of short episodes or many
long “2-parters” (a set of 7 to 9 acts with a neat mini-climax in the
middle). The final episode should wrap up the season-long plot
lines with a climactic finish!
A season should comprise about 5 or 10 medium-length adven-
tures. A 5-episode season means the PCs will be level 6 at the end
(assuming they began at level 1), and the same characters can be
ready for a second season in the same campaign setting. A longer,
10-episode season means the PCs should be able to experience
the full level curve, from 1st to 10th.

Combat Difficulty
Combat scenes in Alternity should be both relevant to your story
but also a significant enough challenge to merit rolling initiative.
If the party decides to ambush the lone security guard at a comm
station, that really isn’t a combat scene, it’s more like a really quick
skill challenge (succeed at 3 combat checks before the guard is able
to sound the alarm). Setting the difficulty of a combat is scene is
equal parts art and science. The foes the PCs fight are part of the
puzzle, but so is all of the set design (we cover set design later in
this chapter).
Adversaries are described in more detail in Chapter 8, but
for purposes of this discussion, here’s what you need to know.
Adversaries have a threat rating (or TR) describing what level of
heroes they “match up” best against. In addition, you might find
them in big mobs or as tough solos; in order of increasing power
and decreasing numbers, adversaries include minions, standards,
champions, and bosses.
Guidelines for adding adversaries to your combat scene are
as follows:
A combat scene of average difficulty pits a team of heroes
against an equal number of standard adversaries of their
level. You can substitute a champion in place of 2 standard
adversaries, or a boss in place of 4. You can also replace a stan-
dard adversary with 3 minions of the same level. So, for example,
your scene might have 2 standards and 1 champion, or 1 champion
and 6 minions. This sort of encounter is not usually deadly for the
heroes, but serves to deplete their resources.
A challenging combat scene involves more enemies, or
higher-threat adversaries. Increasing the number of stan-
dard adversaries from 4 to 6 or increasing the average adversary
threat rating by 2 present the same rough increase in difficulty. In
this sort of fight, expect one or more of the heroes to be seri-
ously wounded.

186 7: Creating Adventures


A climactic battle scene involves even
tougher odds for the heroes. Double the number GEAR AND COMBAT
of foes, or use adversaries whose TR is 3 or 4
DIFFICULTY
higher than the heroes’ average level. Such Heroes armed with Class 3
a combat will involve heroic acts and noble weapons and defenses are
sacrifices! effectively one level higher
Of course, these guidelines make a number than their actual level for
of baseline assumptions about party makeup, purposes of Combat Diffi-
character choices, tactics, and gear level. Simple culty. Heroes armed with
probability dictates that while a typical fight Class 4 or 5 gear are effec-
might be over within three combat rounds (24 tively two levels higher.
impulses), over time you’ll have quick scenes Likewise, heroes limited to
that end after a lucky string of dice rolls, and Class 1 gear are effectively
longer combats that stretch out due to the PCs 2 levels lower than their
constantly missing checks. PCs more focused actual level. If you know
on combat or better equipped will make short you’re going into a tough
work of typical fights, and be able to more easily fight, get your hands on
take on adversaries a level or two higher. As some serious firepower!
you get a feel for the level of challenge your PCs
can handle, you should increase or decrease the
combat difficulty accordingly.

Action Scene Sets


Rule Number One: No bad guys standing around in minimally
furnished rooms, waiting for the heroes to arrive.
Alternity doesn’t work like that. This game sings when you
spend as much time designing the environment for a scene as you
do the NPCs within it. Whether you’re trying to evoke a sense of
science fiction grandeur or a gritty, tough-as-nails wasteland, the
effort you spend on your game’s places pays big dividends.
To state Rule Number One in a different way. If you’re the
director of the SF movie playing out at your table, spend as much
time in set design as you do in casting. If you deliver awe-inspir-
ing, fear-invoking sets, your game sessions will be the richer for
it. You’ll challenge the characters—and your players—in ways that
encourage them to stretch and grow. Good sets are the rich soil
where great characters and compelling stories grow.
With that goal in mind, here are key guidelines for Alternity
“set design”:

Reward—or Mandate—Movement
As you build the set for the scene, you’ll quickly get a sense for
where the heroes will arrive (generally an obvious entry door, hall-
way, or outdoor path). Conversely, if NPCs are arriving to confront
the PCs, you know where they’ll be. Make sure there’s a reason for
the arriving group to move away from that entry point, and for the
“home team” to move around within the set as well. Alternity is

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ALTERNITY: Core Rulebook Playtest Edition

a game that challenges characters to move as well as act—and to


balance it all in the impulse system. The game can devolve into a
static exercise in dice-rolling if the PCs never need to move beyond
the doorway and the bad guys are on the far end of the room.
Provide cover elsewhere in the set, or use manipulables
(described below) to get the PCs to move through the set you’ve
created. When you run the NPCs in the scene, make sure they
move around, too. Think of what a “heat map” of your set would
look like, and make sure the hot spots are spread out.
Mandating movement is most important in action scenes, but
it has a place in interaction and narration scenes, too. Many an
Alternity adventure starts with a dialogue scene where the PCs
meet a patron of some sort who outlines a mission for them to
undertake. Rather than have this scene take place in a wardroom
or office, make it a “walk and talk” where the commander describes
a dangerous mission as she guides you through the secret base.
You can break up the dialogue with descriptions of nervous
workers in jumpsuits fueling up the assault hovercraft, loading
the weapons, and so forth. You’re killing several birds with one
stone: launching a new adventure, showing a recurring NPC in her
element, offering some background tone and color, and giving the
heroes a preview of the secret base that they might be defending a
dozen scenes from now.

Include a Dynamic Element


This guideline is intentionally broad—have the set change in some
way in mid-scene. The change can be entirely cosmetic. The sun
might rise on the viewscreen behind the commander, revealing the
pockmarked moonscape beyond the airlock. Planetary defense
fighters might zoom overhead, going too fast to contribute to the
local battle but making it clear that fighting is widespread.
The set change can be ominous: the hiss of poison gas seeping
into the room or a spiderweb of cracks on the porthole glass. Or
it can be immediately meaningful, such as reinforcements arriv-
ing, or a sandstorm blowing in, or the artificial gravity turning off.
There are infinite ways to make your set dynamic; just make sure it
somehow changes between the scene’s start and its conclusion.
Sometimes your PCs will do this work for you; some players
rarely leave a set unscathed. There’s one easy way to ensure a
dynamic set ...

Make the Setting Manipulable


… and that’s to festoon it with buttons, levers, computer terminals,
and other objects that the players can manipulate for good or ill.
Give the players some way to make the encounter easier for them.
It can be as easy as flipping over a table to gain cover, or as com-
plex as hacking the fabrication bot to fight on their behalf.

188 7: Creating Adventures


The manipulable object doesn’t have to work the way players
want it to, and there may be challenging skill checks involved. The
key is that you offer a likely reward for engaging with the set and
exploring the environment. One key difference between science
fiction and fantasy is the prevalence of “moving parts”—tools,
machines, computers, and motors—in the environment. In an
action scene, give the PCs security drones to deactivate, blast
doors to divide their enemies, and turbolifts that whisk them to
safety in the nick of time. In mid-battle, give them opportunities to
sound alarms, hack the lighting system, fire up the robotic assem-
bly line, and blow the bad guys out the airlock.
In an interaction scene, give one or both sides the opportunity
to change the set as the conversation develops. The Inquisitron
can slowly lower you closer to the lava as you negotiate for your
lives. The scientist can demonstrate the runaway terraforming
crisis by showing the heroes time-lapse hologram’s of the sur-
face of Mars.
Manipulation of the set isn’t just a PC thing, of course. The NPCs
can—and should—manipulate objects too, If they’re the “home
team,” they probably know more about how things work than the
heroes do.

Everyone Loves Destruction


One way to manipulate an environment is to blow it up. The explo-
sions can be literal: a ticking time bomb, a reactor going full-on
“China Syndrome,” or barrage after barrage of heavy artillery.
Localized destruction works, too. Think about what happens to
stray bullets. Do they hit a steam pipe or a server rack? As you
design your set, make sure it has destructible elements, and con-
sider the consequences of that destruction.
Sometimes destruction has an immediate tactical impact, like
the cover that PCs and NPCs alike love to crouch behind. Some- As shorthand, ask
yourself: What can
times it’s just cosmetic—a shower of sparks when a bank of elec- I jump? What can
tronics gear gets hit, or broken glass when someone gets thrown I press? What can
through a window. You don’t have to pay a crew to clean up after I blow up?
the PCs, so don’t be shy about destroying part of all of each set
you create.

Challenge the Characters


Alternity characters are intentionally well-rounded, so make
sure your set rewards a broad set of skills. If the players make
only attack rolls, you aren’t getting the most out of the scene. As
a start, try to build something that rewards skilled movement,
such as an advantage for characters who are stealthy, acrobatic,
or athletic (good at jumping and climbing). Have one or more of
the manipulable elements in the setting demand a technical skill
check. And introduce something dangerous in the environment
that will test their defenses and sturdiness.

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Challenge the Players


A good Alternity scene is more than just dice-rolling and check-
ing numbers on a character sheet, of course. Design your set so it
challenges the players, not just the PCs. Any robust combat scene
is a tactical puzzle for the players to solve. Can they survive the
battle, minimize resources lost, and maximize the spoils of victory?
As you add dynamic elements, manipulable objects, and other
aspects of set design, keep an eye on the whole; make sure you’re
giving the players a tactical exercise.
Interaction scenes likewise test the players social acumen,
acting ability, and persuasiveness. Don’t let them devolve into a
mere Influence check or two. And sometimes you can challenge
the players with a literal puzzle. Can they negotiate with aliens who
only communicate with holo-glyphs? It’s a matter of decipher-
ing their high-tech hieroglyphics. Can you open the right valves
to let the extra steam escape the boiler room, without bleeding
off so much steam that the airship crashes? Sure, that could be a
Mechanics check, but it’s better if you tell the players, “You have
five valves to choose from—which one do you want to try?”

Include an Impressive Visual


Unlike movie and TV set designers, you have an infinite special-ef-
fects budget. Go nuts with it! Even mundane places such as offices,
hotel rooms, and empty deserts should have an element of sci-fi
spectacle. The office should have the holographic equivalent of
PowerPoint floating over the desk, plus an aquarium full of alien life.
The hotel room should have a balcony offering a vista of an orange-
red forest of flytrap-style plants snapping at gas-borne giant insects
overhead. Sunset on the empty desert? Twin suns, of course.

Advance the Narrative


Make sure each scene offers more than dice-rolling and a tactical
puzzle. Each scene—whether it’s grounded in action or dialogue—
should develop the plot, illuminate the characters, or reveal the
setting. No random fights with security guards or street thugs!
Those security guards have radios with Overlord Krang harangu-
ing them (character illumination), and those street thugs have gear
and tactics that show they were once child soldiers in the outback
(revealing setting).
Every scene can and should provide narrative propulsion, but
that doesn’t mean that each scene brings the players closer to
their goal. Setbacks are part of the game, too. As you design your
set, ask yourself whether this scene advances the narrative if the
PCs succeed... and if it advances the narrative in a different way if
the PCs fail. If the answers don’t readily spring to mind, you’ve got
some more narrative design ahead of you.

190 7: Creating Adventures


Props for Your Set
It’s a big universe, and Alternity has countless worlds full of alien,
futuristic architecture. Below we’ve provided a sampling of props—
everything from doors and furniture to sentry lasers and teleport-
ers. Use them (or adapt them) as you create sets for the scenes in
your game.
One trick we often employ ourselves is to establish some key
defaults for the sets in a particular area, then explain to the play-
ers, “Unless I say otherwise, they’re all like this.” Particularly for
basic manipulables like doors and computer terminals, describing
the default saves everyone time and helps players imagine them- On all these tables,
the listed tech
selves in the world. era is when the
prop becomes
Doors widespread, not its
first use.
Doors are an easy way to add something manipulable to a scene,
or to make a scene dynamic—slamming a door shut to prevent
the arrival of reinforcements is fun and dramatic. You can attempt
to break through a door with an Athletics check, or blast a hole
through it by defeating its resistance and durability. You can also
attempt to eavesdrop through a door, although thicker doors
impose a tougher penalty to any Awareness checks you attempt.

Awareness
Door Type TE Breakage Res. Durability Penalty
Light interior door 1+ +2 steps 2 1–9: ; 10+  -1 step
Ordinary door 1+ +0 steps 2 1–6: ; 7–9: ; 10–12: ; 13+  -2 steps
Sturdy door 2+ -2 steps 3 1–6: ; 7–9: ; 10–12: ; 13+  -2 steps
Fire/security door 3+ -4 steps 5 1–6: ; 7–9: ; 10–12: ; 13+  -3 steps
Glass door 4+ +4 steps 0 1–9: ; 10+  -1 step
Ordinary metal hatch 4+ — 7 1–6: ; 7–9: ; 10–12: ; 13+  -3 steps
Armored metal hatch 4+ — 10 1–6: ; 7–9: ; 10–12: ; -4 steps
13–15: ; 16+: 
Garage door 5+ -3 steps 5 1–6: ; 7–9: ; -2 steps
10–12: ; 13+ 
Vehicle door 5+ -4 steps 4 1–6: ; 7–9: ; 10–12: ; 13+  -3 steps
Autoslide 6+ +1 step 2 1–6: ; 7–9: ; 10–12: ; 13+  -2 steps
EVA airlock 7+ — 8 1–6: ; 7–9: ; 10–12: ; 13+  -4 steps
Docking collar 7+ — 10 1–6: ; 7–9: ; 10–12: ; -5 steps
13–15: ; 16+: 
Landing bay 8+ — 10 1–6: ; 7–9: ; -5 steps
10–12: ; 13–15: ; 16+: 
Forcefield door 9+ — 14 1–6: ; 7–9: ; 10–12: ; -5 steps
13–15: ; 16+: 
Teleportal 9+ — 3 1–6: ; 7–9: ; 10–12: ; 13+  —

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Bar: A door that can be barred on one side (typically a 1-impulse


action) cannot be opened from the other side and adds a –2 step
penalty on attempts to break it down. In higher tech eras, some
facilities have doors that automatically bar themselves when the
site is under a security alert.
Vehicle Door: If the vehicle door has a window, treat it as a
glass door for break/damage purposes.
Autoslide: Covers everything from the automatic doors in
modern supermarkets to the higher-tech sliding doors on SF
starships. Typically triggers on movement within 2 meters; no
action required to open.
Hatch: If water- or airtight, it takes 3 impulses to open them
manually. At TE 7+ they often open like autoslide doors.
Airlock, Collar, and Landing Bay: Typically takes a 1-impulse
action to engage the open/close cycle, but there’s a 3- to 6-impulse
delay while the environmental controls and safety sensors prepare to
open. EVA airlocks allow access to/from a ship exterior, while docking
collars typically connect one ship to another ship or to a space station.
Landing bays are like giant airlocks, found on larger ships that stow
cargo and smaller ships within them.
Teleportal: Can be installed into a wall or placed on the floor.
Allows instantaneous travel within a given range, typically mea-
sured in kilometers. They can be set to automatically send travel-
ers to a specific destination (no action required to activate) or can
be programmed with specific coordinates (a 3-impulse action).

Locks
In general, an Average success with the Security skill opens a lock
but breaks it, makes it obvious that it’s been picked, or triggers a
security alert. An Excellent success gets the lock open, leaving only
miniscule forensic evidence behind. A Stellar success is undetect-
able and (if it’s a high-tech lock) allows future bypasses to auto-
matically succeed.

Lock TE Unlock time Bypass mod Bypass time Res. Durability


Mechanical Key, simple 3+ 1 impulse — 6 impulses 5 1–9: ; 10+ 
Mechanical Key, complex 5+ 1 impulse -1 step 8 impulses 5 1–9: ; 10+ 
Passcode, simple 6+ 1 impulse -1 step 8 impulses 5 1–9: ; 10+ 
Passcode, complex 6+ 2 impulses -2 steps 10 impulses 5 1–9: ; 10+ 
Keycard, simple 6+ 1 impulse -2 steps 4 impulses 5 1–9: ; 10+ 
Keycard, complex 6+ 1 impulse -3 steps 8 impulses 5 1–9: ; 10+ 
Voice, simple 7+ 1 impulse -3 steps 6 impulses 5 1–9: ; 10+ 
Voice, complex 7+ 2 impulses -3 steps 6 impulses 5 1–9: ; 10+ 
Visual, simple 7+ 1 impulse -4 steps 8 impulses 5 1–9: ; 10+ 
Visual, complex 7+ 1 impulse -5 steps 8 impulses 5 1–9: ; 10+ 
Biometric 8+ 3 impulses -5 steps 16 impulses 5 1–9: ; 10+ 

192 7: Creating Adventures


Rapid Bypass: A character can accept to bypass a lock in half
the time; doing so means an additional –2 step penalty.
Voice/Visual: Typically require the user to be within 2 meters of
the door to open. These locks can also be bypassed with the Mis-
direction skill (Average success required for the simple versions,
Excellent required for complex). The listed bypass mod doesn’t
apply, but the GM should assess a step/bonus penalty based on
the quality of the disguise attempt.

Elevators, Lifts and Walkways


Regardless of the tech era, elevators take only a 1-impulse action
to summon, and another 1-impulse action to select a destination.
As in real life, the real delay comes from waiting for it to arrive.
From the modern era onward, some elevators are locked (see
above)—at least for certain floors.
Escalators: Ordinary escalators rise at a 30-degree angle,
stretching 8 meters on the angle to ascend 4 meters (one floor on
a typical office building). Characters moving in the same direction
as the escalator gain a 4-meter bonus when taking a move action,
or a 4-meter penalty if they’re running the wrong way.
Moving walkway: This includes conveyor belts in typical facto-
ries and airports.
Slidewalk: These automatically accelerate/decelerate users at
the start and end. Getting on or off elsewhere requires an Acrobat-
ics check to avoid falling prone.

Prop TE Arrival Time Door close delay Speed per impulse


Escalator 5+ — — 1 m vertical
Moving walkway 5+ — — 3 m horizontal
Office elevator 5+ 1d6 x 2 impulses 4 m vertical
Cargo lift 6+ 1d6 x 4 impulses 2 m vertical
Express elevator 6+ 1d6 x 2 impulses 12 m vertical
Slidewalk 7+ — — 10 m horizontal
Turbo-lift 8+ 1d6 impulses 30 m horizontal

Sensors and Alarms


From the basic fire alarm to the high-tech interrogation pod,
sensor/alarm set-ups have triggers (what they notice) and con-
sequences (what happens when they notice something). As you
create your own trigger/consequence combinations, you’ll find a
lot of design space in the consquences category; the table below
only scratches the surface of what’s possible.
When characters encounter a sensor, they may be interested in
bypassing it (preventing it from triggering), disabling it (preventing
the consequences), or tripping it (invoking the consequences in the
absence of a true trigger).

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Sensors and Alarms


Sensor Type TE Trigger Range Bypass False Positive
Environment 5+ smoke 2m Security Security
(+2 steps)
6+ Hazardous gases 4m Security Security
(+2 steps)
7+ pressure/ 10 m Security Security (+2 steps)
radiation dangers
8+ gravity/temporal fluctuations 100 m Security Security (+2 steps)
Motion 3+ 1 kg weight added to/ Touch Stealth Security (+2 steps)
removed from trigger trigger
6+ All but slow/ 2m Stealth Security (+2 steps)
miniscule movement
7+ All but slow/ 10 m Stealth (-1 step) Security (+2 steps)
miniscule movement
8+ All movement 10 m Stealth Security
Dangerous 5+ Handheld metal object 1m Misdirection Security
Objects (pistol, wrench)
6+ Weapon, dangerous 1m Misdirection Security
chemicals (RDX, nitrates) (-2 steps)
7+ Illegal cyberware 1m Misdirection Security (-1 step)
(-3 steps)
Camera 5+ Black/white 20 m Stealth (-1 step) Security
6+ Color 30 m Stealth (-2 steps) Security
7+ Hi-res color, amplified light 50 m Stealth (-2 steps) Security (-1 step)
8+ Holographic 100 m Stealth (-3 steps) Security (-1 step)
Microphone 5+ Conversation and loud sounds 10 m Stealth (+1 step) Security
6+ Footsteps and similar 10 m Stealth Security
7+ Whispers and similar 10 m Stealth (-1 step) Security (-1 step)
8+ Breathing and similar 10 m Stealth (-1 steps) Security (-1 step)
Computer 5+ Onsite create/edit/ network Security Security
access delete access
6+ Remote read access network Security Security
6+ Remote create/edit/ network Security (-1 step) Security (-1 step)
delete access
6+ Remote administrator access network Security (-2 step) Security (-2 step)
Brain activity 8+ Creature of Int 1+ 10 m Telepathy Security
(see appendix)
9+ Creature of Int 1+ 100 m Telepathy Security
(see appendix)
Tampering 4+ Object destroyed Object Security Security (+1 step)
5+ Object nonfunctional Object Security Security (+1 step)
6+ Object damaged Object Security Security (+1 step)
6+ Object manipulated Object Security (+1 step) Security (+1 step)
without permission

194 7: Creating Adventures


As with locks, an Average success to disable or bypass leaves
the sensor broken or obviously tampered with; Excellent leaves
traces found by a dedicated search, and Stellar disables/bypasses
are undetectable.
The step bonuses and penalties listed are for typical versions
found in public spaces. Other sites may have more or less sensi-
tive sensors.
False Positives: With sensors like motion and microphone, it
may be easier to provide an actual positive (jumping up and down,
clapping your hands, etc.) than a false positive.
Camera: These are functionally similar to motion sensors; the biggest
difference is the associated consequence: data of what the sensor sees/ The idol at the
beginning of Raiders
hears delivered remotely and/or stored for later reference. of the Lost Ark is a
Tamper: Typically attached to locks and doors (especially in TE 3 motion sensor
space or other hazardous environments). with a TE 5 activate
Security Alert: Depending on the set and scene, this can be nearby object
anything from a rent-a-cop shining a flashlight around to the consequence.
automatic activation of security drones to a text message sent to
an assassin half a world away. A typical airport
security stop is a
TE 6 dangerous
Alarm Consequences object sensor
with proximity
Different sensors and alarms are set to provide different warnings. audible and visual
Deactivating a sensor or alarm that’s been triggered requires a consequences.
Security check. There’s also
constant security
surveillance: TE
TE Consequence Deactivate 6 cameras and
4+ proximity audible (siren, etc.) Security (+1 step) microphones
4+ proximity visual (flashing lights, etc.) Security (+1 step) providing remote
audible and visual
5+ remote audible Security to offsite security,
5+ remote visual Security an audio/video
record, and a local
5+ locks engage Security
security alert.
6+ local security alert Security (-1 step)
6+ surveillance video/audio record Security (-1 step)
6+ detailed computer access log available Security (-1 step)
7+ global/systemwide security alert Security (-1 step)
7+ surveillance software begins tracing effort Security (-1 step)
8+ heuristic security AI learns to resist that Security (-2 step)
bypass technique

Walls and Bulkheads


Walls are tough to get through, but heroes are nothing if not
determined. The break and durability numbers represent what it
takes to make a hole in a wall big enough to clamber through. The
wall, if load-bearing, is still otherwise intact. If it makes sense in the
scene, a critical wound to the wall is enough to make a hole you
can shoot a weapon through.

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Wall Type TE Break Res. Durability Climb Mod


Brick/Cinder Block 2+ — 4 1–6: ; 7–9: ; 10–12: ; -2 steps
13–15: ; 16+: 
Wooden Siding 2+ — 3 1–6: ; 7–9: ; 10–12: ; -2 steps
13–15: ; 16+: 
Glass 3+ +2 steps 0 1–9: ; 10+  -5 steps
Plaster/Drywall 4+ -2 steps 2 1–6: ; 7–9: ; 10–12: ; 13+  -3 steps
Heavy Concrete 5+ — 5 1–6: ; 7–9: ; 10–12: ; -2 steps
13–15: ; 16–19: ; 20: 
Steel Bulkhead 5+ — 7 1–6: ; 7–9: ; 10–12: ; -4 steps
13–15: ; 16–19: ; 20: 
Armored Bulkhead 5+ — 10 1–6: ; 7–9: ; 10–12: ; -4 steps
13–15: ; 16–19: ; 20: 
Impact Glass/Plexi 6+ -2 steps 0 1–6: ; 7–9: ; 10–12: ; 13+  -5 steps
Starship Glass 7+ — 4 1–6: ; 7–9: ; 10–12: ; -5 steps
13–15: ; 16+: 
Prefab Composite 7+ — 4 1–6: ; 7–9: ; 10–12: ; -2 steps
13–15: ; 16+: 

Climb Modifier: The presence of pipes, cabling, and other foot-


and handholds may make climbing significantly easier, reducing or
eliminating the step penalty.
Starship Glass: Covers any transparent substance used to
allow direct vision out of space-capable vehicles.
Prefab Composite: Typically used for habitats on planets with
minimal or dangerous atmospheres.
Windows: Use glass, impact glass, or starship glass as appropriate.

Ceilings and Light


For your interior sets, the light doesn’t have to come from the ceiling,
but bundling ceilings and lights together ensures you give both some
basic attention during set design. In a zero-G environment, construct
ceilings as you would walls and/or floors (described below).
When lighting your set, decide roughly how many fixtures there
are and where they’re located. In general, any hit from a weapon
breaks a light, and turning a light on or off from a switch is a
1-impulse action.

Ambient Light Max Visibility Awareness Mod. Stealth Mod.


Moonlight/Starlight 5m -2 steps +2 steps
Candlelight 20 m -1 step +1 step
“Battle Stations” lighting 50 m — —
Nightclub/Casino Office/Residence 20 m — —
Outdoor daylight unlimited — —
Concert/Discotheque unlimited -2 steps +2 steps
Strong Directional Light unlimited -2 steps +2 steps

196 7: Creating Adventures


Max Visibility: Ranges are for the unaided human eye. Magni-
fication gear can enable vision at greater distances.
Strong Directional Light: Common during EVA near stars, or
on inner-orbit planets with minimal atmospheres. Shielded visors
enable normal sight.
Concert/Discotheque: Use this for other cases of flashing/
strobing lights, such as artillery barrages and the immediate after-
math of huge explosions.

Floors and Surfaces


This category includes the ground in an outdoor setting, of course,
and in a zero-G environment it includes ceilings and walls as well.
Your primary concern as a set designer is how the surface under-
neath the characters impacts their movement.
Shallow Water: Anything deeper than a puddle but shallower
than about a meter. Any deeper than that, and you’re swimming.
Cluttered Furniture: Rather than define the location of every
table and chair in a restaurant, for example, you can define large
swaths of your set as “cluttered furniture.”
Toxic Goo and Lava: Adapt this for any hazardous substance
on the ground. Use toxic goo as your model if you want the
damage to end immediately when the character leaves the hazard,
or lava if you want the threat to linger afterward.

Surface Effect
Broken glass -2 m speed; take a graze wound if you go prone
Light underbrush -2 m speed, +1 step on Stealth checks
Mud/snow half movement
Rubble/debris half movement
Cluttered furniture half movement; enemies attacking you suffer –1 step cover penalty
Shallow water half movement
Heavy underbrush half movement, +2 step on Stealth checks
Heavy rubble Athletics check required to move; enemies attacking you suffer –2 step
cover penalty
Toxic goo half movement; when you enter, you begin damage over time (acid)
Lava half movement; when you enter and at start of even impulses take 2d8
energy damage begin damage over time (fire)

Shafts and Precipices


Sometimes there’s no surface at all underneath a character ... not
a problem in a zero-G environment, but potentially deadly when
gravity gets involved (see Falling and Impacts in Chapter 6).
Anyone who’s seen SF movies knows that there’s almost always a
ledge, antenna, or other protrusion partway down even the deepest
shaft. In Alternity, we lean into that principle of set design. Getting

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thrown down a shaft probably won’t kill you, but you’ll probably be
wounded and have to climb back up to rejoin the action scene.
A character pushed over a cliff or off a catwalk gets an Acrobat-
ics check as a reaction to avoid the fall; if successful, the character
is prone at the edge. You get a bonus to the check depending on
what’s nearby, so as you design your set, decide what the edge of
the precipice looks like.

Object Skill modifier


Safety railing +4 steps
Window/door frame, nearby ladder, major protrusion +3 steps
Rope or cabling +2 steps
Natural rock or minor protrusions +1 step
Bare ledge +0 steps

To add a dramatic falling hazard to your set, allow a plummeting char-


acter to repeat the Acrobatics check at 2 m, 4 m, 10 m, and 20 m (if the
fall is that long). Place something in the shaft to grab onto (railing, cables,
a ledge, etc.) at those points to give the falling character a step bonus. If
the Acrobatics check succeeds, the character takes damage for the fall
distance down to that point and can climb back up.
For example, a character who fails the Acrobatics check at
the ledge and fails to grab a power cable 2 meters down might
succeed at grabbing a bracing strut (major protrusion, +3 step) 4
meters down the shaft. The character takes damage for a 4-meter
fall instead of the full depth of the shaft, and it’ll take 4 meters of
climbing to get back to the upper edge of the shaft.

Devices and Machines


Alternity is a game that spans galaxies and millennia, so an
exhaustive definition of all the devices and machines you can use
as props would be, well, exhausting. Rather than define them by
their purpose and function, we’ll define devices as the props they
are. What do they look/sound like? What happens when the play-
ers interact with them—and blow them up?
In general, devices have three damaged states: cosmetic damage
(the first box), significant damage (the second box), and nonfunc-
tional (the third box). Cosmetic damage doesn’t impact the device’s
intended function. Significant damage means a step penalty (usually
-2 steps) on skill checks using it, or slow/imperfect results.

Device Breakage Resistance Durability


Fragile +4 steps 0 1–3: ; 4–6 ; 7+ 
Ordinary +0 steps 2 1–3: ; 4–6 ; 7+ 
Durable -2 steps 3 1–6: ; 7–9: ; 10+ 
Hardened — 6 1–6: ; 7–9: ; 10+ 

198 7: Creating Adventures


For the effects of damage, you can either choose a row from the
table below, or determine randomly what happens (useful if it’s just

Machine Damage
d20 cosmetic significant nonfunctional
1 harmless sparks flash of light (–2 step electrical arcs (1d6 energy damage
Awareness for 1 rd) within 2 m every even impulse)
2 wisps of smoke smoke (poor visibility dense smoke (very poor visibility
within 4 m) within 4 m, blocks line of sight)
3 ominous hissing dangerous vapor (1d4 damage toxic vapor within 2 m (poison damage
within 2 m every even impulse) over time)
4 paneling falls off broken glass within 2 m light debris within 2 m
5 popping/clanking explosive boom (–1 step ear-splitting screech/roar
sounds Awareness for 1 round) (–2 step Awareness for 1 round)
6 small puddle of slippery puddle (rough terrain) toxic goo (see Floor section above)
leaking fluid within 2 m within 2 m
7 crackling sounds heat/fire (1d4 energy if fire spreads (floor is effectively lava
touched) within 2 m)
8 alert tones/chimes computer voice warns of computer voice announces shutdown
malfunction
9 sporadic jets of floor is slippery (see Floor floor is slippery and 1d4 energy from
escaping coolant section above) within 2 m cold if touched
10 device enters low- device reboots or device briefly flickers back to life
power mode powers off/on
11 maintenance panel device enters device tries to repair itself
pops off maintenance mode
12 leak of effluent/ sludge is effectively mud sludge is effectively toxic goo
sludge (see floors) within 2 m (see Floors) within 2 m
13 device changes device performs elaborate but device slowly ... stops ... working
language random function
14 parts fly off minor explosion; fragments major explosion dealing 1d8/2d6
harmlessly, land deal 1d6 physical within 2 m physical in an 8 m/4 m blast
within 10 m (Dodge to avoid)
15 alarm/voice 1d6 energy and irradiate 1d10/2d10 energy and irradiate
announces within 2 m within 8 m/4 m
radiation leak
16 device becomes device is painfully hot parts of device melt and leak out
warm to the touch
17 device goes dark device flickers back to device goes dark again,
normal function humming ominously
18 device rattles device shivers and device falls apart (debris within 2 m)
shakes in place
19 device functions device goes into overdrive device hisses and dies
autonomously but
randomly
20 device vibrates device falls over/ device moves 1 m in random direction,
breaks moorings then falls apart (debris within 2 m)

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a random machine in the background that gets hit with lasers). If the
device is an important prop within the scene (the space station’s trac-
tor beam, Doctor Prometheus’s time machine, etc.), then it’s worth
coming up with special effects when it’s damaged or destroyed.
You can choose one Remember, you have an unlimited special effects budget ...
row per device, or
mix it up randomly
as the damage
gets piled on.
Weapon Emplacements
Weapon emplacements occupy a middle ground between devices
(described above) and adversaries. To use a weapon emplacement
in one of your sets, choose an enclosure, a weapons system, and
one or more target criteria.

Enclosure
Like devices, enclosures have three damaged states: cosmetic,
damaged (–2 step bonus on attacks), and nonfunctional.

Enclosure Breakage Resistance Durability


Fragile +4 steps 0 1–3: ; 4–6 ; 7+ 
Ordinary +0 steps 2 1–3: ; 4–6 ; 7+ 
Durable -2 steps 3 1–6: ; 7–9: ; 10+ 
Hardened — 6 1–6: ; 7–9: ; 10+ 

Weapon System
At its heart, a weapon system is just a
weapon and an attack rating. Weapon
emplacements act last in a given
impulse, and they just attack; they
cannot dodge, aim, or delay. More primitive
weapon emplacements attack only once and
must be manually reset. Advanced models
have internal magazines or are connected to a
power supply.

Target Criteria
As technology advances, designers of weapon
emplacements develop more sophisticated
ways of telling friend from foe.
Physical Trigger (TE 2+): Stepping on
a pressure plate, opening a door, or pulling
the idol off its pedestal instructs the weapon
system to attack whomever is standing in the
designated spot.
Visual Camera (TE 6+): The camera knows
(in general terms) what friendlies look like. Its effective
Awareness is 18/23/28, or 16/21/26 for advanced models.

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Transponder IFF (TE 7+): In addition to a camera, the weapon
emplacement has a receiver tuned to short-distance broadcasts
from a keycard or other small object possessed by friendlies. Its
effective Awareness is 15/20/25, but there’s a –3 step penalty on
both Awareness and attack rolls if the friend-or-foe data doesn’t
match what it observes through its camera.
AI-Augmented IFF (TE 8+): The system visually identifies
friends and foes as a human might and learns as it goes. It has an
effective Awareness of 13/18/23. Some advanced models are capa-
ble of basic conversation; social skills like Influence may convince
them that friends are foes or vice versa.

Weapon TE Attack Range Speed Damage Other


Spring-loaded spear 2+ 14/19/24 melee once 1d6+1/5 physical
Remote-triggered 3+ 15/20/25 M once 1d6+0/4 physical AP 3
crossbow
Wall scythe 3+ 13/18/23 melee once 1d6+2/6 physical
Saw-blade disk 3+ 16/21/26 C once 1d6+2/6 physical spread
Land mine 4+ 13/18/23 melee once 1d8/2d6 physical blast 8m/4m
Claymore mine 5+ 14/19/24 C once 1d6+3/6 physical blast 8m/4m
Sentry gun 6+ 15/20/25 M 4 1d8+2/6 physical Mag 4
Mounted taser 6+ 14/19/24 C 6 1d4+0/1 energy nonlethal, stun
Flechette launcher 7+ 14/19/24 C 3 1d6+1/5 physical Mag 3, Brutal
Autochain turret 7+ 16/21/26 M 3 1d6+1/5 physical Mag 10, autofire (3
targets within 6m)
Laser sentry 7+ 14/19/24 L 5 1d6+0/6 energy
Plasma sentry 8+ 15/20/25 M 4 2d4/2d8 energy
Phase projector 9+ 14/19/24 M 4 1d6+2/7 energy Ignite

Rewards
Some heroes undertake missions with no expectation of reward,
and sometimes heroes find themselves caught up in adventures in
which the only reward is survival. But most heroes like to get paid
for their work, or at least win some well-deserved recognition. When
you design an Alternity adventure, you’re not finished until you
establishing the rewards the heroes stand to gain for their work.
Adventure rewards are an important part of character improve-
ment over the course of a hero’s career. They provide a tangible
motivation for heroes to risk their necks in dangerous circum-
stances and take on challenges other people don’t want to face.
And, finally, rewards help to reinforce the “realism” of the narra-
tive—your players naturally think about what their heroes want,
and it builds their engagement in the campaign when they see
opportunities for their heroes to get it, whatever it is.

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Rewards fall into three categories: hero progress, gear or


wealth, and story rewards.

Hero Progress
In a campaign spanning multiple adventures, heroes naturally
grow and learn over time. While even a 1st-level Alternity hero is
a competent protagonist in his or her adventure, high-level heroes
continue to advance their skills, learn new talents, and generally
become tougher and more capable. An Alternity adventure can
account for this in the following ways:

• Hero Point: When the hero team succeeds in a major mile-


stone within the adventure, award each hero a hero point.
Milestone opportunities should come up once every 2-4
scenes in an adventure.
• Standout Success: When a player comes up with a great
idea and her hero achieves a Stellar success on the ensuing
check, you can declare a standout success. Award the hero
+1 skill point in the relevant skill.
• Level Up: When the heroes complete a medium-length
adventure, allow them to level up (see Hero Advancement
in Chapter 6). Completing 2-4 short adventures or one
major section of a long adventure would also qualify for
leveling up.

Don’t let players We recommend awarding hero points about once per game
go “fishing” for session. A standout success is something we see as a spontaneous
standout success. reward for a great moment at the game table; don’t reward play-
It’s a micro-reward, ers for doing ordinary things well, reward them for making your
not a standardized adventure session more enjoyable for everybody. Finally, leveling
advancement system.
up is something that should happen about once every month
or two in real time—you want players to have at least a couple
of game sessions at each level, but experience steady progress
through the campaign.

Gear
Heroes can gain better gear in a number of ways. They might find a
valuable piece of gear in a location they’re exploring, or take some-
thing useful from an adversary they defeat. The NPC hiring the
heroes for their current mission might issue the improved gear at
the start of the adventure to make their job easier, or the improved
gear might be a specifically negotiated payment for a successful
mission. A hero might even gain improved gear in recognition for
valor or exceptional service.
New Gear or Upgraded Gear: A gear reward can either be a
piece of brand-new equipment of a specific item class (say, a Class
3 suit of armor), or an opportunity to upgrade an existing piece of
gear (for example, a +1 Class upgrade to a Class 2 pistol). They’re

202 7: Creating Adventures


more or less about the same—a Class 2 weapon with a +1 Class
upgrade is roughly equal to a Class 3 weapon. In general, pistols
are Class 2, rifles are Class 3, and heavy weapons are Class 4—so if
you want to stick with pistols, you’ll find it easier to choose a good
weapon upgrade than choosing a brand-new Class 3 weapon.

Weapon Upgrades
An upgraded weapon might represent a normal model “tricked
out” with a fancy accessory, or a custom-built version of excep-
tional quality.
Most weapon upgrades are permanent, but some special
ammunition is considered to be a consumable item and is priced
separately. At the end of any combat scene in which you fire
a weapon with special ammo, roll a d20; on a 10 or less, you
used up all your special ammo and revert to normal ammo for
future scenes.
Ammo, Armor Piercing: You acquire a box of high-quality
ammunition or a special focusing crystal for an energy weapon
that gives your weapon Armor Piercing 3 (or improves its existing
AP quality by 3). Class 2 Consumable, any weapon.
Ammo, Hollow Point: These rounds are designed to “mush-
room” on impact, creating extra trauma. Your weapon gains the
Bleeding trait, but your target’s armor resistance value improves
by 3 if has any armor. Class 1 Consumable, firearm only.
Ammo, Incendiary: This special ammunition or focusing
crystal gives your weapon the Ignite trait. Class 3 Consumable,
TE 7+ only.
Deto-Max: An extremely powerful explosive, Deto-Max
increases the blast radius of grenades, rockets, and similar explo-
sive projectiles by 2 meters and adds a +1 bonus to the damage.
Class 3 Consumable, any grenade or rocket warhead.
Good Balance: The weapon is light and quick for its size. A
weapon with a Speed of 4 or 5 improves (lessens) its Speed by 1.
Upgrade +1 Class, speed 4 or 5 weapon only.
High Accuracy: It just shoots well. You gain a +1 step bonus
to all attacks with this weapon. You can’t add this upgrade to a
weapon that already has the Accurate trait. Upgrade +1 Class.
High Power: This weapon fires an especially powerful cartridge
or intense beam. You gain a +1 bonus to all damage rolls with this
weapon. Upgrade +1 Class.
Holographic Sight: Increase the weapon’s range by 1 range
category. If you use the Aim action modifier with this weapon, you
gain a +2 step bonus to your attack instead of the normal +1 step
bonus. Upgrade +1 Class.
Stealthed: The weapon is made from materials that don’t trip
routine security scanners and is compact enough to be easily con-
cealable, imposing a -3 step penalty on any effort to search or scan
you for weapons. Upgrade +1 Class, Knife or Pistol only.

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Armor Upgrades
Like weapons, armor upgrades might represent field modifications
to existing gear or a brand-new suit of exceptional quality.
Environment-Capable: This armor gains the Life Support trait.
Upgrade +1 Class.
Extra Toughness: This armor gains the Tough trait.
Upgrade +1 Class.
Hardened: Made from advanced alloys, this armor shrugs off
many armor-piercing attacks. Reduce the attacking weapon’s AP
value by 3 (to a minimum of 0). Upgrade +1 Class, any armor with
resistance.
High Capacity: The energy field produced by this device is
especially resilient. Increase its deflection or cover value by 1 step.
Upgrade +1 Class, any TE 7+ defense with Cover or Deflect.
Insulated: This suit dissipates energy damage better than
most; increase the energy resistance value by 1. Upgrade +1 Class,
any armor with resistance.
Light: Designed to be easier to wear than most armor of the
same type, light armor reduces the armor penalty to speed by 2
meters and the penalty to various physical skills by 1 step. Upgrade
+1 Class, any armor with a speed penalty or check penalty.
Reinforced: Extra armor panels help this suit handle impacts.
Increase the physical resistance value by 1. Upgrade +1 Class, any
armor with resistance.
Wound Amelioration: Advanced medical systems such as
pressure cuffs, vital sign monitors, and auto-injection of special
coagulants and stimulants are built into the armor. You ignore
Bleeding effects and reduce your wound penalty by 1 step.
Upgrade +1 Class, any TE 7+ powered armor or life support armor.

Tool Upgrades
The tool category covers a lot of territory, and some items proba-
bly aren’t worth upgrading; it’s hard to see why you might need an
upgraded rope, for example.
Fast: Due to excellent ergonomics or high-powered internal
processors, this device lets you get results quickly. When you’re
engaged in a skill challenge, each check after the first requires 1
less impulse than normal (usually, this means every check after the
first takes 2 impulses, not 3). Upgrade +1 Class.
High Quality: The device is just well made and works better.
You gain a +1 step bonus on skill checks you make using this
device. Upgrade +1 Class.
Automated: The device is automated and can activate or
deploy with minimal effort on your part. After you use an action
to start the device, it can continue executing the program or
conducting the operation you instructed it to. For example, an
automated tablet running a decryption program could carry out
the skill challenge for you while you do something else, or an
automated med-pack could treat a wounded character. The device

204 7: Creating Adventures


takes a -1 step penalty on checks it makes for you when you’re
not actively guiding it. The GM is free to rule that some devices
can’t be automated, or are automated already (for example, the
automed sled). Upgrade +2 Class.
Superior Quality: The best version of the device you can
find. You gain a +2 step bonus on skill checks you make using this
device. Upgrade +2 Class.

Special Rewards
Equipment quality and skill points aren’t the only ways to reward
characters. Special rewards cover a whole range of more sto-
ry-based forms of recognition—things that characters would care
about, even if they won’t necessarily provide measurable benefits
on the next adventure they face. Typically, a successful adventure
provides 0 to 2 special rewards that all surviving heroes can share.
Special rewards come in three grades: Average, Excellent, or
Stellar. In general, an Average reward is something with local sig-
nificance (one city, one planet, or one star system, depending on
your campaign); an Excellent reward carries regional significance
(one country); and a Stellar reward carries global (or galactic) signif-
icance. Special rewards include:

• Contacts (common)
• Fame (uncommon)
• Favors (common)
• Promotions (rare)
• Property (uncommon)

Contact
One or more heroes on the team earn an important new contact
(see Contacts under NPCs in Chapter 6). The level of the contact
you gain is determined by the level of the special reward, so an
Excellent special reward should result in an Excellent contact.

Fame
You rescued the Premier from the terrorists and disarmed the
fusion bomb that was going to destroy the colony dome? Guess
what, you made the evening news. Fame is fickle and it presents
problems such as paparazzi, stalkers, and the chance of being rec-
ognized when you do something illegal, but it has its advantages:
You can get audiences with NPCs who otherwise might ignore you,
command the attention of a lot of people with a public statement,
or get an invitation to an exclusive event. The level of your fame
dictates how well known you are (the planet, the quadrant, the
whole galaxy), and provides a bonus to interactions with people
who are likely to be impressed by celebrity: +1 step for Average, +2
steps for Excellent, or +3 steps for Stellar.

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Favor
Someone’s willing to bend the rules for you, just this one time.
Average: Select or purchase Restricted gear; get a pardon for
an ordinary crime; have a lost or destroyed personal item replaced;
gain access to sealed files or a confidential intelligence report.
Excellent: Select or purchase Military gear; get a pardon for a
serious crime; have a damaged ship repaired; gain access to con-
cealed files or a secret intel report.
Stellar: Select or purchase Experimental gear; get a pardon for
a capital crime; have a destroyed ship replaced; gain access to vital
national security records or top secret info.

Promotion
If you’re a member of an organization, gaining status and authority
can be a very useful reward. A high rank means that fewer people
can order you to do things you don’t want to do, and makes it
easier to commandeer the organization’s people and resources
for causes you think are important. You can’t completely bypass
the chain of command, but personnel of lower ranks are strongly
inclined to act on your orders and don’t ask questions unless
you’re instructing them to abandon their current duties or do
something that seems questionable.
Average: You’re equal to a mid-ranking officer, such as the
commander of Marine company, a small scout ship, or a local
research station.
Excellent: You’re equal to a high-ranking officer, such as
the commander of a regiment, a major warship, or a planetary
research facility.
Stellar: You’re equal to a flag officer, such as a gen-
eral, an admiral, or the vice president of a major division in a
mega-corporation.

Property
Mostly this is about bragging rights and the comfort level of
your retirement, but you might find ways to make use of real
estate, investments, or luxury items in the course of an adven-
ture. Property of Average value includes a high-end condo, a
sports car, or investment in a prosperous local business. Excel-
lent property includes a penthouse suite or vacation spread, a
top-end sports car, or investment in an important regional busi-
ness. Stellar property includes such conspicuous consumption
as a private island (or asteroid), a yacht, or multi-millionaire’s
stock portfolio.

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Reward Pacing
How quickly should you give out rewards? It depends a great deal
on your campaign. In a post-apocalyptic game, finding a box of
pistol ammo in good condition is a big deal; in a high-tech game
about star marines, finding weapons isn’t important because the
Corps issues you all the Bug-killing gear you need to do your job.
The table below provides a “standard” pacing scheme to serve
as a guideline for middle-of-the-road campaigns in which the
heroes count on getting paid for their work and upgrade their
gear accordingly.

Adventure Rewards

Adventure Gear Class or Pay (per Hero) Special


Level 1 2 3 4 5 Pay Rewards
1st 1* 1 $3,000 Average
2nd 1* 1 $4,000 Average
3rd 1* 1 $10,000 Average
4th 1* 1 $15,000 Excellent
5th 1* 1 $20,000 Excellent
6th 1* 1 $30,000 Excellent
7th 1* 1 $40,000 Stellar
8th 1* 1 $50,000 Stellar
9th 1* 1 $70,000 Stellar
10th 1* 1 $100,000 Stellar
* Consumable Item

Gear: If you use a “quick and dirty” gear system, you can simply
assign bonus gear selections of specific class or quality as shown
on the table. For example, heroes engaged in a 3rd-level adventure
stand a good chance of gaining a Class 4 item (or an upgrade to
a Class 3 item). If you prefer to use a pay-as-you-go gear system,
the pay (or loot) for the mission should be something close to the
value given under Pay column. Note that these rewards are per
PC—if you’re running a game for a three-hero team, you’ll need to
make sure the total pay for the adventure is three times the figure
given, or that three Class 4 items are present in the adventure for
the heroes to requisition or find.
Consumable items include medical supplies such as analgesic
spray or wound gel, or limited-use weapons such as grenades or
special ammunition (see Weapon Upgrades). If you find a consum-
able item, you usually find enough for three uses (one full can of
analgesic spray, or three actual grenades). Most adventures pro-
vide at least a few of these sorts of item regardless of which gear
acquisition system you use in your campaign.

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JUNK
Sometimes you find equipment that isn’t up to snuff. The good news is that junk-
level gear is usually 1 class lower (and cheaper) than normal, so it’s a way to get
your hands on something you otherwise couldn’t afford. Junk gear possesses
one or more of these traits:
Bulky: When you use this item to make a skill check, it takes 1 impulse longer
than normal.
Inferior: You take a -1 step penalty to skill checks requiring this item.
Jam-Prone: If the base d20 in your skill check comes up 5 or less, the item
jams or stops functioning. You must use a 3-impulse action to restart the item or
clear the jam before you can use it again.
Underpowered (weapon): The weapon takes a -1 penalty on all damage rolls.

Campaign Design
You can run a regular Alternity game as a succession of unrelated
adventures that feature different player characters and different
flavors of science fiction each time. However, many GMs prefer
to run their game as a campaign: a persistent setting that lasts
for a number of adventures, investing the players in the ongoing
story of heroes who move from adventure to adventure. Creating
a campaign setting provides you with a wonderful opportunity
to exercise your creative muscles and decide on the sort of sci-fi
stories you’d like to tell with your Alternity game.
You can create a campaign by modeling your universe after
your favorite movie, TV series, book, or video game—after all, if
you and your friends love those stories, why not make up some
adventures of your own to play in that universe? Or you can
create a campaign “from scratch” by thinking up your own sci-fi
setting: stellar exploration, alien invasion, dystopia, post-apoca-
lypse, human transcendence, whatever you like. We can’t possibly
provide thorough directions for such a creative endeavor, so this
section simply walks you through some of the big decisions that
you might want to consider:

• What’s the technology of your setting? How far in the


future are you?
• Does your setting feature FTL (faster-than-light) travel?
How does it work?
• Does your setting have aliens? How common are they?
• Who are the heroes, and what do they do?

Your answers to these questions are a great starting point for


creating your own sci-fi setting. We’ll briefly explore each of those
topics in the rest of this section.

208 7: Creating Adventures


Tech Era
Technology Era (or TE) is a rough measurement of a civilization’s
technological progress. It’s a great shorthand for describing
whether you’re playing a modern-day game set on Earth or a
far-future game that spans the galaxy. Progress can vary wildly
from place to place within a setting—in a starfaring campaign, the
heroes could easily discover uncharted worlds with Stone Age
tribes, alien species that still haven’t mastered gunpowder or elec-
tricity, or super-advanced societies whose godlike powers put the
heroes’ fusion plants and jump drives to shame.
Technological advances are rarely as uniform as the descriptions
below suggest. It’s entirely possible to find areas that excel in one
aspect of progress—say, medical science—but lag behind in others,
like high-energy physics or heavy industry. You can create societ-
ies such as those by simply noting “TE 5 planet (TE 6 for medicine”)
or “TE 7 city (TE 6 for power)” if you need to describe them briefly.
Finally, eras have fuzzy edges; specific items like a particular
weapon might come into use right at the end of a preceding era, or
might not be widely adopted until quite late in an era.

TE 1: Prehistoric Era
Welcome to the Stone Age. Weapons and tools are made from
stone, wood, or bone. Some groups are able to domesticate
animals or engage in simple agriculture or fishing. People know
how to use fire and have a reasonably advanced language, but
writing is still a long ways off. Simple canoes and rafts are the most
advanced vehicles available. Prehistoric settings tend to be places
the heroes visit, not the main setting of the campaign.

TE 2: Ancient Era
The Ancient Era marks the beginning of civilization. Metal weap-
ons and tools come into use—first copper, then bronze, then iron.
Cities become possible, supported by widespread agriculture,
writing, laws, and armies. Simple machines like mills or catapults
come into use; vehicles include animal-drawn carts or chariots
and oared galleys. Whatever it is, if the Babylonians, Egyptians,
or Romans could do it, a TE 2 society can probably do it. Like TE 1,
TE 2 settings are usually places heroes visit, not live in.

TE 3: Medieval Era
There isn’t really all that much difference between the Ancient Era
and the Medieval Era. Metal use, animal power, stone fortifica-
tions, sailing ships—they’re all fairly similar. But your players will
notice a significant difference between a “”Roman Empire world”
and a “knights and castles world” just in terms of look and feel.
Metallurgy improves with the development of early steel, more
complex machines such as crossbows, watermills, trebuchets,
and printing presses come into use, and seafarers develop sailing

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vessels capable of crossing oceans. The first primitive guns appear


at the end of this era. Shogunate Japan, Norman England, or
Renaissance Italy are good examples of TE 3 societies.

TE 4: Enlightenment Era
The Age of Reason marks the beginning of the transition away
from muscle-powered technology. Simple, cheap, and reliable
firearms transform warfare, although swords and pikes remain
useful enough to linger for centuries. The development of the
scientific method and the spread of the printed word leads to an
explosion of literature, philosophy, and science. Steam engines
begin to replace animal power in simple applications. Large, sturdy
sailing ships chart the globe and make intercontinental trade pos-
sible. The France of Louis XIV, Revolutionary War America, or Qinq
Dynasty China are examples of TE 4.
In starfaring campaigns, worlds that deliberately choose to
forego technological advancement—or that “backslide” after long
isolation—tend to stop around TE 4.

TE 5: Industrial Era
Steam engines replace animal power and sail in the Industrial Era;
fuel sources move rapidly from wood to coal to oil. Advanced steel
and mass production techniques lead to repeating firearms such
as revolvers and bolt-action rifles, followed by the introduction of
machine guns and personal automatic weapons—this is the age of
the gun. Railroads, airplanes, submarines, the automobile, elec-
tricity, radio, germ theory, anesthesia ... it all shows up in this era.
It’s easier to list the things we have in 2018 that aren’t available in
TE 5: computers, television, the Internet, jet travel, satellites, and
manned space exploration. Anything from the American Civil War
to the end of World War II falls into TE 5.

TE 6: Modern Era
Want to set your Alternity game in the modern day? This is the
era for you. We’re going to assume that we don’t need to explain
this to you, although we’ll note that a “retro” game set in the 1960s
or 1970s might not have things we take for granted, like the Inter-
net or a cell phone in everybody’s pocket.

TE 7: Solar Era
Move ahead 50 or 100 years from the Modern Era, and you’re
into the Solar Era—so named because humankind now maintains
colonies on other bodies in the Solar System and significant space-
borne industry in places such as the asteroid belt. Firearms are still
common, but more advanced weapons such as lasers and mag-
netically powered rail guns have finally dethroned gunpowder as
king. Fusion power and electric vehicles have replaced the internal

210 7: Creating Adventures


combustion engine; advanced genetic therapies defeat many dis-
eases and prolong human lifespan (at least for the rich). Computer
systems now feature virtual reality and AI; some people spend
almost their entire lives in virtual jobs and entertainment. Space-
ships powered by fusion drives can reach any of the inner planets
within a few weeks, or the outer portions of the Solar System in
a couple of months. The nearest stars remain many years away,
but with hibernation technology and massive investment it’s just
barely possible to send humans in search of a new home.

TE 8: Stellar Era
The advent of faster-than-light travel leads to a golden age of
exploration and settlement. If there are other intelligent species
nearby, we finally meet them—otherwise, anybody with an idea of
how people should live or who finds a resource worth exploiting
looks for an opportunity to claim a planet for their own. Personal
energy weapons generally replace projectile throwers, although
old-style magnetic weapons (and very old firearms) remain popular
with people who can’t afford newer tech. Artificial gravity means
that hoverbikes and flyers largely replace ground-bound transpor-
tation in most advanced worlds. Medical science can repair almost
any injury that is not immediately lethal.
The exact nature of the campaign’s FTL travel is important;
does it take months and months to reach a nearby star, a few
weeks, or a few hours? Is a trip to another world a routine “scene
change” in an adventure, is it an adventure in itself, or is it some-
thing that happens between adventures? Even if starships can
easily travel from one world to another, real-time FTL communi-
cation is not possible; news travels at the speed of whatever ship
happens to be going in the right direction.

TE 9: Galactic Era
Just as the Medieval Era is like the Ancient Era but more so, the
Galactic Era is like the Stellar Era but bigger in every regard. FTL
drives are so powerful and reliable that a ship can reach any corner
of the galaxy in a matter of weeks—which means that a trip to a
world around a star just a few light-years away is no more than a
day or two of travel. Interstellar commerce is routine; worlds can
easily specialize as industrial planets, agrarian planets, or resort
destinations. Real-time FTL communications permit conversations
with people in different star systems, although the range or band-
width might be limited in some way.
Militarily, energy weapons continue to improve; personal
energy defenses such as force shields and deflector belts become
commonplace. Power plants fueled by antimatter or other exotic
forms of matter provide virtually limitless amounts of energy. And
medical science can restore life to the dead, provided the brain has
not been badly damaged.

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TE 10+: Universal Era


In this era, technology becomes so advanced it might as well be
magic, TE 10 makes impossible things routine—traveling to other
universes through black holes, serial immortality, resurrecting
individuals who died millions of years ago, personal force fields
impervious to all harm, teleporting to other planets with a mere
thought. This level of technology is really beyond the scope of
the Alternity game, but it’s possible that heroes playing in lower
tech eras might encounter TE 10 enigmas or entities during their
adventures (and should be scared out of their wits when they do
run into something so advanced).

FTL Method
Many Alternity campaigns feature FTL (faster than light) travel
between the stars. It’s a classic of science fiction; who doesn’t want
to visit to strange new worlds and boldly go where no one has
How fast can your gone before? Unfortunately, FTL drives are completely beyond our
heroes travel? The current technology, so for now they’re the fiction in our science
best answer is the
speed of plot. Most fiction. On the bright side, just about any type of FTL drive you
adventures happen choose for your campaign comes with ready-made universe-build-
at destinations, not ing implications and fascinating adventure opportunities.
in transit.

No FTL
As far as we know, faster-than-light travel is flat-out impossible,
and no one’s ever going to be able to build a FTL drive. But even
if your universe doesn’t accommodate FTL drives, humans might
still reach the stars someday. The best options are either “sleeper
ships” in which the passengers are frozen in ageless stasis for the
You catch a break trip (also likely impossible, but one can hope), or “generation ships”
from time dilation in which the original passengers don’t reach their destination—
if you’re traveling instead, their descendants do.
close to the speed of A generation ship is really a campaign setting in and of itself,
light. At 99% c, you
age 1 day for every but sleeper ships can work as part of a starfaring campaign. Space-
7 days of “actual” farers who sleep away 20 or 30 years at a time rapidly lose touch
travel time. with the people and cultures of their homeworlds; imagine that
the last time you visited New York it was 1980 and your little sister
was only 15 years old. When you return, it might seem like it was
just last year to you, but now she’s 53 and she hasn’t seen you in
38 years. Even in societies with very static, stable cultures, space-
farers soon become a special caste who no longer fit in at home—a
perfect definition of the typical adventuring hero.

Planetary Gate
In some settings, you might not need a starship to reach another
planet. A planetary gate is a device that teleports a traveler on foot
to a matching gate on some other world. Gates of this sort provide
the GM with a wide variety of tools for controlling and steering

212 7: Creating Adventures


the heroes’ explorations; after all, you can only go to a spot that
the gate connects to. Beyond that consideration, though, gates
might require some sort of lengthy “cooldown” period, so you
can’t return instantly if you don’t like conditions on the other side.
Or gates might require some unusual key in the form of a code or
a hard-to-find material that activates the device (and is possibly
expended in the process). Finally, because a gate is located at a
specific point on a world’s surface, some organization might con-
trol access to it—you’ll have to work for them or pay them hand-
somely if you want to head off to the stars.
Planetary gates also invite the question of who built them, and
why. If humans are building gates, how are we establishing new
gates on planets we haven’t visited yet? And if aliens built the
gates, are they friendly or hostile? And are they still around, or are
they long gone?

Wormhole or System Gate


A wormhole gate works a lot like a planetary gate, except that it’s
in space and it’s big enough to drive a ship through. Like a plane-
tary gate, the wormhole leads to a specific destination (or a set of
destinations, possibly random). However, it spits out the traveler
at some point in space in a different star system; from there, you’ll
need to fire up a sublight engine of some kind and fly to whatever
points of interest your new star system contains. The GM also
has the opportunity to decide who controls the gate, how often it
works, and where it leads to.
An interesting consideration for a wormhole gate is whether
ships of any size can pass through. If the gate only permits small
ships, you’ve got a perfect reason for hero teams to form: They’re
the crew of a ship that can fit in the gate. If the gate only permits
large ships (maybe it takes immense amounts of armor or massive
field generators to survive the trip), then going to a new planet
The Triton Gate
would be like booking passage on an ocean liner, and exploring of our Protostar
new systems would require huge, expensive survey expeditions. setting is basically
a wormhole gate
with multiple
Jump Drive destinations.
The jump drive is basically a teleportation device. You carefully plot
the coordinates you want to teleport to, and when you activate the
drive, you disappear from your origin and appear at your destina-
tion. A jump doesn’t have to be instantaneous; you might spend
hours, days, or months in some other reality before returning to
normal space. It generally takes a lot of energy to activate a jump
drive, so you might have to recharge your drive (or refuel in some
way) before you can execute another jump. And, once again, jump
drives might work better for small ships or be restricted to very
large ships, which means the PCs might be a complete crew or
just one small group of travelers (or scouts, first contact experts,
special ops forces, etc.) aboard a much bigger vessel.

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Jump drives can be open-ended


SUBLIGHT DRIVES (you can jump from any place to any
Although they’re not as critical to other place within your jump range)
campaign-building as FTL drives, sublight or can be tied to specific jump
drives are also worth thinking about. points. A jump point is a special
Our current chemical-rocket technology location in a star system where it’s
means that a trip to a nearby planet possible to turn on your jump drive
like Mars takes months and months; and travel to a matching jump point
going someplace in the outer part of somewhere else. Travel outside
the Solar System is a journey of years. these “jump lines” isn’t possible, so
The Holy Grail of in-system travel is a the only stars you can get to are
reactionless drive—something that pro- stars that have jump points leading
vides thrust without the need to expel to them ... assuming you can find a
reaction mass. If you have a reactionless jump point leading in the right direc-
drive, you can maintain constant accel- tion. Jump points might be easy to
eration over days or weeks, and build up find, or they might require exhaus-
to an extremely high velocity. Typically, tive survey and exploration work
you’d “flip ship” at the halfway point to pin down.
to your destination, and decelerate the Jump points are very interest-
rest of the way. As a bonus, you’ll also ing for universe-building for two
simulate gravity with constant thrust. reasons. First, they give the GM the
If you don’t have a reactionless drive, ability to make some stars available
you’ll have to conserve propellant. A as destinations, but not others.
typical in-system voyage would begin It’s like a dungeon in a fantasy
with a short thrust phase, a long coast- adventure: There are only so many
ing phase (with zero gravity, unless you rooms and so many doors on the
spin something to use centrifugal force), map. Second, jump points provide
and a short braking phase when you excellent strategic chokepoints or
reach your target. How much accelera- crossroads that starfaring powers
tion you can sustain without using up all would be eager to control or exploit.
your propellant is a critical question for Guarding a jump point allows you to
any would-be space travelers. set a “border” for your star empire,
controlling access to your worlds.

Warp Drives and Hyper Drives


If you want to build a campaign that’s truly wide-open, your FTL
technology is probably a warp drive or hyper drive: A ship with the
right kind of engine can, at any time, start traveling faster-than-
light and go wherever it wants. Note that even if you can break
the light-speed barrier, it still might take a very long time to reach
distant destinations; if you can go 10 times the speed of light, it
will still take you about 134 years to reach the Orion Nebula, which
is about 1,340 light-years from Earth. At 100 times the speed of
light your travel time is still 16 months or so, and at 1000 times
the speed of light, it’s still going to take you almost 50 days. If you
can travel fast enough to reach the Orion Nebula in a week or so,
you’re fast enough to reach millions of star systems in a matter
of hours or days (and you’d be able to cross the Solar System in a
matter of seconds). Choose a “warp ratio” that feels right to you,

214 7: Creating Adventures


and disperse your campaign’s key worlds a few days’ travel from
each other. The key to keeping this sort of campaign manageable
is to give the heroes reasons to visit specific planets.
The difference between a warp drive and a hyper drive is
whether you’re still in “normal space” during transit, or instead
passing through some sort of hyperspace that isn’t part of the
normal universe. In hyperspace, you can’t see where you’re going—
you plot your course, jump to lightspeed, and then don’t interact
with anything outside your ship until you arrive at your destina-
tion. A ship that just tears around in normal space but goes faster
than light can choose to stop, change course, or potentially receive
or transmit messages while en route.
It’s also worth noting that ships equipped with warp drives or
hyper drives can instantly leave any combat they don’t want to
participate in (although a ship warping out could be pursued and
brought to battle again by another warp ship).

Weird Drives
Finally, your campaign may be based on a FTL system that
is something outside the bounds of any futuristic science or
speculation. For example, you might travel by folding space with
psionic talent, with a drive that makes your ship exist simulta-
neously at every point in the universe until you turn it off and
appear at your destintion, or by “sailing” on the stellar winds of
some strange subethereal reality. The important considerations
for the GM are: 1) Are the potential destinations restricted in
some way; 2) the range or speed of the FTL drive; 3) how soon
can you use the FTL drive again; and 4) whether ships can easily
escape battle with the drive.

Alien Contact
Are we alone in the universe? Exploring that question is a classic
element of science fiction. You can build a great SF setting
whether the answer is “yes” or “no,” but those are very different
directions to take your Alternity campaign. Just as you choose
the technology level and the type and availability of interstellar
travel for your campaign, you also get to decide whether your
heroes are going to meet aliens or have the option of playing
alien characters.
If aliens do exist in your campaign, where are they? Do humans
venture into the distant frontiers of space to meet them, or do
they come visit us on Earth? Are there alien star empires that
serve as rivals or allies to humanity’s star-spanning realms, or
are humans and aliens incorporated together into a larger polity?
Aliens don’t have to be from distant stars; you can build a cam-
paign in which aliens come from alternate realities or dimensional
doorways accessible from Earth, or perhaps as time-travelers from
a distant era. For that matter, “aliens” could even be the result of

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genetic experimentation that creates radically different branches


of homo sapiens. A briith could be nothing more than a human
mutant breed engineered for hard work in heavy gravity.

No Aliens
Interested in a campaign built around modern-day espionage or
near-future technothrillers? You might not want to include aliens
in your game at all. In a no-alien campaign, ask your players to
stick to human characters, and avoid using aliens as adversaries.
Plenty of outstanding action movies work quite well by using ter-
rorists, criminals, or Nazis as bad guys.

Dead Aliens
Aliens exist in your campaign universe… or at least they did at one
time. After all, aliens could easily be separated from human civili-
zation by vast expanses of time as well as space. In this scenario,
the heroes don’t include any alien characters and they don’t run
into any alien adversaries (or at least, no intelligent alien adversar-
ies), but they might explore alien ruins or discover alien artifacts.
Some of the most important mysteries in the setting could revolve
around who the Builders or the Gatemakers or the Terraform-
ers were, why they did what they did, and whether they’re really
gone forever.

Aliens as NPCs Only


Aliens exist in the campaign, but they’re so rare, inimical, primitive,
or weird that it just wouldn’t make sense to include one in the hero
team. Perhaps humans are the only starfaring race, and the char-
acters are explorers who visit worlds inhabited by uncontacted
alien races. Or perhaps humans are up against another species
that’s completely hostile and uninterested in (or incapable of)
communication—”Bugs,” so to speak. Many adventures in the cam-
paign feature aliens, but no one on the hero team ought to be one.

Alien Heroes
The default assumption of the Alternity game is that our part of
For a real twist, how the galaxy is inhabited by at least a small number of alien species
about a setting with who are reasonably friendly toward humanity and inclined to work
no humans at all? with humans under the right circumstances (for example, by join-
ing a hero team). Alien heroes offer players the chance to try out
interesting new abilities or characters with unusual strengths and
weaknesses, as well as imagining how someone from a very differ-
ent background might react to a situation or deal with a problem.
In Chapter 2, we present three distinct alien species for use as
player characters, but there’s no reason you can’t create PC alien
species of your own and make them available in your campaign.

216 7: Creating Adventures


Who Are the Heroes?
So you know what your campaign’s tech level is. You know how the
heroes get around the galaxy, and you know what role you want
aliens to play. But what do the heroes do in your campaign? What
sets them apart from everyone else in the universe? What sort of
problems and challenges are they called upon to face?

Agents
The heroes work for someone—a government, a corporation, or
perhaps a private foundation—and their superiors assign them to
the missions or episodes that make up your campaign. Working
as agents provides a couple of real advantages for the GM’s
campaign management; you can assume that the players
feel some obligation to do what their employer asks them
to do, and you can assign the team special equipment for a
mission (a starship, for example) that the heroes won’t nec-
essarily get to keep when their mission’s done.
Agents could be spies, investigators,
lawkeepers, or even straight-up mil-
itary specialists such as bug-hunt-
ers, recon units, or powered-armor
raiders. Any campaign in which you
go where you’re told to go and do
what you’re told to do fits this model.
The big questions for this campaign model
are: Who do we work for, and why? The team’s
primary contact or superior in the organization
is going to be an important NPC. For a somewhat
darker campaign, what if the heroes aren’t necessarily
working for the good guys, or discover that the orga-
nization is corrupt in some way? Figuring out how to
retire or get out of their obligation alive could be a great
theme for an adventure.

Explorers
It’s a sci-fi staple: Find new worlds, meet interesting
aliens, discover amazing wonders. Your hero team could
be the crew of a small survey ship operating on their
own, or an elite first-contact team that’s supported by
the resources of a large and well-equipped ship. The
obvious model for an explorer campaign is “the planet of
the week”—each adventure brings the heroes to a new
world, with a new mystery to unravel or a new challenge
to overcome. So who are the heroes exploring for? Does the
organization sponsoring them provide them with any
help (say, a ship) or are they independent scientists? And
what are they likely to find out there?

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Freelancers
Freelance heroes sell their services to anyone who can afford them.
One mission might involve recovering stolen property, the next
could revolve around providing protection to a scientist visiting a
dangerous planet, and the one after involves salvaging a wrecked
ship from a pirate-controlled asteroid belt. The challenging part of
being a freelancer is finding your next paycheck; sometimes you’ll
find a paying gig, and sometimes you’ll need to be a little entre-
preneurial about creating opportunities to make money. A team
of freelancers has a tremendous amount of independence and the
ability to pick their own adventures—or quit or change loyalties if
they decide they’re working for the wrong side.

Outlaws
Who doesn’t want to be a space pirate or a freedom fighter?
Heroes in this sort of campaign are engaged in a battle against
authority. It could be a principled battle to overthrow oppression,
or it might be the bloody-handed path of corsairs always on the
lookout for the next big prize. Like the “Agents” model, the heroes
might be a self-contained small team (say, heist experts or artifact
raiders), or they might be part of a larger force such as a pirate
fleet or a rebellion. While you can run an interesting campaign for
spacegoing criminals, it’s definitely more interesting—and more
manageable—if the players feel like they’re fighting for something
worthwhile or against something that needs to be defeated.
An outlaw campaign usually centers on “the heist of the week.”
All you need to do is generate a rich prize (or valuable target) for
the heroes to learn about and some obstacles that stand in their
way, and you’ve got the perfect ingredients for an adventure.

Traders
It’s a big galaxy, and there are fortunes waiting to be made by anyone
who can figure out how to sell people what they want. In the trader
campaign, the heroes are entrepreneurial star-traders with a keen
eye for opportunity. The fire-gems of Wulreth II are worth a fortune
to the jewelers of Iado Station; the laser rifles you can buy on Iado will
fetch a pretty price from the rebels on Klaarth; and, with a little luck,
you can sell the precious thoator furs you collect on Klaarth to the
miners of Wulreth II for fire-gems. Exploring the tangled web of inter-
stellar trade offers an ambitious team of heroes a thousand different
adventure possibilities—especially if they’re dealing with unscrupu-
lous competition or threatened by piracy.
The heroes of a trader campaign usually have a ship of their
own, although they might be able to make a living by arranging for
shipments on regular commercial traffic or specializing in low-bulk
high-value goods (like gems) that they can carry aboard passenger
liners. The typical trade adventure involves tracking down new
commodities, finding a market for goods you already have, or

218 7: Creating Adventures


doing something dangerous to acquire goods to sell (for example,
hunting thoators to get those furs you can sell on Wulreth II).

Worlds
You can run a great Alternity campaign without ever leaving
Earth. . . but many GMs and players like the idea of exploring other
planets, or even other stars. An alien planet might serve as nothing
more than a colorful backdrop for an adventure that could take
place anywhere else—for example, a heist that takes place in a
domed city on Mars—or it might possess characteristics that make
an otherwise typical mission much more challenging, such as a
search-and-rescue operation on a planet with crushing gravity and
an atmosphere of impermeable mist. If you intend for a planet’s
conditions to serve as a special obstacle for the adventure at hand,
it’s best to design that world deliberately; choose the characteris-
tics you want, and think about whether the hero team can mitigate
the difficulties with technology, skill use, or smart play.
In a truly star-spanning campaign, heroes might visit dozens
of worlds over the course of their adventures. The tables and
descriptions below are intended to provide you with a quick way to
generate new worlds.

Parent Star
As far as we know, planets are pretty common in the galaxy; most
stars probably have at least a few. However, some types of star are
a lot more likely than others to have planets that are potentially
life-bearing. The best prospects appear to be class F, G, K, and M
stars (yellow-white, yellow, orange, and red dwarfs, respectively).
Anything larger or hotter than class F probably burns too quickly
for life to evolve on one of its planets, or emits such dangerous
radiation that any world close enough to be in its habitability zone
(the area in which liquid water can exist on the planet surface)
would simply be a lifeless, irradiated ball of rock. Unfortunately,
many of the most famous stars in our night sky have terrible pros-
pects for life-bearing planets; stars such as Rigel, Betelgeuse, and
Sirius are well-known because they’re big and bright.

Inner Middle Outer


d20 Star Type Planets Planets Planets
1 O or B 1d8-1 1d6-3 1d6-2
2 A or F (yelow-white dwarf) 1d6-1 1d6-2 1d6-1
3-5 G (yellow dwarf) 1d4-1 1d6-1 1d6-1
6-9 K (orange dwarf) 1d4-2 1d6-2 1d6-1
10-19 M (red dwarf) 1d4-3 1d6-3 1d8-3
20 Other 1d6-5 1d6-3 1d6-2

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Multiple Stars: Double-stars and triple-stars seem to be pretty


commonplace in the galaxy. However, complex star systems might
not be very friendly habitats for life. If you’re generating a random
star system, roll 1d6-3 for the number of stars that make up the
system, then roll for the classification of each star.
Class O or B: These are massive, very hot stars that are usually
very young. Most of their planets are uninhabitable.
Class A or F: These stars are larger and hotter than the Sun.
Earthlike planets are not as common in these systems as they are
in more Sunlike star systems.
Class G: Stars close to our own Sun in size, and therefore more
likely to be home to Earthlike planets.
Class K: Stars somewhat smaller and cooler than our Sun.
Smaller stars tend to have fewer planets, but Class K stars have
reasonably good habitability zones.
Class M: Red dwarf stars are very small and very cool; any
Earthlike planet would have to be in a very close orbit.
Other: This result includes red giants, white dwarfs, neutron
stars, or black holes. These are all stars that reached the end of
their normal lifespan on the main sequence and experienced (or
are now experiencing) catastrophic changes. If they still have plan-
ets, those planets are likely to be burned-out or irradiated husks.
Inner, Middle, and Outer Planets: The class of the star deter-
mines the number of planets it has, and whether those fall into the
inner, middle, or outer part of the system. (For our purposes, the
About 75% of all middle of the system corresponds with the habitable zone, although
stars are red dwarfs. not all planets in this area will actually turn out to be habitable.) Roll
Our table looks
a little different the dice indicated to determine the number of planets in each area.
because we’re

Planet Type and Moons


assuming most
GMs prefer a bit of
bias toward Sun- Most planets in a typical star system are interesting scenery, at
like stars.
best; sci-fi stories tend to zero in on Earth-like worlds, and pay
little attention to the barren cinders or iceballs that clutter up any
“realistic” planetary system. However, uninhabitable worlds might
offer valuable resources or development possibilities. No one
would really want to live in an asteroid belt or a gas giant’s atmo-
sphere, but belt miners or hydrogen extractors might work there.
Planets and moons that otherwise appear useless might
become important if they’re home to some unusual phenomenon,
rare ore, or even alien artifacts or ruins. For example, the Triton
Anomaly in the Protostar campaign setting means that the icy
moon of Neptune is one of the most important places in the Solar
System, and literally thousands of stories have been written about
potential lost civilizations on Mars.
Determining Planet Type: Refer to the table below. Use the
appropriate column for inner, middle, or outer planets.
Hot Jovian: These worlds are gas giants that orbit their parent
star at extremely close distances. As the name suggests, they’re
very, very hot; it’s hard to imagine how humans could ever visit

220 7: Creating Adventures


Inner Middle Outer No. of
Planet (d20) Planet (d20) Planet (d20) Planet Type Moons Moon Type (d10)
1-2 hot jovian — —
3-5 1 hot neptunian — —
6-15 2-4 mercurian d6-4 1-10: mercurian
16-17 5-14 1-2 terran d6-3 1-3: mercurian 4-9: asteroid
10: terran
18-20 15-18 3-5 asteroid belt — —
19 6-7 jovian d6+3 1-5: asteroid 6-8: plutonian
9-0: terran
20 8-9 saturnian d8+1 1-5: asteroid 6-9: plutonian
0: terran
10-13 neptunian d6+1 1-6: asteroid 7-9: plutonian
0: terran
14-20 plutonian d6-3 1-6: asteroid 7-0: plutonian

one, or why we’d want to. While this class of planet is referred to as
“jovian” (or Jupiter-like), some are truly gigantic hot super-jovians.
Hot jovians are unlikely to have moons, simply because the parent
star is close enough to capture and destroy their satellites.
Hot Neptunian: A boiling, watery world that orbits very close
to its parent star. Hot neptunians are far too hot for humans to
tolerate, but could harbor exotic alien life.
Mercurian: A small, barren, rocky world close to its sun. Mer-
curians are often quite rich in metals; in fact, some may be the
bare, exposed metallic cores of terran worlds that didn’t quite
form. Mercurians are likely to be tidally locked to their parent star,
meaning one side always faces the sun and one side is always in
shadow; the “dark side” can be astonishingly cold. If a mercurian
has an atmosphere, it’s probably a thin, toxic vapor.
Terran: A rocky world that is close to the star’s habitability zone
and has at least a chance for liquid water to exist at the surface.
Obviously Earth is a planet of this type, but Venus and Mars are
also “terran”—with a little luck, they could have turned out to be a
lot more Earthlike. Terran planets are what we’re really interested
in; see Terran Worlds, below.
Asteroid Belt: A region where a planet didn’t quite form, or perhaps
was destroyed by a catastrophic collision early in a star system’s for-
mation. Asteroid belts contain a mix of stony, metallic, and icy bodies,
most of which are only a few hundred meters across. However, the
largest asteroids (for example, Ceres in our own Solar System) are
actually rocky dwarf planets and may have trace atmospheres.
Jovian: A planet that’s like Jupiter in our Solar System—a massive
gas giant. If gas giants harbor life, it’s likely thousands of kilome-
ters down and very, very weird. However, gas giants usually have a
large number of moons, and those moons can be big enough to be
terran worlds in their own right.
Saturnian: A mid-sized gas giant; the makeup is a little bit different
from a jovian world, and the rings are optional. The moons are much
more likely to be useful or interesting than the planet itself.

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Neptunian: A small gas giant that forms in the outer portion


of a system. Neptunian worlds are sometimes referred to as “ice
giants”; while planets such as Jupiter and Saturn are 90 percent
hydrogen and helium, ice giants are only about 20 percent hydro-
gen and helium by mass (methane, ammonia, and water make up
most of the rest). Like jovian and saturnian planets, neptunian
planets often have interesting moons.
Plutonian: A cold dwarf planet that is largely composed of rock
and (lots of) ice. The most famous example in our Solar System is, of
course, Pluto, but bodies such as Eris or Sedna fall into this category
too. Plutonian worlds may have trace atmospheres, and beneath their
icy exteriors they often conceal buried oceans of liquid water (espe-
cially if they’re moons of larger planets and subjected to tidal forces).
Moons: The number and type of moons a planet has is deter-
mined by its type. For the sake of sanity, we’re only paying attention
to significant moons; you can assume that big gas giants have dozens
of additional moons that just aren’t worth paying attention to.
After you determine how many moons a planet has, roll sepa-
rately for each moon to determine what kind of world it is. Moons
described as “asteroids” are simply captured asteroids; most are
only a few dozen kilometers across, but some could be hundreds
At latest count, of kilometers in size. (Our own Moon could be considered a small
Jupiter has 69 “terran” world with bad luck on its atmosphere roll.)
moons, and
Saturn has 53.
Terran Worlds
Rolling up stars and planets and moons is fun, but most GMs are
really interested in one thing about a star system: Does it have a world
worth visiting? That means a planet or moon that’s roughly Earthlike
in size and composition. For our purposes, terran worlds include any-
thing that’s roughly one-tenth the mass of Earth (Mars, for example)
to ten times Earth’s mass (some of the “super-Earth” exoplanets that
have been discovered recently). They’re rocky, they may have water
and atmospheres, and—most important—they might support life.
Terrain World Traits: Terran worlds run the gamut from toxic
ovens like Venus to bleak deserts like Mars. To generate a random
terran world, roll on the Traits table once each for gravity, tem-
perature, atmosphere, key physical trait, and life.
The shading on the table serves as a quick summary of conditions
that are congenial or difficult for carbon-based, oxygen-breathing,
generally Earthlike life. Light orange indicates that native life is likely,
but may be based on a different type of biochemistry or extreme
adaptations. Dark orange shading represents conditions that are
very unlikely to hospitable to life (although very weird life is always a
remote possibility).
Gravity: The gravity condition on the surface of the planet (see
Chapter 6). Worlds with high gravity are significantly larger than
Earth; a world with extreme gravity is probably a super-Earth.
Temperature: The average temperature condition on the sur-
face, not accounting for season or latitude. Even a nice temperate

222 7: Creating Adventures


d12 Gravity Temperature* Atmosphere Physical Trait Life
1 Micro Lethal Heat None Irradiated None
2 Low Lethal Heat Trace Volcanic None
3 Low Extreme Heat Thin, Toxic Arid Microbes
4 Low Extreme Heat Thin, Tainted Swamps Microbes
5 Low Dangerous Heat Thin Oceanic Primordial
6 Standard Temperate Safe Archipelagos Dinosaur-like
7 Standard Temperate Safe Earthlike Ice Age-like
8 Standard Dangerous Cold Dense Inland Seas Nonsentient
9 Standard Extreme Cold Tainted Plains Sentient, Savage
10 High Extreme Cold Dense, Tainted Mountainous Sentient, Low Tech
11 High Lethal Cold Dense, Toxic Cavernous Sentient, High Tech
12 Extreme Lethal Cold Crushing, Toxic Cratered Extinct
* Roll 1d6 for inner planets, or 1d6+6 for outer planets.

planet routinely reaches dangerous heat or cold in the right spots


or at the right time of year. Lethal heat or lethal cold is beyond
anything normally experienced on Earth, and is fatal to unpro-
tected humans within minutes or seconds.
Atmosphere: The pressure and composition of the planet’s
atmosphere. A trace atmosphere is about equivalent to Mars
(about 1/100th Earth’s atmospheric pressure). Thin atmosphere is
equivalent to Earth at 6,000 meters or so. Dense atmosphere is
three times or more Earth’s sea-level atmosphere; crushing atmo-
sphere is dozens of time thicker than Earth’s. Trace and crushing
atmospheres are quickly fatal to unprotected humans.
As for composition, the “standard” atmosphere is a healthy mix
of nitrogen, oxygen, and no lethal trace elements. Tainted atmo-
spheres have the oxygen humans need to breathe, but require
some sort of filtration mask to screen out a poisonous component
not present in the standard mixture. Toxic atmospheres are com-
posed entirely of something humans can’t breathe, so explorers
must carry a completely sealed respiration system.
Physical Traits: A simple “key word” that generally describes the
planet’s landforms and hydrology. Irradiated worlds are considered
to be dangerous areas for purposes of radiation exposure (and are
unlikely to develop complex life).
Life: The sort of lifeforms that inhabit the world if it’s life-bear-
ing. Primordial life is anything comparable to Earth’s Cambrian era;
dinosaur-like and Ice Age-like mean that large animals are com-
monplace. Worlds with nonsentient life have life generally similar
to Earth’s biodiversity today, but no intelligent species. If they’re
present, sentient lifeforms might be as primitive as tribal hunt-
er-gatherers, civilized with a technology centuries from space-
flight, or civilized with technology capable of space-flight.

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224
8: Aliens and Adversaries
8: ALIENS AND ADVERSARIES
The universe can be a dangerous place. In civilized areas, heroes run into criminals,
thugs, assassins, hostile security, and villains of all kinds. Out in the wilderness,
hungry predators or bad-tempered grazers can pose a significant threat to parties
who aren’t ready for trouble—a threat that becomes infinitely more complex when
heroes venture beyond the confines of the Earth and find themselves on alien
worlds filled with new and unknown creatures. Sentient, technologically advanced
alien species pose an even greater threat still. Not every Alternity episode
features a battle against someone or something trying to kill you, but it’s a rare
adventure that doesn’t pit the heroes against some enemy.
This chapter presents a selection of common adversaries for Alternity heroes:
enemy NPCs, alien beasts, and combat robots. More important, this chapter
includes an easy-to-use system for designing aliens and villains of your own to
throw at the PCs. We don’t know what kind of planets or strange dimensions your
Alternity game might visit, but we do know what sort of game stats you’ll need to
provide your players with a range of interesting combat scenes. All you need to do
is pick a creature template, a threat level, and a couple of signature powers or traits,
and you’ll have just the opponent you need for your adventure.

Adversary Stats
Just like player characters, adversaries have initiative scores,
movement speed, some sort of durability track, and various forms
of attack. However, adversary stats are NOT derived from skill
selections or talent choices. Adversaries are not PCs. You don’t
need to know how many skill points an alien ursoid has invested in
its bite attack—you just need to know what its attack score is.
Creature: The term “creature” means anything that has a
physical existence and is alive or artificially animated. Humans,
robots, weird gaseous energy beings that live in a nebula—they’re
all considered to be creatures in the Alternity game. It’s a handy
way of saying “something you might fight in a combat scene.”

Name and Description


So what do you call this bad guy or beast, and what is its place in
the world? Include as much or as little detail as you like. Sometimes
it’s fine to just describe an adversary as “HyperTech Security Goon”
or “Heavy Laserbot”—you don’t need to create different types
of security officers for Hypertech, and as far as the PCs know or
care, all heavy laserbots are the same. It’s helpful to add a couple
of quick-read visual cues to an adversary, just so that when the
players ask “What do we see in this room?” you can give them an
answer such as, “a security officer in green and gray body armor,”
or “a yellow-painted, tracked robot with a laser turret.”

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Threat Rating, Size, Template, Type


Ex. TR 3 Medium Minion Humanoid, TR 6 Large Champion
Mechanical
Threat rating, size, template, and type provide the basic game
description for what an adversary is—how dangerous it is, how big it
is, how it fits in a combat scene, and what sort of creature it is. Many
game rules interact with these basic descriptors; for example, EMP
weapons are most effective against mechanical beings and worthless
against living creatures that have no cyberware or powered gear.
Threat Rating (TR) is the creature’s “level” on a scale from 0
(a minor nuisance) to 13 (deadly dangerous even to a full group of
max-level heroes). When you build a combat encounter, a group
of 8 minions, 4 standard, 2 champion, or 1 boss adversary of a level
equal to the heroes’ level is a fight of average difficulty. If you want
to create an easy fight, choose adversaries whose threat rating is
below the heroes’ level; if you want a hard fight, choose adversar-
ies whose TR is higher (see Scene Design in Chapter 7).
Size is important because small creatures are smaller targets (see
Attacks, in Chapter 5). Common sizes from smallest to biggest are:
Tiny (a rat), Small (a child or an average dog), Medium (most adult
humans), Large (a horse or small car), and Huge (an elephant or truck).
Template is the creature’s basic role and function in combat:
minion, standard, champion, or boss. Template affects the crea-
ture’s durability and attack potential, and guides encounter-build-
ing. For example, minions are usually encountered in large num-
bers, but they’re individually fragile and often go down with just
one hit. Champions and bosses are much tougher, but you rarely
fight more than one or two at a time.
Type describes a creature’s basic nature: animal, human (or
human-like), plant, mechanical, supernatural, or something weird
like an energy being. It doesn’t come up in combat very often, but
it’s a quick way of assessing whether something cares about being
in vacuum or subjected to a EMP (for example).

Initiative and Speed


The creature’s initiative check score and its movement rate are
noted on this line. Initiative is based on its threat and template,
while speed depends on its type and its special traits. Unless
stated otherwise, assume a creature’s speed is 20 meters per
2-impulse action.
Types of Movement: Unless otherwise stated, speed refers to
a creature’s ability to cover distance by moving along the ground.
Many creatures have the ability to fly. Flying creatures must move
each time they take an action in order to stay in the air, unless they
have the ability to hover (many natural fliers have actions that
combine moving and attacking.) Gaining elevation in normal or
heavier gravity is treated like moving in difficult terrain—the flyer
“pays” 2 meters of movement to move forward 1 meter and gain 1
meter of elevation.

226 8: Aliens and Adversaries


Awareness and Senses
It doesn’t come up in every combat scene, but sometimes you need
to know how hard it is for the heroes to sneak past an adversary and
what kind of unusual senses it might possess. For most creatures,
Awareness is simply a Focus ability check. If senses are “normal,” that
means they’re average for a human. Anything else is a special trait.

Abilities
The creature’s ability ratings, expressed as shorthand skill scores
for Average success; for example, Str 16+, Agi 15+, Vit 13+, and so
on. Creatures can get Excellent or Stellar successes on their ability
checks by achieving a check result 5 or 10 higher than the score
given, so if a creature with Vit 13+ gets an 18 on its check result,
that’s an Excellent success.
In general, adversaries don’t have specific skills. They default
to ability checks against the key ability for a skill. We can’t imagine
why you might need a security goon to make an Academics check,
but if it comes up at your game table for some reason, just have
that NPC make an Intelligence check instead.
If you need to know the actual ability rating instead of the check
score, just subtract the shorthand score from 20 (so a Strength
check of 16+ means a Strength rating of 4).
Intelligence: In addition to a skill score, the Intelligence ability
notes whether a creature’s basic intellect is instinctive, animal,
programmed, or sentient.

• Instinctive: Low-order animal with limited behaviors, such


as a worm, jellyfish, or scorpion.
• Animal: Higher-order animal with complex behaviors (like
most vertebrates).
• Programmed: Machine intelligence designed to act only
within a narrow function or set of functions (for example,
detecting and attacking intruders). Full AI or adaptive pro-
gramming is better described as sentient, not programmed.
• Sentient: Self-aware intelligence ranging from near-human
to super-human capability.

Actions
This section describes the actions the creature typically takes in
combat. The most common entry here is some form of attack.
Attack actions list the speed (impulse cost), range (Melee or
ranged), targets (usually 1 target), and attack score for the attack
form, followed by the damage inflicted by an Average hit or an
Excellent/Stellar hit and any special effects. Damage is given
as either physical or energy; if the damage has no type, then it
bypasses armor.
Just like characters, creatures that score Stellar hits deal a bonus
wound box of damage.

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In addition to the actions listed in this


WOUND PENALTIES FOR section, creatures have access to the full menu
ADVERSARIES? of action types and action modifiers described
You’ll notice that most of the under Actions (see Chapter 5). If an alien beast
creatures that appear later needs to get closer to a hero to maul her with
in this chapter don’t suffer its claws, it can use 2 impulses to move—or
the same check penalties for if it’s only a few meters away, it can add the
being wounded that PCs with charge action modifier to one of the attacks
similar injuries suffer. That’s listed in this section so that it can close the
deliberate. Using different distance and get to work.
wound effects adds texture Creatures of low intelligence (or that don’t
to enemies and makes them have hands) might not be able to take advan-
more distinct. In many cases, tage of the interact action; doors have foiled
a severe wound effect does dogs’ ambitions for thousands of years. Like-
impact a foe’s ability to fight, wise, creatures driven by pure instinct proba-
for example by blowing off a bly don’t have the self-awareness to consider
laser turret from a combat the evade action modifier, or the patience
droid, or damaging an adver- to try aiming when confronted with a tough
sary’s movement mode. In target. The GM should use common sense in
other cases, wounds might deciding what animals, even alien animals, are
make the foe even more dan- really capable of.
gerous, like the alien warrior
that enters a berserk frenzy
when close to death. Of course, Reactions
some humanoid NPCs are built If a creature has any special reactions it can
to work like player characters, take during combat, they’re described in this
and you can bet that a NPC section. Just like the heroes, creatures using
with a bad wound penalty is reactions delay their next action by some
looking for a way to end the number of impulses (usually 1). Creatures
fight through retreat, negotia- without a Reaction section can still use generic
tion, or surrender. reactions that are available to any creature
(for example, making a Dodge check when
exposed to a blast).

Defense
This section describes how difficult it is to attack and damage or
destroy the creature.
Size: If the creature’s size makes it easier or harder to attack, it’s
noted here.
Armor: The creature’s resistance value against physical and
energy attacks. In many cases, this represents a tough hide or
unusual physiology, not actual armor the creature wears.
Immune: Some creatures are immune to certain types of
damage or effect. If the attack hits, the creature ignores the effect.
Vulnerable: Some creatures are especially susceptible to cer-
tain types of damage or effect. The details are described here.
Durability: The creature’s wound boxes and the effects it suf-
fers when it’s wounded. Just like a player character, a creature who
doesn’t have an open wound box available at a particular severity

228 8: Aliens and Adversaries


level “rolls up” to the next highest wound level and marks off a
wound box there. Some creatures, especially higher level champi-
ons and bosses, may have two or more severity levels for the same
damage amount. When such a creature takes a wound, use the
lowest available severity listed for the adversary.
Most creatures also suffer a wound effect for receiving a seri-
ous wound. Wound effects happen the first time (and only the first
time) the creature sustains a wound in that row. (But feel free to use
the flavor text for the wound effects whenever it’s appropriate).

Other
Special traits and characteristics not described elsewhere are
noted here. If a creature actually has some amount of skill points
in a specific skill, it’s listed here, along with its shorthand skill score
for an Average success. Standard gear or valuables might also
appear here.

Ready-to-Use Adversaries
This chapter presents twenty pre-designed adversaries suitable
for use in a wide variety of Alternity campaigns. You may find
it useful to “re-skin” creatures to create new adversaries for the
heroes; for example, take away the wings, and a chiirth is a reason-
able facsimile of a particularly vicious pack-hunting wild dog.

TR Creature Template
1 Android Worker Minion
1 Human Gangster Minion
1 Human Guard Standard
1 Robot Floating Eye Standard
2 Chiirth Minion
2 Human Enforcer Champion
3 Android Agent Standard
3 Psuur Boss
4 Robot Explorer Probe Champion
4 Human Assault Trooper Minion
5 Marzog Warrior Minion
5 Marzog Berserker Standard
5 Raigath Standard
6 Energon Boss
6 Human Operative Standard
7 Arachnoid Champion
8 Robot Jägerbot Standard
9 Android Exterminator Boss
10 Human Armored Marine Standard
11 Behemoth Boss

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Android
Androids appear human, but their innards are mostly feats of elec-
tronic and mechanical engineering, not biology. Depending on the
culture, they may have a distinctive eye or skin color or obvious
tattoo to signify their artificial nature, or they might blend in with
the human populace.

EPSILON-CLASS WORKER
TR 1 Medium Minion Mechanism
Senses normal; Awareness 17+
Initiative 14/19/24; Speed 20 meters
Str 13+ Agi 16+ Vit 15+ Int 16+ (sentient) Foc 17+ Per 17+
ACTIONS
Improvised Weapon (Tool) 3 impulses; Melee 1 target; Attack
16/21/26; Damage 2/5 physical.
Mob Attack 3 impulses. Five androids within 10 meters of each other
acting at the same time can make a mob attack. Instead of making
attack checks, the androids threaten all targets adjacent to at
least one member of the mob. Each threatened creature must
make a Dodge check with a step penalty equal to the number of
adjacent mob attackers or suffer one Average hit from an impro-
vised weapon.
REACTIONS
Defensive Cower 1-impulse reaction. When missed by an attack,
android goes prone and begins evading.
DEFENSE
Armor: 1 physical, 1 energy
(1+ dmg)  incapacitated Announces system failure

OTHER
Skills Technical skill of your choice 12+.
Minion Attack This creature’s attack deals one wound of the lowest
severity if its damage overcomes the target’s armor.
Gear Tool such as a wrench or heavy screwdriver, basic datapad.

GAMMA-CLASS AGENT
TR 3 Medium Standard Mechanism
Senses normal; Awareness 16+
Initiative 12/17/22; Speed 20 meters
Str 13+ Agi 16+ Vit 15+ Int 16+ (sentient) Foc 16+ Per 18+
ACTIONS
Laser Pistol 3 impulses; Medium 1 target; Attack 14/19/24 (+2 steps);
Damage 1d6+3/6 energy.
Surprising Strength 4 impulses; Melee 1 target; Attack 14/19/24 (+1
step); Damage 1d4+1/3 physical, and target must make Resilience
check or be knocked off balance.

230 8: Aliens and Adversaries


REACTIONS
Threat Reassessment 2-impulse reaction when wounded by an
attack; make Laser Pistol or Surprising Strength attack with +2
step bonus against enemy that wounded it.
DEFENSE
Armor: 2 physical, 2 energy
(12+ dmg)  incapacitated “But I never truly lived…”
(9 to 11 dmg)  –2 step penalty to checks “System failure imminent.”
(6 to 8 dmg)  –1 step penalty to checks “Engaging backup systems.”
(1 to 5 dmg)  “Threats detected.”

OTHER
Skills Athletics 12+, Resilience 13+
Gear Laser pistol with biometric lock.

ALPHA-CLASS EXTERMINATOR
TR 9 Medium Boss Mechanism
Senses normal, low-light vision, thermal vision; Awareness 13+
Initiative 12/17/22; Speed 20 meters
Str 11+ Agi 14+ Vit 13+ Int 16+ (sentient) Foc 16+ Per 18+
ACTIONS
Dual Wielded Lasers 4 impulses; Medium 1 or 2 targets; Attack
14/19/24 (–1 step, attack twice); Damage 1d8+7/11 energy.
Grab 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step); Damage
1d8+3/7 physical, and target must make Athletics check or be
grappled.
Robo-Crush 3 impulses; Melee 1 grappled target; Attack 8/13/18 (+4
steps); Damage 1d8+7/11 physical.
REACTIONS
Android Escalation 2-impulse delay when android receives the first
box of damage in a new row; this android gains a step bonus when
damaged (reflected in table below).
DEFENSE
Armor 2 physical, 2 energy
(16+ dmg)  incapacitated “Termination… incomplete...”
(16+ dmg)  +2 step bonus to Organic layer destroyed
checks
(13 to 15 dmg)  +1 step bonus to Robotic parts begin to show
checks
(1 to 12 dmg)  Stares at you dispassionately

OTHER
Skills Athletics 10+, Resilience 10+
Gear 2 laser pistols (or other guns; this android is strong enough to
dual-wield long arms and look cool doing it).

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Arachnoid
A horrible, spider-like alien predator the size of a large horse, the
arachnoid is driven by its voracious hunger to try its luck on any
potential prey smaller than itself.

ARACHNOID TRAPPER
TR 7 Large Champion Animal (Alien)
Senses thermal vision; Awareness 15+
Initiative 10/15/20; Speed 30 meters
Str 12+ Agi 15+ Vit 13+ Int 19+ (instinct) Foc 15+ Per 19+
ACTIONS
Web Net 3 impulses; Close 1 target; Attack 11/16/21; Effect target grap-
pled (resist action to escape, opposed by trapper’s Agility 15+).
Drag 1 impulse; 1 target grappled by web net; opposed check
(arachnoid Str vs. target Athletics; arachnoid gains +2 steps vs.
smaller targets). If the arachnoid wins, the target falls prone and
the arachnoid drags it 10 meters closer.
Mandibles 3 impulses; Melee 1 target; Attack 8/13/18 (+1 step, or +3
steps vs. grappled target); Damage 2d4/2d8 physical.
REACTIONS
Spiny Legs 1-impulse reaction. When hit by an attack, move up to
2 meters and make the following attack: Melee 1 target; Attack
8/13/18 (+1 step); Damage 1d4/1d4+3 physical, and target must
make a Dodge check or be knocked prone.
DEFENSE
Large Enemies gain +1 step bonus to attack the arachnoid.
Armor 3 physical, 3 energy
(16+ dmg)  dead Collapses in twitching legs
(16+ dmg)  Can no longer use reactions Spurt of dark ichor, shrieks
(13 to 15 dmg)  Releases grappled targets Leg shot away, clacking
(10 to 12 dmg)  Distracted until next action Hisses at attacker
(1 to 9 dmg)  Ignores the injury

232 8: Aliens and Adversaries


OTHER
Camouflage +4 step bonus to Stealth checks to hide in its native
environment.
Ambush The arachnoid hunts by hiding with a hidden web net
already deployed 10-20 meters away in a spot where prey is likely
to pass by. A creature that enters an arachnoid’s ambush makes
an Awareness check to spot the web net before stepping on it. If
the check fails, the creature is automatically grappled by the web
net, and the arachnoid gains tactical surprise.

Behemoth
Whether it was genetically engineered for war or simply the product
of evolution run amok on some savage world, the behemoth is a
living armored assault. Worse yet, the creature possesses powerful
bioelectric organs that shock anyone nearby when the behemoth is
provoked, which is just about any time it sees another living creature.

BEHEMOTH
TR 11 Huge Boss Animal (Alien)
Senses normal, electrosense; Awareness 12+
Initiative 11/16/21; Speed 30 meters
Str 5+ Agi 17+ Vit 8+ Int 18+ (animal) Foc 14+ Per 18+
ACTIONS
Rampage 5 impulses. The behemoth moves 20 meters and makes
up to three Gore attacks against different targets at any point in
its move. It can move through the spaces of Medium and smaller
creatures during this action.
Gore 3 impulses; Melee 1 target; Attack 5/10/15 (+1 step); Damage
2d6/1d12+8 physical, armor piercing 3, and a Large or smaller
target must make an Athletics check or be pushed 6 meters and
knocked prone.
AUTOMATIC ACTIONS
Shock Aura Resolve at end of impulse 4 and impulse 8. Effect all tar-
gets within 6 meters must make Endurance check or suffer 2d6
energy damage (electricity) and be stunned (3 impulses).
DEFENSE
Huge Enemies gain +2 step bonus to attack the behemoth.
Armor 5 physical, 3 energy
Immune damage and effects caused by electricity
(16+ dmg)  dead Falls with earth-shaking thud
(16+ dmg)  uses Rampage as a Bellows and goes berserk!
reaction
(16+ dmg)  knocked off-balance Jolted to one knee, roars
(13 to 15 dmg)  Distracted until Maddened by pain
next action
(1 to 12 dmg)  Roars and stomps the ground

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OTHER
Electrosense The behemoth detects creatures within Close range
by their bioelectric fields.
Electroheal The behemoth heals 1 wound box when hit by an attack
or effect that would deal at least 5 energy (electricity) damage
before its armor. Its own shock aura does not count.

Chiirth
Chiirthi are small, scaly, winged creatures about the size of a goose
or pelican. They’re skittish and elusive as individuals, generally
avoiding larger foes, but chiirthi are rarely found alone. They’re
pack hunters that greedily swarm to attack anything resem-
bling prey.

CHIIRTH
TR 2 Small Minion Animal (Alien)
Senses normal, echolocation; Awareness 14+
Initiative 9/14/19; Speed 20 meters, fly 50 meters
Str 16+ Agi 13+ Vit 16+ Int 17+ (animal) Foc 16+ Per 18+
ACTIONS
Swoop 3 impulses. The chiirth flies up to 30 meters and attacks at
the end of its move; Melee 1 target; Attack 14/19/24; 2/6 physical,
and target grappled.
Gnaw 3 impulses; 1 grappled target; Attack 13/18/23 (+1 step); 3/7
physical, and target suffers damage over time (bleeding; Free
Resist Endurance or Medicine treatment ends the effect).
DEFENSE
Small Enemies suffer a -1 step penalty to attack the chiirth.
Armor 3 physical, 0 energy
(1+ dmg)  dead flaps, thrashes, croaks, dies

OTHER
Swarm Attack The chiirth gains a +1 step bonus with its swoop
attack for each other chiirth swooping at the same target in this
impulse, to a maximum of +3 steps for 4 chiirthi attacking the
same target.
Minion Attack This creature’s
attack deals one wound of the
lowest severity if its
damage overcomes the
target’s armor.
Echolocation Chirrthi
can detect crea-
tures and objects
at Medium range
even in total
darkness.

234 8: Aliens and Adversaries


Energon
An example of life as we do not know it, the energon is a being
made up of energized plasmas and magnetic fields. Under normal
circumstances it shows little interest in humans, but the energon
is very interested in powered devices, which it regards as rich
food sources.

ENERGON
TR 6 Medium Boss Enigma (Alien)
Senses normal, energy sense; Awareness 12+
Initiative 5/10/15; Speed fly 30 meters
Str 20+ Agi 12+ Vit 14+ Int 15+ (sentient) Foc 13+ Per 16+
ACTIONS
Plasma Lash 3 impulses; Melee (6 meters) 1 target; Attack
10/15/20 (+2 steps); Damage 1d8+2/6 energy, and
target must make a Dodge check or suffer damage over
time (fire).
Drain Charge 2 impulses; Close 1 target item with power
cells; Attack 10/15/20; target’s power cells lose 50
percent of their full charge if equipped or 20 percent if
carried, and the energon heals 1 wound box, or 2 wound
boxes on a Stellar success.
REACTIONS
Shock Bolt 0-impulse reaction when a creature within
Close range takes an action of at least 3 impulses; the
energon attacks the acting creature. Close 1 target;
Attack 10/15/20; Damage 1d8+0/4 energy.
DEFENSE
Insubstantial Physical attacks against the energon suffer a -5
step penalty; energy attacks suffer a -2 step penalty.
Armor 0 physical, 3 energy
Immune fire, grapple, knocked prone, poison, push.
(15+ dmg)  dead (see Death Burst) Explodes!
(15+ dmg)  shock bolt now 1-impulse energy discharges slow
reaction down
(12 to 14 dmg)  loses insubstantial for 1 briefly flickers into solidity
impulse
(9 to 11 dmg)  weakened until end of crackling aura dims a little
next action
(1 to 8 dmg)  FZZZT.
OTHER
Death Burst The energon explodes upon death. Blast 4 m/8 m;
Primary Damage 2d6 energy and target stunned (3 impulses);
Secondary Damage 1d8 energy; successful Dodge check reduces
damage by 5 and negates stun.
Energy Sense The energon detects all devices that store or gener-
ate energy within Long range.

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Human
Most humans do their best to stay out of dangerous situations
such as gunfights with teams of trained killers. However, heroes
have an unusual talent for finding bad guys who think it’s their
job to take what the heroes have or stop them from getting what
they want.

Gangster
Thugs, punks, hoods, goons, criminals—whatever they’re called in
a particular setting, they’re trouble, especially on their home turf.
Gangsters carry a variety of weapons: 25% only have a knife, 50%
have a knife and pistol, and 25% have a knife and SMG (and hap-
pily attempt burst attacks if they have a good opportunity to).

HUMAN GANGSTER
TR 1 Medium Minion Humanoid (Human)
Senses normal; Awareness 18+
Initiative 14/19/24; Speed 20 meters
Str 16+ Agi 16+ Vit 17+ Int 17+ (sentient) Foc 18+ Per 17+
ACTIONS
Knife 3 impulses; Melee 1 target; Attack 16/21/26 (+1 step); Damage
3/8 physical.
Pistol 3 impulses; Medium 1 target; Attack 16/21/26; Damage 3/8
physical.
SMG burst 4 impulses; Medium 1 target; Attack 16/21/26 (+1 step);
Damage 3/8 physical.
DEFENSE
(1+ dmg)  incapacitated swears,staggers and falls

OTHER
Cheap Shot The gangster gains a +1 step bonus to attack a dis-
tracted or unaware opponent in addition to the normal bonuses.
Minion Attack This creature’s attack deals one wound of the lowest
severity if its damage overcomes the target’s armor.
Skills Acrobatics 14+, Athletics 14+, Stealth 14+.
Gear weapon, $50

Guard
Many guards are just civilians with a flashlight and maybe a stun
gun, but this guard is a trained member of an armed security staff.
The guard’s most dangerous weapon is the radio—one quick call,
and every guard in the place is going to be on alert.
A typical police officer in an ordinary city could also use these
game stats.

236 8: Aliens and Adversaries


HUMAN GUARD
TR 1 Medium Standard Humanoid (Human)
Senses normal; Awareness 15+
Initiative 13/18/23; Speed 20 meters
Str 16+ Agi 17+ Vit 17+ Int 17+ (sentient) Foc 16+ Per 18+
ACTIONS
Stun Baton 3 impulses; Melee 1 target; Attack 15/20/25 (+1 step);
Damage 1d6+0/3 physical, target is stunned (3 impulses).
Pistol 3 impulses; Medium 1 target; Attack 15/20/25 (+1 step);
Damage 1d6+1/5 physical.
Tactical Comm 2 impulses; report intrusion or disturbance to all
guards on site.
DEFENSE
Armor 2 physical, 1 energy
(10+ dmg)  incapacitated drops in a nerveless heap
(7 to 9 dmg)  -2 step penalty to all checks “I’m hit! I’m hit!”
(4 to 6 dmg)  -1 step penalty to all checks grunts and ducks a second
late
(1 to 3 dmg)  “Freeze! Drop your weapon!”

OTHER
Skills Athletics 14+, Medicine 15+, Security 15+.
Gear ballistic vest, combat baton, light pistol, 2 clips, comm device, $100

Enforcer
There are criminals, and there are killers. The enforcer is a compe-
tent and ruthless gun for hire. Some enforcers sell their services as
bodyguards to major crime bosses, some work as mercenaries, and
some lead bloodthirsty crews of pirates or raiders.

HUMAN ENFORCER
TR 2 Medium Champion Humanoid (Human)
Senses normal; Awareness 14+
Initiative 12/17/22; Speed 20 meters
Str 15+ Agi 16+ Vit 16+ Int 17+ (sentient) Foc 16+ Per 17+
ACTIONS
Twin Pistols 4 impulses; make two heavy pistol attacks each with -1
step penalty.
Heavy Pistol 4 impulses; Medium 1 target; Attack 14/19/24 (+1 step);
Damage 1d8+1/5 physical.
Brawl 2 impulses; Melee 1 target; Attack 14/19/24 (+1 step); Damage
1d4+0/3 physical, and target must make Resilience check or be
knocked off-balance.
REACTIONS
Return Fire 1-impulse reaction when wounded (once per scene). The
enforcer makes a heavy pistol attack against the creature that
wounded him or her.

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DEFENSE
Armor 2 physical, 1 energy
Improved Cover The enforcer improves the defensive effect of any
cover he uses by 1 step.
(11+ dmg)  incapacitated sinks to ground, groaning
(11+ dmg)  -2 step penalty to all staggers, clutching wound
checks
(8 to 10  -1 step penalty to all checks roars in anger, blood dripping
dmg)
(5 to 7 dmg)  winces and snarls a curse
(1 to 4 dmg)  “Is that all ya got?!”

OTHER
Skills Acrobatics 14+, Influence 13+, Security 13+, Stealth 13+.
Gear ballistic vest, 2 heavy pistols, 2 clips, comm device, $500

Assault Trooper
Disciplined, professional, and unquestioningly loyal, assault troop-
ers are rank-and-file infantry often employed as base garrisons
or in counterinsurgency operations. They lack the powered armor
and firepower support of armored infantry, but they’re more than
capable of handling local unrest and insurgents.

HUMAN ASSAULT TROOPER


TR 4 Medium Minion Humanoid (Human)
Senses normal; Awareness 18+
Initiative 13/18/23; Speed 16 meters
Str 15+ Agi 16+ Vit 16+ Int 17+ (sentient) Foc 17+ Per 18+
ACTIONS
Plasma Carbine 3 impulses; Long 1 target; Attack 13/18/23 (+1 step);
Damage 4/8 energy.
Brawl 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step); Damage
3/7 physical.
Combined Fire Three assault troopers within 6 meters of each
other acting at the same time can combine fire. Instead of making
attack checks, the troopers choose a target point. Any creature
within 4 meters of the target point must make a Dodge check or
suffer one wound. Targets behind cover add their cover bonus to
their Dodge checks.
DEFENSE
Armor 6 physical, 5 energy
(1+ dmg)  incapacitated Sprawls to the ground

OTHER
Minion Attack This creature’s attack deals one wound of the lowest
severity if its damage overcomes the target’s armor.
Skills Armor Training 14+, Athletics 14+.
Gear Carbon enamel armor, plasma carbine, 2 blast grenades, medikit.

238 8: Aliens and Adversaries


Operative
The operative is a smart, capable agent who combines excellent
combat skills with the ability to blend in with a crowd. Some work
as government investigators, some are top corporate prob-
lem-solvers, and some are ruthless assassins.

HUMAN OPERATIVE
TR 6 Medium Standard Humanoid (Human)
Senses normal, low-light vision; Awareness 12+
Initiative 11/16/21 (+1 step); Speed 20 meters
Str 16+ Agi 15+ Vit 17+ Int 15+ (sentient) Foc 16+ Per 15+
ACTIONS
Laser Pistol 3 impulses; Long 1 target; Attack 11/16/21 (+2 steps);
Damage 1d6+1/6 energy (1d6+4/9 energy vs. a wounded, dis-
tracted, or unaware target).
Martial Arts 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step);
Damage 1d4+0/3 physical (1d4+3/6 vs. a wounded, distracted, or
unaware target).
DEFENSE
Armor 2 physical, 2 energy
Defensive Martial Arts Melee attacks against the operative suffer a
-1 step penalty.
Holo Displacer Ranged attacks against the operative suffer a -3 step
penalty (does not stack with cover effects).
(15+ dmg)  incapacitated spins away from blow and
collapses
(12 to 14 dmg)  -2 step penalty to all hisses in pain, looks for a
checks way out
(9 to 11 dmg)  -1 step penalty to all checks “Argh! Damn you!”
(1 to 8 dmg)  “Seriously?”

OTHER
Finisher Gains a +3 damage bonus when attacking a wounded, dis-
tracted, or unaware target (included above).
Skills Acrobatics 11+, Computers 11+, Misdirection 11+, Security 11+,
Stealth 11+.
Gear hardmesh suit, laser pistol, comm device, low-light contacts,
$1000

Armored Marine
The most heavily armed and armored troops anywhere in space,
the Armored Marines are an elite outfit of powered-armor spe-
cialists trained for extreme space-to-ground operations. On rare
occasions they’re called upon to deal with problems no ordinary
troops can handle.

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HUMAN ARMORED MARINE


TR 10 Medium Standard Humanoid (Human)
Senses normal, low-light, thermal, radar; Awareness 15+
Initiative 11/16/21 (+1 step); Speed 20 meters, fly 30 meters
Str 10+ Agi 16+ Vit 14+ Int 16+ (sentient) Foc 15+ Per 18+
ACTIONS
Jump Attack 5 impulses. Jump up to 60 meters horizontally or 30
meters vertically and make a rail rifle or Z-missile attack at any
point during the move.
Rail Rifle 4 impulses; Extreme 1 target; Attack 6/11/16 (+1 step);
Damage 1d8+5/10 physical.
Z-Missile 4 impulses; Very Long blast; Blast 6/10 meters; Primary
Damage 2d8 energy, armor-piercing 5; Secondary Damage 1d10
energy. Successful Dodge reduces damage by half.
Punch 4 impulses; Melee 1 target; Attack 6/11/16 (+1 step); Damage
2d4+0/4 physical, and Medium or smaller target must make an
Endurance check or be stunned.
Thruster Jump 2 impulses. Jump up to 100 meters horizontally or 40
meters vertically.
DEFENSE
Armor 5 physical, 5 energy
Life Support Immune to most environmental conditions.
Grav Deflector Physical attacks against the marine suffer a -3 step
penalty. Energy attacks suffer a -1 step penalty.
(16+ dmg)  incapacitated Pieces of armor go flying, collapses
(16+ dmg)  -2 step penalty to all Armor rocked, shower of sparks
checks
(13 to 15 dmg)  -1 step penalty to all CLANG! “Damn! Taking fire!”
checks
(1 to 12 dmg)  “Getting some rain on the roof.”

OTHER
Skills Athletics 6+, Armor Training 6+, Mechanics 14+, Security 13+.
Gear Centurion V assault battlesuit powered armor, 3 Z-missiles,
tactical net

Marzog
Hulking, bloodthirsty, and utterly fearless in battle, marzogs
are the primitive denizens of an alien world. They hate all other
sentient species and furiously attack any offworld travelers who
make the mistake of landing on the marzog’s home planet. While
their Stone Age technology might seem laughable at first glance,
the marzogs’ sheer strength and reckless savagery makes them
very dangerous at close quarters. Worse yet, they understand that
small beings with fiery weapons and metal chariots aren’t gods
and can die just like any other creature.

240 8: Aliens and Adversaries


Warrior
Every marzog from early adulthood to the end of its life consid-
ers itself a warrior. Marzog tribes organize themselves into great
hordes of spear-wielding maniacs, who eagerly hurl themselves
into battle with single-minded ferocity. But if their initial attack
fails, warriors are willing to reorganize their efforts for ambush and
stealthy arrows from the forest shadows.

MARZOG WARRIOR
TR 5 Medium Minion Humanoid (Alien)
Senses normal; Awareness 16+
Initiative 12/17/22; Speed 24 meters
Str 14+ Agi 16+ Vit 15+ Int 17+ (sentient) Foc 16+ Per 18+
ACTIONS
Bow 4 impulses; Medium 1 target; Attack 12/17/22 (+1 step); Damage
3/7 physical.
Spear 3 impulses; Melee 1 target; Attack 13/18/23 (+1 step); Damage
4/8 physical.
DEFENSE
Armor 3 physical, 0 energy
(1+ dmg)  dead stabs weakly at the air, coughs, falls

OTHER
Minion Attack This creature’s attack deals one wound of the lowest
severity if its damage overcomes the target’s armor.
Gang Up The warrior gains a +1 step bonus to its melee attack if at
least one other marzog is adjacent to the target.
Skills Athletics 12+, Stealth 14+ (10+ in forest or jungle), Survival 14+
Gear bone armor, bow, spear, 12 arrows

Berserker
The strongest and most fierce of a strong and fierce species, ber-
serkers are battle-scarred champions of a hundred tribal skirmishes.
Their sheer ferocity enables them to ignore terrible injuries, fighting
through seemingly critical wounds as if they were mere grazes.

MARZOG BERSERKER
TR 5 Medium Standard Humanoid (Alien)
Senses normal; Awareness 15+
Initiative 10/15/20 (+1 step); Speed 24 meters
Str 13+ Agi 15+ Vit 14+ Int 17+ (sentient) Foc 15+ Per 17+
ACTIONS
Berserk Charge 4 impulses; move up to its speed and make an axe
attack (replaces charge action modifier).

Marzog 241
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Axe 3 impulses; Melee 1 target; Attack 12/17/22 (+1 step); Damage


1d8+3/7 physical, and the target is pushed 2 meters and knocked
prone (Athletics check negates).
REACTIONS
Fierce Will 1-impulse reaction. When the berserker is hit by an
attack, it can attempt an immediate Resilience check (+2 step
bonus) to reduce the damage by 5.
DEFENSE
Armor 2 physical, 1 energy
(14+ dmg)  dead Dies, axe broken in its hand
(11 to 13 dmg)  -2 step penalty to all Roars in rage, shaking its weapon
checks
(8 to 10 dmg)  -1 step penalty to all Snarls, dabs its own blood on face
checks
(1 to 7 dmg)  Doesn’t even seem to notice!

OTHER
Blood-Crazed The berserker gains a +1 step bonus to attack if it’s
wounded.
Skills Athletics 11+, Stealth 13+ (9+ in forest or jungle), Resilience 12+,
Survival 13+
Gear bone armor, axe

Psuur
Sly and secretive, the psuur is a degenerate descendant of a
once-technological species that haunts the ruins of its long-­
vanished civilization. It is a scuttling horror that looks a little like a
50-kilo centipede with a head crowned by lashing tendrils. These
barbed tendrils house invasive neural filaments to take over the vic-
tim’s nervous system and hold it motionless while the psuur feeds.

PSUUR
TR 3 Medium Boss Animal (Alien)
Senses normal, thermal vision; Awareness 12+
Initiative 7/12/17; Speed 30 meters
Str 15+ Agi 13+ Vit 14+ Int 16+ (animal) Foc 14+ Per 15+
ACTIONS
Tendril 2 impulses; Melee (8 meters) 1 target; Attack 13/18/23
(+1 step); Damage 1d6+0/3 physical. If the damage results in a
wound, the target must make a Willpower check or be stunned (3
impulses) and become grappled. The target can resist the grapple
with an opposed check (Willpower vs. psuur’s tendril skill). The
psuur can’t use this action if it’s already grappling three targets.
Neural Control 2 impulses; 1 grappled target. The target must make
a Willpower check. On failure, the target uses a 1-impulse reaction
to attack the closest creature other than the psuur with what-
ever weapon it has in hand (-2 step penalty to the attack).

242 8: Aliens and Adversaries


Feed 3 impulses; 1 grappled target; Attack 13/18/23 (+3 steps);
Damage 1d8+0/4 physical, and the target is impaired (resist Endur-
ance to end the impaired effect).
REACTIONS
Human Shield 1-impulse reaction. If the psuur is targeted by an
attack while it is adjacent to a creature it is grappling, one
such creature becomes the target of the attack, and the psuur
releases that creature.
DEFENSE
Armor 1 physical, 2 energy.
Skulk If the psuur has cover, an attacker must make an Awareness
check (+2 step bonus if the psuur is grappling a victim) to target
the psuur with a ranged attack.
(12+ dmg)  dead Shrieks horribly and goes still
(12+ dmg)  can only grapple 2 A lashing tendril is shot away!
targets
(9 to 11 dmg)  releases a grappled Shrieks and lets go
creature
(6 to 8 dmg)  knocked off-balance Knocked over, twists upright
again
(1 to 5 dmg)  Clicks menacingly at you

OTHER
Camouflage +4 step bonus to Stealth checks to hide in
its native environment.

Raigath
A vicious, clever pack
hunter, the raigoth
specializes in hit-and-run
attacks designed to weaken
and herd its prey into the teeth
of its waiting packmates.

RAIGATH
TR 5 Medium Standard Animal (Alien)
Senses normal; Awareness 11+
Initiative 8/13/18 (+1 step); Speed 30 meters
Str 14+ Agi 14+ Vit 15+ Int 18+ (animal)
Foc 14+ Per 17+
ACTIONS
Hamstring Rush 4 impulses; move up to its speed, make a bite
attack, and move another 10 meters. If the bite attack inflicts a
wound, the target is impaired (resist Resilience).
Bite 3 impulses; Melee 1 target; Attack 11/16/21 (+1 step); Damage
1d8+1/5 physical (1d8+3/7 vs. a prone target), and the target must
make an Athletics check or be knocked prone.

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REACTIONS
Elusive 1-impulse reaction. When targeted by a melee attack, the
raigath can attempt a Dodge check. If it succeeds, it moves up to 6
meters and the attack automatically misses.
DEFENSE
Armor 4 physical, 2 energy
(14+ dmg)  dead Dies, snapping at the air
(11 to 13 dmg)  slowed, loses Lamed by deep wound in flank
hamstring rush
(8 to 10 dmg)  knocked prone Knocked over on its side, thrashing
(1 to 7 dmg)  Screams and snaps at you

OTHER
Savage Inflicts +2 damage vs. prone targets .
Skills Dodge 11+, Stealth 11+, Survival 11+

Robot
First becoming generally available at TE 7, robots quickly become
ubiquitous, built in a nigh-infinite configurations and capabilities.
Use the following examples below as a launching point for your
own designs.

Floating Eye
A basketball-sized security robot powered by hover-jets, the
floating eye is armed with a stunner that is supposedly nonlethal.
It’s commonly used to monitor medium-security areas and patrol
areas that are hard to monitor with fixed security systems.

FLOATING EYE
TR 1 Small Standard Mechanism (Robot)
Senses normal, weapon detector (2 m range); Awareness 16+
Initiative 12/17/22; Speed fly 25 meters (hover)
Str 16+ Agi 16+ Vit 17+ Int 17+ (programmed) Foc 18+ Per 20+
ACTIONS
Stunner 3 impulses; Close 1 target; Attack 16/21/26; Damage
1d4/2d4 energy, and target must make Endurance check or be
stunned (3 impulses).
Tactical Update 3 impulses; the robot reports to its networked
security system.
REACTIONS
Evasive Flight 1-impulse action when targeted by a ranged attack;
Make a Dodge check and move 4 m if the check succeeds, causing
the attack to miss.
DEFENSE
Small Enemies suffer a -1 step penalty to attack the floating eye.
Life Support

244 8: Aliens and Adversaries


Armor 1 physical, 1 energy
(10+ dmg)  incapacitated sphere clanks to ground
(7 to 9 dmg)  –2 step penalty to checks smoke emerges from chassis
(4 to 6 dmg)  –1 step penalty to checks panels pop off, sparks fly
(1 to 3 dmg)  “Hostile action detected!”

OTHER
Networked The floating eye is linked to its parent security system.
Its video feed can be accessed remotely from a security station
(although it might not be monitored continuously).

Explorer Probe
A rugged, tracked robot the size of a refrigerator, the explorer
probe is designed for extended autonomous activities on hostile
planets. It’s equipped with defense systems to drive off local life-
forms that interfere with its mission.

EXPLORER PROBE
TR 4 Large Champion Mechanism (Robot, Amphibious)
Senses normal, low-light, thermal; Awareness 15+
Initiative 12/17/22; Speed 20 meters
Str 13+ Agi 16+ Vit 14+ Int 17+ (programmed) Foc 18+ Per 20+
ACTIONS
Manipulator Arms 4 impulses; Melee 2 targets; Attack 13/18/23 (+1
step, or +2 steps vs. prone target); Damage 1d8+3/7 physical, and
target must make Athletics check or be knocked prone.
Sonic Emitter 3 impulses; Close spread; Attack 13/18/23 (+1 step);
Damage 1d8+3/7 energy, and target must make Endurance check
or be stunned (3 impulses).
Flamer 4 impulses, once per scene; Medium blast; Attack 13/18/23
(+1 step); Damage 2d6/2d10 energy and ignite (blast 4m/2m).
REACTIONS
Pressor Shield 1-impulse reaction when targeted by physical ranged
attack; make an opposed Strength check to counter the attack-
er’s check result.
DEFENSE
Large Enemies gain +1 step bonus to attack the probe.
Armor 3 physical, 2 energy
Life Support
(13+ dmg)  incapacitated smoke pours out, humming stops
(10 to 12 dmg)  –2 step penalty to humming sound gets louder
checks
(7 to 9 dmg)  –1 step penalty to robot emits low, throbbing hum
checks
(1 to 6 dmg)  “Investigating anomaly.”

OTHER
Skills Dodge 15+, Science (planetology) 15+, Survival 15+

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Jägerbot
Sturdy, all-terrain robots fitted with
multiple legs and a pow-
erful laser, jägerbots are
cheap and effective
replacements for
human infantry.
They’re often used
as heavy garrison
forces because of their
good firepower, or some-
times as disposable “first-
wave” assault assets.

JäGERBOT
TR 8 Medium Standard Mechanism (Robot)
Senses normal; Awareness 18+
Initiative 12/17/22; Speed 20 meters
Str 16+ Agi 16+ Vit 16+ Int 18+ Foc 18+ Per 19+
ACTIONS
Laser Cannon 4 impulses; Long 1 target; Attack 9/14/19 (+1 step);
Damage 2d10+0/4 energy.
Restraint Arm 3 impulses; Melee 1 target; Attack 9/14/19 (+1 step);
Damage 1d4+1/6 physical, and target must make Athletics check or
be grappled.
REACTIONS
Reflective Shield 2-impulse reaction when targeted by energy
ranged attack; make a Dodge check to counter attacker’s check
result. If opposed check results in a miss, attack instead reflects
to a target of the robot’s choice within Medium range. Original
attacker attacks the new target at a –2 step penalty.
DEFENSES
Life Support
Armor 2 physical, 2 energy
(16+ dmg)  incapacitated collapses in heap of wires and
struts
(14 to 15 dmg)  –2 step penalty to checks hitches and jerks when it moves
(11 to 13 dmg)  –1 step penalty to checks fluids leak from servomotors
(1 to 10 dmg)  “Engaging defensive protocol”

OTHER
Skills Dodge 13+

246 8: Aliens and Adversaries


Creating Adversaries
Alternity heroes face an astounding variety of potential foes,
from dangerous wild animals (like bears or snakes) to hostile
humans (like criminals or enemy soldiers) to alien creatures from
other planets or dimensions. The ready-to-use adversaries pre-
sented earlier in this chapter represent only a small selection of the
foes a typical Alternity campaign might eventually include. Since
we can’t really devote hundreds of pages in this book to monsters
the GM might or might not use, this section provides you with
simple rules and guidelines for quickly creating almost any mon-
ster you can imagine.
You’ll find more foes
You start by coming up with a description for your adversary, in the Alternity
which should describe not only what it looks like, but where and Xenologist’s Guide
why it exists in your game. You then create a stat block that uses supplement and
game mechanics to illustrate your creation. Creating the stat block other appropriate
for an adversary involves these five steps: products.

1. Choose a Threat Rating (1 to 13). This is the level of hero


you expect this adversary to be a fair fight for. If it’s higher
than 10, you intend this to be a difficult challenge even for
high-level heroes.
2. Choose a Template. Is the creature something the
heroes meet in large groups (like wolves or stormtroop-
ers) or something that’s intended to stand up against the
entire team all by itself (like a giant robot)? Your choices
are Minion, Standard, Champion, or Boss.
3. Get the Stats. Refer to the Template and Threat Rating
tables later in this section. Find the appropriate template
table, and find the row for the desired threat rating. Your
creature begins with the game stats described there.
4. Choose a Size and Type. Decide how big your creature
is, and then choose a Type. This describes its basic nature
and body form—for example, animal, humanoid, mech-
anism, and so on. See Types and Descriptors, later in
this section.
5. Choose Attacks, Defenses, and Actions. Refer to the
glossary of adversary abilities at the end of this section.
Choose at least one attack and one defense, or more for
Champions and Bosses. You can choose additional abili-
ties if you want.
6. Reevaluate Threat Rating. At the end, we’ve included some
guidelines to help you further adjust your adversary while stay-
ing within the expected range for its Threat Rating.

A quick example: Need a tiger-like beast for your adventure? That’s


probably a TR 2 Champion—a hero team might run into one or two
at a time, but probably not more than that. Tigers are bigger than
humans, so it’s Large, and it’s clearly an Animal. Tigers attack with
claws and fangs, so a simple Maul attack is all you need. And tigers

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don’t have particularly thick hides or force fields, so a defense themed


around being fast and hard to hit is probably the right choice; the
Naturally Evasive defense would work well enough.
Let’s go into each of these steps in further detail.

Threat Rating
The threat rating determines how challenging the monster is in a
fight against the PCs, and scales in the same way that characters
advance by level. A TR 3 adversary is a typical foe for 3rd level charac-
ters to face, and a bit more challenging for 1st level characters. As the
threat rating increases, the adversary’s accuracy and damage with
attacks increases, and its defenses and wound boxes also scale up.

Templates
Next, choose the base template for the creature. In addition to
Standard foes, you might want to create a Champion, or even a
Boss, as a tougher challenge, or perhaps Minions to fill out a scene.

Standard
Standard adversaries can be security guards, thugs, androids, or
alien predators, and comprise the majority of the foes your PCs
encounter. In addition to the basic game statistics, a standard
adversary has one special ability of your choice.

Champion
Champion adversaries are more formidable, and require more
resources to take down. In addition to its basic game statistics, a
champion adversary also chooses two special abilities.

Boss
Boss adversaries are the toughest challenges PCs face. They’re designed
to take the place of four standard adversaries in a typical combat scene.
But they require more than just four times as many wound boxes—they
also need to have comparable offensive output. Faster attacks, higher
damage, and multiple attacks are easy ways to increase output, and
adding reactions can help keep a scene interactive. Bosses also have
ways of mitigating control effects, such as reducing stun durations or
using a reaction to get an additional defense roll.
When creating your own Boss adversary, use the statistics pro-
vided for the Boss’s threat level, give it four free special abilities,
and then make any customization adjustments.

248 8: Aliens and Adversaries


Minion
Minions are a special category of adversary. These are the simple
grunts and cannon fodder. Individually,
they aren’t much of a threat to most heroes,
but they are dangerous in larger numbers. GRADUATING TO MINION!
Because they are intended to be used in large
As your campaign climbs
numbers, they have special rules for attacks
into higher levels, it keeps
and damage.
the game moving faster to
essentially “minion-ize” the
• Minions have one hit box. Any hit that
lower-level foes. For exam-
penetrates armor defeats a minion.
ple, your 1st-level PCs might
• An average hit from a minion’s attack
tangle with station security
overcomes armor equal to 1 + half its level.
guards during a heist. In that
An Excellent hit overcomes armor equal to
combat scene, you might use
5 + half the minion’s level.
two or three standard 1st-level
• When a minion hits a target and over-
mercenaries and have a fun
comes the target’s armor, that target
and engaging fight. But when
takes a 1-damage wound.
your PCs return to that same
• Stellar hits from minions deal only one
station after having gained
wound, not two, but ignore armor.
five or six more levels, you
might have an entire platoon
Template Tables of twenty mercs waiting
The following pages provide the base statis- for them. They’re the same
tics you can use to create adversaries. The mercenaries as before, but if
tables present information by adversary level. you use the stats of 6th-level
The adversary’s attack skill score, defense skill minions instead of 1st-level
score, hit boxes, and basic damage range are standard foes, you’ll provide
listed for each level. a similar challenge with a lot
Attack: This is the creature’s target number less bookkeeping.
for an average success with an attack. As
with all attacks, exceeding this number by 5
or more results in an Excellent hit, and exceeding it by 10 or more
results in a Stellar hit.
Defense: The creature’s skill score for a defense roll, which may
be further modified by the creature’s Size or Type.
Wounds: The creature’s wound boxes, with the damage numbers
required to inflict a wound of that severity. The “last” box in the Crit-
ical column serves as the creature’s mortal wound box (if there’s only
one, that’s both the critical and mortal wound for the creature).
Damage: The expected damage the creature deals with a
successful attack, listed with both Average and Excellent damage
results. While the damage listed is a flat number, you should create
a damage expression that approximates the target. For example, a
level 1 standard foe should deal 5 damage on an Average hit. That
could be 1d6+2 (the average result of 1d6 is 3.5, so 1d6+2 has an
average result of 5.5), or 1d4+3. On an Excellent hit, that creature
should deal 9 damage, which could be 1d6+6 or 2d6+2.
Armor Penetration: For minions only, this indicates the degree
of armor the minion’s attack can overcome.

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Example: Steve is building a mutant bear-monster, and decides


that it’s a TR 4 Champion. He refers to the Champion Adversary
Template. The mutant bear’s skill score for its attacks should be 13+ (or
13/18/23), and its attacks should deal 8 damage on an Average hit. Its
skill score for defensive checks such as Dodge should be 15+. Finally,
reading across the wound categories, the mutant bear should have 2
light wound boxes, 2 moderate wound boxes, 2 severe wound boxes,
and 2 mortal wound boxes, arranged as shown:

(13+ dmg)  dead


(13+ dmg)  critical wound
(10 to 12 dmg)  severe wound
(7 to 9 dmg)  moderate wound
(1 to 6 dmg)  light wound
That’s a lot of bear!

Standard Adversary Template


Light Moderate Severe Critical/
Level Attack Defense Wound Wound Wound Mortal Wd. Damage
1 16 16  1-3  4-6  7-9  10+ 5/9
2 15 16  1-4  5-7  8-10  11+ 5/9
3 14 15  1-5  6-8  9-11  12+ 6 / 10
4 13 15  1-6  7-9 10-12  13+ 6 / 10
5 12 14  1-7  8-10  11-13  14+ 7 / 11
6 11 14  1-8  9-11  12-14  15+ 7 / 11
7 10 13  1-9 10-12  13-15  16+ 8 / 12
8 9 13  1-10  11-13  14-15  16+ 8 / 12
9 8 12  1-11  12-14  15  16+ 9 / 13
10 7 12  1-12  13-15  16+  16+ 9 / 13
11 6 11  1-12  13-15  16+  16+ 10 / 14
12 5 10  1-12  13-15 16+  16+ 11 / 15
13 4 9  1-12  13-15 16+  16+ 12 / 16

250 8: Aliens and Adversaries


Champion Adversary Template
Light Moderate Severe Critical/
Level Attack Defense Wound Wound Wound Mortal Wd. Damage
1 16 16  1-3  4-6  7-9  10+ 7 / 11
2 15 16  1-4  5-7 8-10  11+ 7 / 11
3 14 15  1-5  6-8  9-11  12+ 8 / 12
4 13 15  1-6  7-9 10-12  13+ 8 / 12
5 12 14  1-7  8-10 11-13  14+ 9 / 13
6 11 14  1-8  9-11  12-14  15+ 9 / 13
7 10 13  1-9 10-12  13-15  16+ 10 / 14
8 9 13  1-10 11-13 14-15  16+ 10 / 14
9 8 12  1-11  12-14  15 16+ 11 / 15
10 7 12  1-12  13-15  16+  16+ 11 / 15
11 6 11  1-13 14-15 16+  16+ 12 / 16
12 5 10 1-14  15-16 16+  16+ 12 / 16
13 4 9 1-15  16+  16+  16+ 13 / 17

Boss Adversary Template


Light Moderate Severe Critical/
Level Attack Defense Wound Wound Wound Mortal Wd. Damage
1 16 16 1-3  4-6  7-9  10+ 7 / 11
2 15 16  1-4  5-7  8-10 11+ 7 / 11
3 14 15  1-5  6-8  9-11  12+ 8 / 12
4 13 15  1-6  7-9 10-12  13+ 8 / 12
5 12 14  1-7  8-10  11-13 14+ 9 / 13
6 11 14  1-8  9-11 12-14 15+ 9 / 13
7 10 13  1-9 10-12 13-14 16+ 10 / 14
8 9 13  1-10 11-13 14-16  16+ 10 / 14
9 8 12  1-11  12-14 15-16  16+ 11 / 15
10 7 12  1-12  13-15  16+  16+ 11 / 15
11 6 11  1-13  14-15  16+ 16+ 12 / 16
12 5 10  1-14  15 16+ 16+ 12 / 16
13 4 9 1-15  16+ 16+ 16+ 13 / 17

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Minion Adversary Template


Level Attack Defense Armor Penetration
1 16 16 1
2 15 16 2
3 14 15 2
4 13 15 3
5 12 14 3
6 11 14 4
7 10 13 4
8 9 13 5
9 8 12 5
10 7 12 6

Type and Size


A creature’s type describes its basic nature: Is it an animal that
evolved on some world, a human (or human-like alien), a mechan-
ical creation like a robot, or something else altogether? Type
determines a creature’s innate vulnerabilities and resistances—for
example, animals need to breathe, and mechanisms don’t. Size
is, of course, how big the creature is. The combination of size and
type provides the creature’s ability ratings and
initiative score. The baseline ability ratings for
SKILL SCORE VS. ATTACK creatures of the four primary creature types
SCORE (animal, enigma, humanoid, and mechanism)
The ability ratings given for are provided below.
creatures of different size A creature’s size directly impacts its
and type shouldn’t overwrite physical statistics. In general, larger creatures
the recommended attack tend to be stronger and more resilient, while
scores for the template and smaller creatures are more agile. Adjust a crea-
threat level. For example, a ture’s baseline physical skill scores according
TR 1 standard should have an to its size:
attack score of 15/20/25. If
you decide that your creature Tiny: +4 Str, -4 Agi/Init, +2 Vit
is a Large animal, its recom- Small: +2 Str, -2 Agi/Init, +1 Vit
mended Strength check is 12+. Medium: no change
Stick with the 15/20/25 attack Large: -2 Str, +2 Agi/Init, -1 Vit
score. Maybe the creature is Huge: -4 Str, +4 Agi/Init, -2 Vit
unusually clumsy or slow-mov-
ing, so that it doesn’t get the For example, a typical humanoid has
full combat benefit of its great Strength 16+, Agility 16+, Vitality 17+, and
Strength. Your players won’t Initiative 13+. A Small-sized humanoid would
know that the two scores instead have Strength 18+, Agility 14+, Vital-
aren’t in sync if you don’t ity 18+, and Initiative 11+. (Remember, we’re
tell them! improving skill scores by making them lower,
so a minus is better.)

252 8: Aliens and Adversaries


Animal
In game terms, animals are living creatures that move, eat, and
respire. They are not sentient and generally don’t use tools or
weapons, although some highly intelligent animals use impro-
vised clubs.
Animals have no special immunities or resistances from
their type.

Size Str Agi Vit Int Foc Per Initiative


Medium 15+ 15+ 16+ 18+ 15+ 18+ 10+

Animal Intelligence: Animal intelligence is usually 1 (instinc-


tive) or 2 (animal), resulting in a check of 19+ or 18+. On rare occa-
sions very smart animals or animals with hive minds might have an
Intelligence rating of 3 or more.
Animal Focus: Animals tend to have keen senses and well-de-
veloped instincts. A rating of 3 to 7 is typical.
Animal Personality: For animals, Personality measures the
ability to cooperate with others of their kind. Solitary creatures
have Personality ratings of 1 or 2; social creatures such as herd
animals or pack hunters fall in the 2 to 5 range.

Enigma
Living creatures that don’t resemble anything encountered on
Earth, enigmas range from fairly mundane beings such as giant
amoebas or motile carnivorous plants to weirder forms of life such
as energy beings, electrical or magnetic lifeforms inhabiting oth-
erwise inorganic materials, and just about anything else not easily
explained.
Enigmas are alive, but they are immune to effects that affect
biochemistry or ordinary vital processes, such as disease or
poison (however, they are not immune to psychic damage). Some
don’t breathe, and therefore can’t inhale gas or be harmed by
suffocation.

Size Str Agi Vit Int Foc Per Initiative Last Wound
Medium 15+ 16+ 14+ ? 16+ 18+ 12+ 16+: O
Abilities: The ability checks recommended on the enigma table
are rough guesses at best. Enigmas tend to have high Vitality
ratings because their bodies lack the complex organs or systems
found in animals or mechanisms, but other than that, just about
anything goes. After all, an enigma with a body of molten alloys is
likely much, much stronger than an enigma that’s an insubstantial
being made of hot plasma (a purely gaseous creature likely has a
Strength rating of no more than 1 or 2, regardless of its size).

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Humanoid
Humanoids are living creatures reasonably close to human in their
ability to use tools, communicate with one another, organize soci-
eties, and so forth. They have no special immunities or resistances.
Humanoid Intelligence, Focus, and Personality can vary widely,
but most ability ratings are in the 2-7 range (check score of
13+ to 18+).

Size Str Agi Vit Int Foc Per Initiative Last Wound
Medium 16+ 16+ 17+ 17+ 17+ 16+ 13+ 13+: O

Mechanism
Artificial beings such as androids or robots are unliving mecha-
nisms. They’re self-directed entities that move and interact with
their environments, relying on their programming or intelligence
to govern their actions. They do not need to breathe, eat, or rest,
although most have some sort of charge cell, battery, or fuel reser-
voir that can be depleted over time.
Mechanisms are immune to effects that affect a living crea-
ture’s biochemistry or vital processes, such as disease, poison, and
psychic damage. Because they don’t breathe, they can’t suffo-
cate or drown.

Size Str Agi Vit Int Foc Per Initiative


Medium 13+ 16+ 15+ ? 18+ 19+ 12+
Mechanism Intelligence: Varies widely. Mechanisms designed
for simple tasks have an Intelligence rating of 1 or 2, for a check of
19+ or 18+ (programmed). Mechanisms designed for complex tasks
have Intelligence ratings of 3 to 6, while a clever, adaptive mecha-
nism could easily be smarter than a human, with a rating of 7 to 10
and a check of 13+ to 10+ (programmed).
Self-aware, free-willed mechanisms have (sentient) intelligence
instead of (programmed) usually fall in the 13+ to 16+ range.
Mechanism Focus: Most mechanisms are extremely focused,
but only in the sense that they zero in on their primary purpose
and ignore things that don’t impinge on their task; a Focus rating
of 1 or 2 is typical. Mechanisms with tasks that require them to
monitor their surroundings and good sensors have a Focus rating
of 3 to 5 (check 15+ to 17+).
Mechanism Personality: Programmed mechanisms have no
Personality to speak of; a rating of 1 (check 19+) is typical. Mecha-
nisms designed with “friendly” interfaces or personality emulation
have a rating of 2 or 3. Anything better requires a sentient, free-
willed mechanism that has the opportunity to learn how humans
interact.

254 8: Aliens and Adversaries


Additional Descriptors
Special descriptors provide a little extra detail about a creature
that help the GM to decide how it fits into the universe and
whether it’s susceptible or immune to any unusual effects or con-
ditions. For example, (aquatic) creatures breathe just fine in water,
but don’t do well on dry land.
(Alien): The creature is not descended from Earthly lifeforms.
Characters unfamiliar with the creature’s planet or native eco-
system suffer a -2 step penalty to skill checks to interact with
the creature.
(Amphibious): The creature can survive in both air and water.
(Aquatic): This is a water-breathing creature that normally lives
in water. Some aquatic creatures can “hold their breath” and get
along on land for a time. Aquatic creatures gain a +2 step bonus to
attack non-aquatic creatures in the water.
(Human): It’s a person like you or me.
(Plant): Plants—at least the kind you might fight—are living
enigmas, but they’re immune to bleeding, disease, insanity, and
psychic damage. They don’t really breathe in the same way animals
do, and ignore gas and suffocation.
(Supernatural): This creature is magical in some way, and
magic bends or breaks the laws of nature. Supernatural creatures
typically have unusual immunities but are likewise vulnerable to
special effects most ordinary creatures ignore (for example, sun-
light or crucifixes).

Attacks, Defenses, Special Abilities


Adversaries are more than just an attack score and a durability
track—they have one or more specific attack forms, special actions,
reactions, defensive abilities, and special traits. Not every creature
should have one of each possible ability, but at a minimum an
adversary should have at least one attack form. Otherwise, it’s
not an adversary.
Simple monsters don’t need anything more than an attack form
It’s a target.
and (optionally) a defense form. Players don’t expect big stupid
brutes to do anything other than come right for their heroes and
stand up to some punishment. Minions shouldn’t have more than
a couple of abilities, while monsters intended to last longer in a
fight should have more. Consider one offensive and one defensive
ability for standard foes, three or four for champions, and four to
six for bosses.
Attacks: Different weapons (or natural attacks) available to
the creature.
Attack Actions: Actions that include one or more attacks.
These abilities are good for showing complex attack forms involv-
ing movement or multiple targeting.
Defenses: Armor, resistances, and immunities that reduce the
effectiveness of attacks against the creature.
Reactions: Anything the creature can do in response to an
opponent’s action.

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Special Abilities: Conditional bonuses or unusual abilities that


don’t belong in any other category.

Attacks
Use the attack score and damage figures appropriate for the
creature’s template and threat rating (see Template, earlier in
this chapter). “TR+X” means that the damage for the attack is
higher than normal; increase the creature’s base damage by the
value of X.
Bite  3 impulses; Melee 1 target; Attack by TR (+1 step); Damage by
TR physical.
A simple attack that doesn’t have any special effects.
Blast 4 impulses; Close, Medium, or Long 3m/6m blast; Attack by
TR; Primary Damage by TR energy or physical; Secondary Damage
by TR-3 energy or physical.
If the attack does not allow a check to resist or reduce damage,
then reduce the average damage by 3.
This is an area-effect attack, such as that of a grenade or bomb
of some kind. Some creatures might be able to use a blast attack
with a range of 0 centered on themselves; a zero-range blast auto-
matically hits its “aiming point” and affects all creatures nearby.
Bleeding Attack 3 impulses; Melee 1 target; Attack by TR; Damage
by TR-3 physical. If the attack wounds the target, the target begins
damage over time (bleeding, 1 wound, Free Resist Endurance or
Medicine treatment ends the effect).
An attack against a vital area or with a natural weapon that
causes excessive bleeding—a creature that drinks blood or fights
with a razor might have a bleeding attack. Bleeding is described
under Damage Over Time in Status Effects (Chapter 5).
Claw  3 impulses; Melee 1 target; Attack by TR (+1 step); Damage
by TR-3 physical. If the attack hits, the creature can make a second
claw attack against the same or different target.
A simple, low-damage attack that can trigger a free
second attack.
Crush  3 impulses; Melee 1 grappled target; Attack by TR (+4
steps); Damage by TR physical.
An attack that crushes or constricts a target that’s already
been grabbed.
Flame Attack 4 impulses; Close 1 target; Attack by TR (+1 step);
Damage by TR energy, and the target must make a Dodge check or
begin damage over time (fire, 1 wound, Resist Dodge). The target is
impaired until the fire damage ends.
An attack that burns the target, causing damage over time (see
Status Effects in Chapter 5).
Gore  4 impulses; Melee; 1 target; Attack by TR (+1 step); Damage
by TR physical, and the target must make an Athletics check or be
pushed 2 meters and knocked prone.

256 8: Aliens and Adversaries


A slow but powerful ramming or head-butting attack that can
knock the target down.
Grab  3 impulses; Melee 1 target; Attack by TR (+1 step); Damage by
TR-3 physical, and the target must make an Athletics check or be
grappled.
An attack that does a little damage while grappling the target
so that it can be subjected to a different, more dangerous attack in
a future action (for example, Crush).
Maul  4 impulses; Melee; 1 target; Attack by TR (+1 step, or +2 steps
vs. prone target); Damage by TR physical, and the target must
make an Athletics check or be grappled and knocked prone.
A takedown attack for a creature attacking with a flurry of claws
and fangs.
Poison Attack  3 impulses; Melee, Close, or Medium 1 target;
Attack by TR (+1 step); Damage by TR-4 physical. If the attack
wounds the target, the target begins damage over time (poison,
1 wound, Resist Free Endurance). The target is impaired until the
poison damage ends.
An attack that injects poison into the target, causing damage
over time (see Status Effects in Chapter 5).
Smash  4 impulses; Melee 1 target; Attack by TR (+1 step); Damage
by TR+3, and the target must make a Resilience check or be
knocked off-balance.
A bashing attack from a big, strong creature.
Stunning Attack 3 impulses; Melee, Close, or Medium 1 target;
Attack by TR (+1 step); Damage by TR-5 energy or physical, and the
target must make an Endurance check or be stunned (3 impulses).
An attack that inflicts a little damage but has the chance to
stun the target; a taser or a concussive impact might fall into
this category.
Weapon 3 impulses; Melee, Close, Medium, Long, Very Long 1
target; Attack by TR (+1 step); Damage by TR energy or physical.
A simple attack for any creature armed with a weapon.

CHAMPION AND BOSS ATTACKS


Champions and bosses face a special challenge in combat—they’re usually
outnumbered. That means a champion needs to play the part of two standard
adversaries, and a boss needs to play the part of four. The durability tracks for
champions and bosses handle this on the defensive side, but you’ll also need
to assign these creatures special offensive abilities to keep pace. Some good
choices include:

• An attack that affects 2 or more targets at once.


• An attack action that includes multiple attacks against different targets.
• A reaction that includes an attack.
• A very fast attack (1 or 2 impulses, although a 1-impulse attack probably
shouldn’t be usable in consecutive actions).

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Weapon, Heavy 4 impulses; Melee, Close, Medium, Long, Very


Long 1 target; Attack by TR (+1 step); Damage by TR+3 energy or
physical.
Weapon, Light 3 impulses; Melee, Close, Medium, Long, Very
Long 1 target; Attack by TR (+2 steps); Damage by TR-3 energy
or physical.

Attack Actions
Attack actions combine an attack with some other activity to
better describe special tactics or attack methods. Most creatures
with an attack action also have a “default” attack that they can use
when it isn’t possible to use the behavior or tactic the attack action
describes.
Assassinate 5 impulses. The creature makes an [attack] against
an unaware target. If the attack wounds the target, the target
must make a Resilience check or immediately lose its top wound
Don’t assassinate box in addition to the attack’s normal effects.
PCs very often. A potentially lethal attack, if the target can be surprised.
Players hate that.
Combined Attack  Three [creatures] within [distance] meters
of each other acting at the same time can combine their attack.
Instead of making attack checks, the [creatures] choose a target
point. Any creature within [distance] meters of the target point
must make a Dodge check or suffer one Average hit from [an
attack]. Targets behind cover add their cover bonus to their
Dodge checks.
This ability is a great way for low-threat minions in large num-
bers to challenge higher-level heroes. The distance should be 2
meters per creature involved, so a group of 3 creatures within 6
meters of each other can volley into a 6-meter-radius area.
Double Attack 4 impulses. The creature makes two [attack]
attacks, each at a -1 step attack penalty.
This ability is good for dual-wielding creatures, or creatures
with multiple natural attacks.
Improved Charge 4 impulses. The creature moves up to its speed
and uses an attack action.
This is essentially the charge action modifier applied to one of
the creature’s attacks, but it allows the creature to move up to its
full speed and attack at the same time.
Jump Attack  5 impulses. The creature jumps up to [distance]
meters and makes an [attack] attack at any point during its move.
Handy if you want to give a creature some kind of death-from-
above move.
Mob Attack  Five [creatures] within 10 meters of each other acting
at the same time can make a mob attack. Instead of making attack
checks, the [creatures] threaten all targets adjacent to at least one
member of the mob. Each threatened creature must make a Dodge

258 8: Aliens and Adversaries


check with a step penalty equal to the number of adjacent mob
attackers or suffer one Average hit from [an attack].
This is the melee version of Combined Fire. It’s good for low-
threat minions heroes encounter in large numbers.
Rampage  5 impulses. The [creature] moves [distance] meters and
makes up to three [attack] attacks against different targets at any
point in its move. If the [creature] knocks down a target, the [crea-
ture] can move through the target’s space.
Good for a big, strong creature trampling everything in its path,
but you could also assign rampage to a fast melee character like a
cyber-samurai or use it as a “strafe” ability.

Reactions
Reactions can be either offensive or defensive in nature. Some
provide a creature with an ability to make extra attacks when it’s
not the creature’s turn, and others trigger special defenses that
cost the creature a little time.
Not every adversary needs a reaction. Reactions are most
appropriate for Champion and Boss adversaries who are likely to
be outnumbered in a combat scene.
Block  1-impulse reaction. When targeted by a melee attack,
the [creature] can make a [melee attack] as an opposed check to
counter the attacker’s check result.
This ability allows a skilled combatant to parry an enemy attack.
Counterattack  2-impulse reaction. When hit by an attack, the
[creature] moves up to [distance] meters and uses [attack action].
Useful for creatures with quick reactions, especially cham-
pions or bosses. The distance should be relatively short, like 2
or 4 meters.
Deflect 1-impulse reaction. When targeted by a physical ranged
attack, the [creature] can attempt a Dodge check as an opposed
check to counter the attacker’s check result.
The ranged version of the Block reaction.
Elude  1-impulse reaction. When targeted by a melee attack, the
[creature] can attempt a Dodge check. If it succeeds, it moves up to
[distance] meters and the attack automatically misses.
This ability is good for quick adversaries who avoid getting
bogged down in melee battles.
Human Shield 1-impulse reaction. If the [creature] is targeted by
an attack while it is grappling another creature, the grappled crea-
ture becomes the target of the attack, and the [creature] releases
the grappled creature.
This reaction is both defensive and offensive.
Ignore Injury 1-impulse reaction. When hit by an attack, the
[creature] makes a Resilience check (+2 step bonus). On a success, it
increases its armor by 5 against the triggering attack.

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This reaction allows you to build an adversary whose armor is


situational or unreliable.
Opportunity Fire 2-impulse reaction. When an enemy within
[range] moves out of cover, the [creature] can use [attack] against
the triggering creature.
A powerful offensive reaction that punishes careless enemies.
You can instead use a trigger of “finishes its action without cover”
for a reaction that’s a little less punishing.
Protect 1-impulse reaction. When an adjacent ally is targeted by
an attack, the [creature] exchanges places with the targeted ally.
The [creature] now becomes the target of the attack.
An excellent ability for a bodyguard.
Reflect 2-impulse reaction. When targeted by an energy ranged
attack, the [creature] can attempt a Dodge check as an opposed
check to counter the attacker’s check result. If the opposed check
results in the failure of the original attack, the [creature] redirects
the attack against a different target of its choice within [range].
The original attacker attacks the new target at a -2 step penalty.
Some creatures might only be able to reflect certain kinds of
attack—for example, a mirror drone that reflects lasers but not
other kinds of energy attacks.
Repair, Rapid 1-impulse reaction. When wounded by an attack,
the [creature] can attempt a Resilience check. On a success, it heals
1 wound box.
This ability represents a form of regeneration that requires
some effort on the part of the creature, slowing it down by making
it use reactions.
Revenge  2-impulse reaction. When wounded by an attack, the
[creature] makes an [attack action] attack with a +2 step bonus
against the enemy that wounded it.
A straightforward offensive reaction.
Sudden Move 1-impulse reaction. When hit by an attack, the
[creature] can move up to [distance].
This reaction could allow a creature to retreat when injured,
seek cover, or make a sudden rush to close in on an enemy.

Defenses
There are three basic ways to improve a creature’s defenses:
reduce the accuracy of incoming attacks, give it armor to reduce
damage, or provide it with extra durability to it can just soak up
more hits. Avoid giving a creature multiple types of defenses; it’s
more interesting when adversaries have both strengths and weak-
nesses in their defense.
Absorb  The [creature] is immune to [energy] damage and effects.
When hit by an [energy] attack or effect that deals at least 5
damage before applying the [creature]’s immunity or armor resis-
tance, the [creature] heals 1 wound box.

260 8: Aliens and Adversaries


Most creatures with an absorption ability are limited to a spe-
cific “special effect,” not all energy damage.
Armor, Heavy The creature gains +5 physical or energy armor.
A creature’s wound boxes already incorporate a certain amount
of armor as they increase in levels, and most creatures have armor
in the 1 to 3 range. Heavy Armor increases these nominal values.
Debilitating Aura  The [creature] is surrounded by a [dis-
tance]-meter aura. All creatures that begin their action in the aura
or enter the aura during their action must make an Endurance
check or become [weakened]. Creatures protected by [life support]
ignore the aura.
Auras typically represent a sickening or intoxicating odor, psy-
chic static, or a bioenergy emanation of some kind. Effects could
include impaired, slowed, weakened, or even some form of damage
over time. Life support typically blocks the aura.
Defensive Skill Melee attacks against the [creature] suffer a -1
step penalty.
This reflects special expertise or training in close combat.
Deflector Physical attacks against the [creature] suffer a -3 step
penalty. Energy attacks suffer a -1 step penalty.
A device or ability that deflects physical projectiles away from
the protected creature.
Extra Durability The creature has more wound boxes than
normal for its template and TR. A standard creature gains 1 extra
wound box, while a champion or boss gains 2. Additional wound
boxes are added one at a time to the creature’s wound bands,
beginning with the lowest wound band first. Do not add an extra
wound box to the creature’s top wound band.
Force Shield The [creature] is protected by energy fields that
absorb damage. All energy and physical attacks that hit the [crea-
ture] hit the force shield instead. The force shield has armor 5 and
2 to 4 wound boxes, i.e. (1-6) ; (7-9) ; (10-12) ; (13+) . When
the force shield loses its last wound box, it fails. (Any extra wounds
inflicted by the attack that destroys the force shield “bleed
through” to the [creature] and are subject to the creature’s normal
armor.) Once a force shield is destroyed, all subsequent attacks in
the scene ignore it.
Some force shields could be much stronger, with better armor
or more wound boxes. Others might regenerate, healing a lost
wound box at the end of each action round.
Indistinct  The [creature] is hard to perceive. Melee attacks against
it suffer a -1 step penalty. Ranged attacks suffer a -3 step penalty.
This defense is good for representing a blurring, cloaking, or
distorting effect that makes the creature hard to see.
Immune The creature is immune to a specific form of attack or
status effect. It ignores damage or effects caused by that type of
attack. It’s possible to be affected by only part of an attack; for
example, a creature immune to poison can still suffer physical

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damage from a poisoned arrow or blade. Examples include: bleed-


ing, cold, disease, distracted, electricity, gas, heat, insane, poison,
psychic damage, radiation, stun, weakened.
Some immunities are based on simple game states such as
poison or distracted. Others are based more on “special effects”—
the game doesn’t usually care if energy damage comes from a
flamethrower or a lightning gun, but an alien made from molten
metal could be highly resistant to heat attacks but vulnerable to
electric attacks.
Improved Evade The [creature] pays 0 impulses to use the Evade
action modifier. When it evades, enemies attacking it suffer a -3
step penalty to their attack rolls.
Good for creatures whose primary defense is not getting hit.
Creatures of TR 8 and higher inflict a -4 step penalty to enemy
attacks with Improved Evade; creatures of TR 11 and higher inflict a
-5 step penalty.
Insubstantial  Physical attacks against the [creature] suffer a -5
step penalty; energy attacks suffer a -2 step penalty.
The creature is not actually solid, so physical objects tend to
pass through it without any harm.
Life Support Immune to most environmental conditions.
Life support provides a creature with a sealed, self-contained
environment. It can ignore vacuum or poisonous atmospheres,
So don’t try
and tolerate conditions of extreme cold to extreme heat. However,
swimming in lava. energy damage from an attack still affects the protected creature.
Regeneration, Rapid At the end of each action round, the
[creature] heals [1] wound box unless the wound was inflicted by
[effect] damage.
Extreme regeneration could heal 2, 3, or even all wound boxes
at the end of the action round. Most forms of regeneration have
an Achilles’ heel—a specific type of injury that can’t be instantly
repaired, such as radiation or silver bullets.
Size  All creatures provide a bonus or penalty to attacks against
them based on their size: Tiny -2 steps, Small -1 step, Medium 0
steps, Large +1 step, Huge +2 steps.
Skulk If the [creature] has cover, an attacker must make an
Awareness check to target the [creature] with a ranged attack.
This ability represents an adversary you just can’t pinpoint
when it’s got some clutter, foliage, or broken terrain to hide in.

Special Abilities
Special abilities often modify attacks or defenses, or say some-
thing about how a creature is typically encountered.
Choose one or two special abilities that help describe the crea-
ture and make it better at what it should do in a combat scene.
Don’t add too many—it’s easy to overlook special abilities in the
middle of a tense combat scene.

262 8: Aliens and Adversaries


Ambush  The [creature] usually begins a combat scene in a
position of ambush. A foe that enters the ambush area makes an
Awareness check to spot the [creature]; a group of foes make a
group skill check instead. If the check fails, the [creature] gains
tactical surprise.
Blood-Crazed  The [creature] gains a +1 step bonus to attack if
it’s wounded.
Camouflage The [creature] gains a +4 step bonus to Stealth
checks to hide in its native environment.
Caution  The [creature] imposes a -1 step penalty to enemy
attacks against it if it’s wounded.
Cheap Shot The [creature] gains a +1 step bonus to attack a
distracted or unaware opponent in addition to the normal bonuses
for such an attack.
Death Burst The [creature] explodes 1 impulse after it loses its
last wound box. Blast [distance/distance meters]; Primary Damage
[damage] energy; Secondary Damage [damage] energy.
Be careful with death burst effects—sometimes they just punish
the heroes who are trying to be good team players by accepting
the risk of getting close to a dangerous foe.
Finisher  The [creature] gains a +3 damage bonus when attacking
a wounded, distracted, or unaware target.
This ability is best for a creature that ordinarily does average
or low damage—creatures that inflict high damage already don’t
really need it.
Gang Up The [creature] gains a +2 step bonus to its melee attack if
at least one other friendly creature is adjacent to the target instead
of the normal +1 step bonus.
This ability works best for creatures likely to be encountered in
large numbers.
Savage The [creature] Inflicts +2 damage vs. prone targets.
Naturally, this is most suitable for a creature that has some
ability to knock down its enemies.
Swarm Attack  The [creature] gains a +1 step bonus with its
attack for each other [creature] attacking the same target in this
impulse, to a maximum of +3 steps for 4 creatures attacking the
same target.
This ability works best with creatures encountered in large
numbers, such as minions.
Tactical Comm 3 impulses; the [creature] reports to allies
in the area.
If reinforcements are available nearby, taking a moment to call
them on a walkie-talkie or radio is the first priority of most intelli-
gent creatures.

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APPENDIX 1: MUTATIONS
Mutations are special abilities, adaptations, or flaws that differentiate an individual
from the rest of his or her species. In the context of the Alternity game, muta-
tions are represented by a number of special mutation talents, each providing a
special advantage to a character that possesses one. Characters who have muta-
tions are usually born with them and therefore begin as 1st-level characters with
one or more mutation talents. However, some individuals don’t express their muta-
tions until they reach a certain age, or are exposed to a mutagenic stimulus (the
classic triggers are adolescence and radiation). Other individuals might actually be
transformed from normal members of their species into mutants through genetic
experimentation or mad super-science at almost any point in their heroic careers.
Any character with at least one mutation talent is known as a mutant. The
mutant hero species is zeta mutant.

All zeta mutants are


Mutations in the Campaign
mutants, but not Mutant heroes belong in some settings, but not others. It’s up to
all mutants are zeta the GM whether the mutation system is available for his or her
mutants. Got it? campaign, and what sort of role mutants play in the world. Muta-
tion talents might be absent from the setting, or found only in rare
NPC villains.
If mutant heroes are allowed, the GM chooses the method by
which players can create mutant heroes:

• You must choose the zeta mutant species (see below) to be


a mutant; or
• You can create a mutant hero by choosing one mutation
talent at character creation; or
• You can become a mutant by choosing a mutation talent
whenever you decide to select a mutation talent; or
• Both the zeta mutant species and open mutant talent
selection are allowed.

Mutation talents might not seem like the sort of thing you
can just pick up later in your career, but a setting with advanced
science might be able to provide specific genetic modification to
anyone with the means or opportunity to acquire it (much like
cyberware is available in a high-cybertech setting).

Zeta Mutant (Hero Species)


Zeta mutants are humans who have inherited (or have acquired)
significant genetic alterations from the common human genome.
These alterations result in noticeable physical changes, such as
enhanced musculature, tough dermal armor in place of ordi-
nary skin, claws, fangs, altered biochemistry, or even the ability
to regenerate from damage. Some zeta mutants appear to be

264 Appendix 1: Mutations


twisted, deformed monsters by human standards, while others
walk unnoticed among human populations unless they’re caught
in the act of manifesting their special abilities.
Physical Description: Zeta mutants may look like ordinary
humans, or they may look radically different—it just depends
on the nature of an individual’s mutations. You can assume that
Strength-, Agility-, and Vitality-based mutations are obvious
in any kind of personal interaction, but mutations based on
non-physical abilities are much more subtle—an unusual eye or
skin coloration, faintly pointed ears or teeth. People casually inter-
acting with non-obvious mutants can make a Perception check (-3
step penalty) to notice the zeta mutant’s true nature.
Game Rules: Zeta mutants gain the following abilities:.

• Mutation: After you choose your abil-


ity scores, choose one to serve as your RANDOM MUTATIONS?
prime mutation. Sci-fi games have a long-
• Choose one mutation talent that uses your standing tradition of ran-
prime mutation as a prerequisite. domizing mutant abilities.
• At your option, you may randomly roll for a We think many players will
second mutation talent. However, you must just roll on the tables until
also roll randomly for a mutation flaw (see they get the mutation they
Random Mutations, below). want, so we decided to split
• Choose the rest of your talents normally. the difference: You get to
Any time you choose a new talent, you can begin with the mutation of
choose a mutation talent in a prime muta- your choice, but if you want
tion you already possess. to double down on your
mutant-ness, you’ll also get
Culture and Outlook: Are zeta mutants something cool and unpre-
feared, rejected, accepted, or envied? It depends dictable. The GM can waive
entirely on the campaign the GM creates. In the random roll and let you
some worlds, zeta mutants are a despised caste just pick, but where’s the
of “untouchables” forever barred from achieving fun in that?
positions of power or influence. In other worlds,
they’re regarded as terrifying monsters and
outlaws, the ultimate “outsiders” who are assumed to be working
toward the overthrow of humanity . . . and in still other settings,
zeta mutants may be regarded as the lucky winners of the genetic
lottery, born to lives of privilege and power. Consult with your GM
about the role zeta mutants play in his or her game, and build your
character’s outlook appropriately.

Choosing Mutations
The table below lists all the mutations described in this appendix.
To randomly determine a mutation, first roll 1d6 for the prime
ability of the mutation. If you don’t already have a mutation talent
keyed to this prime ability, roll 1d6 to determine your first muta-
tion talent in this ability. If you already have a mutation talent in
this prime ability, roll 1d12 to determine which mutation you get.

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If you roll a mutation that you’ve


already got, simply re-roll to
get something new.
Flaw: The last row
of each column is the
mutation drawback
keyed to that ability;
the drawback only
comes into play if
you are required to
roll for one. To deter-
mine a random mutation flaw,
just roll 1d6 to determine
which ability provides your
flaw (it could be the same as
your prime ability for your
mutation talent).

Mutation
Descriptions
Mutation talents are described
below. Every mutation includes a key skill, which is the skill that
you use if you need to make to see if you can do something not
otherwise covered by the mutation description. For example, if you
want to use your Energy Emission talent to burn a small mark on
the bumper of an escaping car so you can recognize it later, make
an Endurance check to test your fine control with your mutation.
In other words, if you want to get better with your mutation, make
sure to invest skill points in your mutation’s key skill.

Prime Ability (d6)


Mutation 1 2 3 4 5 6
(d6/d12) Strength Agility Vitality Intelligence Focus Personality
1-2 Dense Tissue Fast Reflexes Energy Polymath Body Allure
Battery Reading
3-4 Massive Build Superior Superior Spatial Thermal Empathic
Balance Stamina Awareness Vision Sense
5-6 Taurid Felid Mustelid Savant Canid Chameleon
7-8 Dermal Armor Natural Regeneration Physical Defensive Probability
Evasion Mimicry Timing Control
9-10 Leaping Superior Metabolic Hyper- Double Empathic
Speed Overdrive Prediction Action Healing
11-12 Power Slam Perfect Energy Analyze Perfect Fascinate
Accuracy Emission Weakness Execution
Flaw Ponderous Overactive Overhealing Indecisive Obsessive Narcissism
Metabolism

266 Appendix 1: Mutations


Allure
You are stunningly attractive. People who are attracted to indi-
viduals of your species and sex tend to look for ways to impress
you; you gain a +2 step bonus on Personality-based skill checks
against them. In addition, NPCs subject to your allure begin with
an interaction attitude 1 step better than normal as long as they
aren’t actively hostile toward you.
Key Skill: Influence

Analyze Weakness
Required: Polymath, Savant, or Spatial Awareness
You can quickly analyze the weak points in a foe’s armor or an
object’s structure. Analyzing weakness is an action modifier
that adds 1 impulse to the action cost of your attack; if your
attack hits, you roll damage twice and use the higher result. At
the GM’s discretion, you can also use this talent to instead gain
a +2 step bonus to a skill check you make to choose the best
path through an obstacle or spot an opportunity someone else
might miss.
Key Skill: Mechanics

Body Reading
You possess an uncanny sense for reading body language. You
can’t be surprised by the sudden attack of someone you’re inter-
acting with or observing (or anyone within Close range in social sit-
uations), and you gain a +2 step bonus on Awareness and Empathy
skill checks to discern an individual’s truthfulness, motivations, or
concerns. This bonus increases to +4 steps if you’re able to physi-
cally touch the individual while interacting.
Key Skill: Awareness

Canid
You possess wolf-like characteristics. You gain a +2 step bonus on
Athletics and Survival checks, and you gain a bonus of 4 meters to
your speed (24 meters instead of 20). You can detect the pres-
ence of creatures within Close range by scent even if you can’t
see them, and you can attempt Survival checks to track by scent
as long as the trail is less than an hour old. You’re also unusu-
ally hairy, your teeth have pronounced points, and your ears
are pointed.
Key Skill: Survival

Chameleon
You’re a social chameleon; you easily mimic the behavior of people
around you. You gain a +2 step bonus on Culture and Misdirec-
tion checks. You can imitate enough of a language to get through
very basic interactions like ordering food or buying gear after

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only 10 minutes of listening. In most social situations, people just


don’t notice you’re an outsider unless your clothing is extremely
out of place.
Key Skill: Culture

Defensive Timing
Required: Body Reading, Canid, or Thermal Vision
You can sense what an enemy’s about to do an instant before
she does it. In a combat scene, you can choose an enemy within
Medium range as a free action on your action. Until your next
action, you can use a reaction to suddenly dodge or duck when
the designated enemy attacks you. The attacker takes a -2 step
penalty to her attack in addition to any other modifiers that would
normally apply (including a penalty because you’re using the
Evade action modifier).
Key Skill: Dodge

Dense Tissue
Your muscles are exceptionally dense and powerful. You gain a +2
step bonus on all non-combat Strength-based skill checks, and
you have natural armor with a physical resistance of 2. You can add
this to the value of any armor you wear.
Key Skill: Athletics

Dermal Armor
Required: Dense Tissue, Massive Build, or Taurid
Your skin is thick and reinforced with shatterproof, subcutaneous
plates of bone. You have a natural armor that provides resistance 5
to physical damage and resistance 3 to energy damage if you wear
no other armor, or increases the resistance value of armor you
wear by 2. (If you have both Dense Tissue and Dermal Armor, your
natural armor is resistance 7/5, or you can add 4 to your armor
resistance value.)
Key Skill: Resilience

Double Action
Required: Body Reading, Canid, or Thermal Vision
You can do two unrelated things at the same time. Whenever you
take an action that requires 3 or more impulses, you can simulta-
neously perform a second, different action that requires 3 impulses
or less—for example, attack and move, or attack and use a skill. You
can’t use Double Action to perform the same action twice (so no
double attacks, sorry).
Key Skill: Willpower

268 Appendix 1: Mutations


Empathic Healing
Required: Allure, Chameleon, or Empathic Sense
With a touch, you can help an injured comrade overcome pain,
shock, and fear. You gain a +1 step bonus on all Medicine checks. In
addition, you can reduce another character’s wounds by absorbing
some of the effect yourself. Make a Medicine check; you can reduce
1, 2, or 3 wounds for an Average, Excellent, or Stellar success. Each
wound you reduce becomes one level less severe, but for each
wound you reduce, you gain a wound two levels less severe than
the wound you reduce. If your Medicine check fails you can try
again, but you can only help a specific character once per scene.
Key Skill: Medicine

Empathic Sense
You sense the feelings of people you’re interacting with. Your
empathic sense provides a +2 step bonus to Empathy and Influ-
ence skill checks as long as the subject is within Close range. You
also have the ability to use Influence checks on living creatures you
don’t share a language with (even animals) by conveying feelings
instead of speech, although the GM may assign a penalty to checks
against extremely hostile or stupid creatures.
Key Skill: Empathy

Energy Battery
You possess an extremely unusual biochemistry. When you suffer
a wound from energy damage, you can use a reaction to make
a Resilience check; if your check succeeds, you downgrade the
wound to the next lowest category (or negate it, in the case of a
graze), and you gain a +1 step bonus to any Strength- or Dexteri-
ty-based skill check you make during your next action. On a Stellar
success, you reduce the wound by two categories. Your Resilience
check takes a penalty equal to the wound penalty for the level of
wound you’re trying to reduce.
Key Skill: Resilience

Energy Emission
Required: Energy Battery, Mustelid, or Superior Stamina
Your mutant biochemistry allows you to generate powerful bursts
of energy from your own body. Choose laser eyes or bioelec-
tric bolts.

• Laser Eyes: Medium range; +2 step accuracy; damage


1d4/1d4+4 energy.
• Bioelectric Bolts: Close range; +1 step accuracy; damage
1d8/1d8+3 energy.

Endurance is your attack skill. Generating energy attacks is stren-


uous; in a combat scene, each Energy Emission attack you make

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after the first takes a cumulative -1 step penalty. Refraining from


using your ability for 1 hour (or successfully reducing energy damage
with the Energy Battery mutation) resets you to full power again.
Key Skill: Endurance

Sure, many guns


are deadlier. But Fascinate
you can never Required: Allure, Chameleon, or Empathic Sense
be disarmed.
You can overwhelm someone with the sheer intensity of your
stare. To fascinate someone, make a Coercion skill check; the
target then counters your success with a Willpower check. If your
attempt succeeds, the target is stunned for 3 impulses, after which
he can attempt to resist each impulse by succeeding on a Will-
power check. You must be within Close range to fascinate a target,
and if the target is actively hostile he gains a +3 step bonus on his
Willpower check to counter the effect. The fascinate effect ends
automatically if the target takes damage.
Key Skill: Coercion

Fast Reflexes
Your reflexes are blindingly fast. You gain a +2 step bonus on all
initiative checks and on non-combat Dexterity-based skill checks.
Key Skill: Acrobatics

Felid
Your DNA has been modified to incorporate cat-like traits. You
gain a +2 step bonus on Acrobatics and Stealth checks. You pos-
sess natural low-light vision (see Special Vision in Chapter 6), and
you have claws that can be a dangerous weapon (Hand-to-Hand
(brawl), speed 3, 1d4+1/4 physical damage). Your appearance is
distinctly catlike, including vertical pupils, pointed teeth and ears,
and quite possibly a tail.
Key Skill: Stealth

Hyper-Prediction
Required: Polymath, Savant, or Spatial Awareness
You instantly calculate your chances for success. When you take
an action to make a skill check, roll the check normally and then
decide if you want to use the result or not. If you decide not to use
the result, it’s because you foresaw your failure—you can change
your action and perform a different action instead. For example, if
you make an attack against an enemy and see that it will fail, you
can instead use your action to move or use a different skill. After
you alter an action with Hyper-Prediction, make a Science skill
check; on a failure, you can’t use this ability again in the current
scene. Each successful use of Hyper-Prediction in a scene imposes
a cumulative +1 step penalty to your Science check.
Key Skill: Science

270 Appendix 1: Mutations


Indecisive (Flaw)
You see so many possibilities in a combat or challenge scene that it
takes you a moment to sort through them all. As a result, you take
a -1 step penalty on initiative checks.

Leaping
Required: Dense Tissue, Massive Build, or Taurid
You’ve got legs like steel springs. When you make an Athletics
check to jump, you can jump three times as far or high as a normal
character. When you use the Charge action modifier to make a
hand-to-hand or melee attack, you can make a leaping charge,
gaining a +1 step bonus to your attack.
Key Skill: Athletics

Massive Build
You’re huge—at least 2.5 meters tall and 200 kilos. You gain a
bonus wound box (treat your Vitality as 1 higher than it actually is
for determining durability), and you gain a +2 step bonus on any
Strength-based skill check where size is an advantage (for exam-
ple, forcing open a door, resisting an alien beast trying to drag
you down, or lifting something heavy). In addition, you’ve got the
leverage and mass to strike powerful blows: Add +1 to damage rolls
with melee or hand-to-hand attacks if your Strength is 4+, or +2 to
damage if your Strength is 6+.
Key Skill: Athletics

Metabolic Overdrive
Required: Energy Battery, Mustelid, or Superior Stamina
You possess glands that can fill your bloodstream with a meta-
bolic accelerant. You can activate your overdrive by spending a
1-impulse action to do so. You sustain a wound of 2d4 damage
that bypasses armor (it’s internal), but for the rest of the scene any
action you take that requires 3 impulses or more now requires 1
impulse less.
Key Skill: Endurance

Mustelid
You’re a genetic throwback with beast-like traits reminiscent of
badgers or wolverines. You gain a +2 step bonus on Resilience
and Survival checks. When you are wounded, you ignore 1 step of
wound penalty, and you gain a +1 step bonus on your hand-to-
hand and melee attacks. You also have natural claws (Hand-to-
Hand (brawl), speed 4, 1d6+2/5 physical damage). Your appearance Sideburns
is feral, including body hair, pointed teeth, and stripes or markings are optional.
in your hair.
Key Skill: Resilience

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Narcissism (Flaw)
Your powerful ego pushes you to excel, but it also demands adora-
tion . . . which you’re happy to provide if no one else is handy. You
take a -1 step penalty to Awareness and Willpower checks.

Natural Evasion
Required: Fast Reflexes, Felid, or Superior Balance
You’re so agile that you’re dodging even when you’re standing still.
If you use the Evade action modifier, the penalty you impose on
enemy attacks is 1 step greater than normal. If you don’t use the
Evade action modifier, enemies attacking you with ranged weap-
ons still take a -1 step penalty on their attack.
Key Skill: Dodge

Obsessive (Flaw)
Your sheer intensity is off-putting to many people; you have a -1
step penalty to Influence checks. In combat or challenge scenes,
you find it difficult to switch tactics or targets before you complete
a task. As a result, you take a -1 step penalty on your first attack
against a target if an enemy you previously targeted in this scene
is still undefeated, and you take a -1 step penalty on your first
attempt to use a new skill in a skill challenge if it’s still possible to
continue using a skill you previously used in the challenge.

Overactive Metabolism (Flaw)


Your metabolism works faster than that of an ordinary human;
toxins affect you faster, and you hit the wall sooner than people
And you’re with normal metabolisms. You have a -1 step penalty to Endurance
always hungry. and Resilience skill checks.

Overhealing (Flaw)
The good news is that you recover from injuries at three times the
normal recovery rate; in 8 hours you recover fully from an injury
that takes a day to naturally heal. The bad news is that you’re cov-
ered in excessive scarring that impedes your flexibility and makes
people uncomfortable. You have a -1 step penalty to Acrobatics
and Influence checks.

Perfect Accuracy
Required: Fast Reflexes, Felid, or Superior Balance
Your hand-eye coordination is superhuman; no matter how quickly
you sight down the barrel, your shot is carefully aimed. If you use
the Aim action modifier while making a ranged attack, the bonus
you gain for aiming is 1 step greater than normal. If you don’t use
the Aim action modifier when you make a ranged attack, you still
gain a +1 step bonus on your attack.
Key Skill: Acrobatics

272 Appendix 1: Mutations


Perfect Execution
Required: Body Reading, Canid, or Thermal Vision
Your muscle memory is uncanny. You have the ability to take a
special action to prepare yourself for a difficult task. Preparing
yourself requires 3 impulses, and you are distracted during this
time. On your next action, you roll 3 d20s instead of 1 to make a
skill check; use the best result, and add or subtract your situation
die to or from that result. If you choose not to make a skill check on
the action following your preparation, your preparation is wasted.
Key Skill: Willpower

Physical Mimicry
Required: Polymath, Savant, or Spatial Awareness
You can instantly duplicate the actions you observe others take,
precisely mimicking skills or physical activities. You must be within
Close range of the person (friend or foe) who initially performs the
action and able to see what they’re doing. If the observed subject
is more skilled at the activity than you are (has more skill points, or
a better skill score), you gain a +2 step bonus on checks you make
to use that skill for the rest of the scene, or until you decide to
mimic someone’s use of a different skill. If you’re untrained in the
skill you’re mimicking, you instead gain a +3 step bonus.
Key Skill: Empathy

Polymath
Choose 5 Intelligence-, Focus-, or Personality-based skills you are
currently untrained in when you gain this talent. You gain 2 skill
points in each of the skills you choose. In addition, each time you
gain a level you can choose another Intelligence-, Focus-, or Per-
sonality-based skill you are untrained in and gain 2 skill points in
it (these are in addition to the skill points you normally earn when
you gain a level).
Key Skill: Academics

Ponderous (Flaw)
Your mutation makes you slow and ungraceful. Reduce your speed
by 4 meters (16 instead of 20 for most characters). You also take a
-1 step penalty on any Acrobatics or Dodge check you make.

Power Slam
Required: Dense Tissue, Massive Build, or Taurid
Your punches can dent steel. You gain a natural attack with the
following characteristics: Melee; Hand-to-Hand (brawl), speed 3,
1d8+1/5 physical damage. If you score an Excellent or Stellar suc-
cess against a medium-sized or smaller target, you can push your
enemy 6 meters back and knock them prone.
Key Skill: Hand-to-Hand

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Probability Control
Required: Allure, Chameleon, or Empathic Sense
You can manipulate probability in your immediate vicinity; to
everyone else, it seems like you’re ridiculously lucky. You gain three
times the normal amount of hero points.
Key Skill: Misdirection

Regeneration
Required: Energy Battery, Mustelid, or Superior Stamina
You naturally heal at a highly accelerated rate; your grazes and
light wounds heal up completely at the end of the scene. More
serious injuries heal as described below:

• Your moderate wounds are converted to light wounds


after 1 hour.
• Your serious wounds are converted to moderate wounds
after 4 hours.
• Your critical wounds are converted to serious wounds
after 1 day.

You also treat mortal wounds as if the campaign has Low


Lethality (see Effects of Wounds in Chapter 5), and you get a +3
step bonus on your Resilience checks to survive mortal wounds.
Key Skill: Resilience

Savant
You were bred or altered for enhanced brain function. You’re a
“human calculator” capable of performing complex math in your
head, and you also have an eidetic memory—you perfectly recall
everything you’ve read or experienced, and you can instantly
identify anyone you’ve seen before. You gain a +2 step bonus on
Academics, Engineering, Mechanics, and Science checks. Your cra-
nium is noticeably higher than that of an unmodified human.
Key Skill: Science

Spatial Awareness
You instinctively track and anticipate the movement of creatures
and objects around you, and you can always tell where you are in
relation to any place you’ve ever been. As a result, you cannot be
distracted, and if you attack a dodging target, you reduce the pen-
alty by 2 steps. You also gain a +2 bonus on Driving and Piloting
skill checks thanks to your feel for what’s around you.
Key Skill: Awareness

274 Appendix 1: Mutations


Superior Balance
You possess amazing control over your body kinetics and always
land on your feet. You gain a +2 step bonus on Acrobatics and
Extreme Sports checks, and you can’t be knocked off-balance. You
can balance on any wire or on top of objects that are as small as 2
cm by 2 cm (provided that what you’re balancing on can bear your
weight), and you can move at full speed while balancing.
Key Skill: Acrobatics

Superior Speed
Required: Fast Reflexes, Felid, or Superior Balance
Increase your speed by 20 meters (for most characters, this makes
your speed 40 meters). When you use the Charge action modifier,
you can move up to 20 meters.
Key Skill: Acrobatics

Superior Stamina
Your mutant physiology helps you keep going long after normal
humans would quit. You gain a +3 step bonus on all Endurance
checks, a +1 step bonus on Resilience checks, and a bonus wound
box (treat your Vitality as 1 higher than normal for determining
durability).
Key Skill: Endurance

Taurid
Science or nature has given you a powerful physique with dis-
tinctly bull-like characteristics: coarse body hair, a thick build, and
strong horns. You gain a +2 step bonus on Athletics and Endurance
checks, and your horns provide you with a natural attack (Hand-
to-Hand (brawl), speed 4, 1d8+0/4 physical damage; +2 damage
if you charge during your attack action). You also gain a bonus
wound box (treat your Vitality as 1 higher than normal for deter-
mining durability). Telepathy and
telekinesis aren’t
Key Skill: Athletics mutations? Sorry,
no. Those are
Thermal Vision covered under the
Psionics rules (but
You naturally “see” heat, which allows you to get along pretty well in your campaign,
in total darkness or spot hiding creatures through concealment. psionic ability might
be a mutation).
See Special Vision, in Chapter 6.
Key Skill: Awareness

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APPENDIX 2: PSIONICS
Mental powers such as telepathy, ESP, telekinesis, and other strange abilities are
commonplace in some settings, rare in others, and completely absent from many
more. Heroes armed with psionic abilities can be perfect spies, undetectable assas-
sins, or near-omniscient directors and controllers. No secret is safe from a spy who
can read minds; no VIP can be protected from an enemy who can compel a body-
guard to draw a weapon and fire with a mere thought.
Mental powers aren’t a part of every Alternity game. They’re a great fit for
a wide-open space opera with hundreds of potentially psionic alien races or a
modern-day conspiracy campaign touching on paranormal situations, but they
might seem out of place in a post-apocalyptic or hard-SF environment. Deciding
whether to include psionics is an important point of world-building for the GM.

Psionics in Play
A character’s psionic ability consists of psionic skills and psionic
talents. Any character or creature that has at least 1 skill point
in a psionic skill or possesses a psionic talent is considered to
be psionic; all other characters and creatures are nonpsionic.
Powerful psionic characters have a lot of skill points and talent
selections invested in psionic options, while characters with little
ability—say, occasional premonitions of danger or an uncanny
knack for sensing a lie—might have only a handful of points in a
single psionic skill.
To use a psionic ability in a combat or challenge scene, you need
to make a skill check against the appropriate psionic skill. If your
check succeeds, you activate or perform the psionic action you are
attempting. (The things you can do with psionic skills are covered
in the skill descriptions.) If your check fails, you can’t successfully
initiate your psionic power.
You can use psionic skills as often as you like, but some uses of
your ability require exceptional effort and might lead to psionic
fatigue (see below).

Psionic Effort and Psionic Fatigue


Many uses of psionics are fairly routine; a telepath can quickly
send a thought to a nearby friend as easily as he or she might
speak to that person, while a psychokinetic can scoop a coin of a
table just by taking an action to do so. However, serious displays of
mental power such as taking control of an enemy’s mind or lifting
a car out of a swamp require psionic effort. After attempting to
use a psionic skill that requires effort, you must make a fatigue
check (your choice of a Resilience or Willpower check).
On a failed fatigue check, you increase your psionic fatigue
by 1 level.

276 Appendix 2: Psionics


0 No fatigue
1 Mild: -1 step penalty to all psionic skill checks and fatigue checks.
2 Moderate: -2 step penalty to all psionic skill checks and fatigue checks.
3 Severe: -3 step penalty to all psionic skill checks and fatigue checks. You suffer a psionic
wound of 1d6 damage.
4 Brain Burn: As severe, but you suffer a psionic wound of 2d6 damage instead of 1d6, and you
cannot expend effort until you reduce your psionic fatigue level.

Recovering from Fatigue: At the end of any scene in which


you have at least 1 level of fatigue, you can attempt a new fatigue
check to reduce your fatigue by 1 level. In addition, when you rest
at least 8 hours you reduce your fatigue level by 1, and can make a
fatigue check to reduce your fatigue by an additional level.

Psionic Combat
Psionic attacks fall into two broad categories: psychokinetic
attacks and telepathic attacks.
Psychokinetic attacks are real manifestations of physical force
or energy. The target’s armor (if any) resists psychokinetic attack
normally—a telekinetic punch deals physical damage, while a
pyrokinetic burst deals energy damage. Psychokinetic attacks
are invisible; no visible energy connects the attacker and target.
However, a character launching an attack is clearly concentrating
on something at the moment of the attack, and the effects on the
target may be obvious. Psychokinetic attacks can pass through
any medium unless stated otherwise, but the attacker must have
line of sight to the target.
Telepathic attacks are intangible strikes of projected thought
and can only affect living creatures. They are not physical and
directly affect the target’s consciousness. Like psychokinetic
attacks, they are invisible and can pass through any medium. The
attacker must have line of sight to the target, or otherwise be able
to perceive the mind of the target (for example, a live video con-
nection to a target who is close enough to be within range of the
attack, or hearing someone speak on the other side of a door).

Psionic Injury
Wounds inflicted by telepathic attack work just like wounds
inflicted by other attacks, and force the target to mark off wound
boxes normally: You can defeat a badly wounded target with your
mind blasts more easily than you can defeat a fresh foe. However,
you can choose whether your psionic attack is lethal or nonlethal
after you roll for damage.
Some psionic attacks inflict harmful conditions as well as
damage—for example, temporary insanity or paralyzing fear. You
can attempt to recover from a psionically inflicted condition by
spending 1 impulse to make a Willpower check unless stated oth-
erwise by the effect.

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Psionic Skills
Four skills serve as the gateway to psionic powers: ESP, Mind Over
Body, Psychokinesis, and Telepathy. These skills work like other
skills in the game, except that you can’t attempt a skill check with a
psionic skill if you’re not psionic.

Skill Key Ability


ESP Focus/Personality
Mind Over Body Focus
Psychokinesis Intelligence
Telepathy Intelligence/Personality
When you make a check using a psionic skill, you can choose to
expend psionic effort. If you do, you gain a +3 step bonus to that
skill check. Some skills might suggest other ways to expend effort.

ESP
Extra-sensory perception allows you to perceive things that you
shouldn’t be able to perceive: distant people or places, psychic
impressions left behind by past stress or trauma, or glimpses of the
future. When you assign a skill point to ESP, choose one of the fol-
lowing specialties: premonition, psychic history, or remote viewing.
You gain a +1 step bonus to ESP checks in your field of specialization.
Premonition: You can make an ESP check at the beginning of
an adventure to determine the strength and usefulness of your
premonitions. At any point during the adventure, you can “spend”
your premonition as a free action to gain a bonus on a check you
make or inflict a penalty on a check an opponent makes against
you. The value of the premonition bonus (or penalty) depends on
the success of your ESP check: 3 steps (Average), 4 steps (Excel-
lent), or 5 steps (Stellar).
You can tie your premonition to another character who is well
known to you, in which case you decide when to grant that charac-
ter the premonition bonus (or penalty to someone acting against
that character). However, you must be able to convey a quick
warning to the subject of your premonition to grant the bonus, so
they must be able to hear you and you can’t be unconscious when
the moment arrives.
You can expend effort to continue a premonition after you use
its bonus or penalty. In effect, spending effort buys you a second
(or third, or fourth) use of the premonition bonus. You can also
expend effort to create a new premonition in an adventure after
you use up the original one.
Psychic History: Use ESP to read a place or object for psychic
impressions. You must physically handle the object or be in the
location you’re examining to make a check. In general, impres-
sions are created only when people experience intense emotion
in a place or while holding or using an object; the more powerful

278 Appendix 2: Psionics


the emotion, the stronger the impression. For example, a gun
used occasionally for target shooting has a much weaker psychic
impression than one used to commit a murder. Impressions fade
over time, so long-ago events are “weaker” than more recent ones.
Your success level determines the amount of informa-
tion you gain:

• Average Success: You gain a sense of the emotions or per-


sonality involved, such as, “A woman met her death bravely
in this room,” or “This watch belonged to a remorseless
killer driven by a compulsive disorder.”
• Excellent Success: You gain a strong image (or other
sensory signature) of the person who left the impression,
sufficient to recognize them later.
• Stellar Success: You “see” the event that caused the impres-
sion as if you’d been there in person.

Old impressions call for a penalty of -1 step (a year or so) to -5


steps (many centuries). Strong impressions provide a bonus of +1
step (a single death) to +3 steps (thousands of deaths). Most ordi-
nary objects and places retain no readable psychic history at all.
Remote Viewing: Use your ESP to view a distant scene in your
mind’s eye as if you were there. On a successful check, you observe
the target location for 3 impulses (and you are distracted from your
actual location). You can continue observing by making another
ESP check; you gain a +2 step bonus to keep watching a location
you are already watching. The success level of your check indicates
the quality of your view:

• Average Success: You “see” the site as if you are at Very


Long range (200 meters). You can identify vehicles and
note the presence of people without identifying them.
• Excellent Success: You see the site as if you are at Medium
range (10 meters). You can recognize individuals and obvi-
ous emotions or actions.
• Stellar Success: You “see” the site as if you are adjacent to
it (2 meters). You can read documents or computer screens
that are in view.

You must be familiar with the site you are attempting to view,
or able to make an informed guess about it. For example, you can
attempt to view “the bridge of that starship over there” because you
know it has a bridge, but you can’t view “whatever’s on the other side
of this hatch” because you don’t know what might be in that com-
partment. You can view a spot you’ve seen a picture of (for example,
a postcard) or even a town you know just by a name on a map. You
gain a +2 step bonus if you are very familiar with the target, and a -2
step penalty if the only thing you know is a name. You can’t target
people; you have to target a site you know something about (so you
can’t try to view “Tyrant Gannel’s secret hideout, wherever that is.”)

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Remote viewing works at extreme ranges: Close range is 10


kilometers, Medium is 100 km, Long is 1,000 km, Very Long is
10,000 km, and Extreme is 100 AU (a star system).

Mind Over Body


You possess an uncanny ability to control your body with your
mind. You can perform incredible feats of balance, endure extreme
conditions, or even staunch your wounds.
Adaptation: At rank 2, your mastery of this psionic skill grants
you a +1 step bonus on any Endurance check you must make. The
bonus improves to +2 steps at rank 5, and +3 steps at rank 8. You
can expend psionic effort to increase these bonuses by +3 steps.
Balance: At rank 1, your uncanny balance grants you a +1 step
bonus on any Acrobatics or Dodge check you attempt. This bonus
improves to +2 steps at rank 3, +3 steps at rank 6, and +4 steps at
rank 9. You can expend psionic effort to increase these bonuses
by +3 steps.
Movement: At rank 4, increase the distance of any jump
you attempt by 50%. This bonus improves to 100% at rank 7,
and 200% at rank 10. You can expend psionic effort to double
this bonus.
Self-healing: You can attempt a Mind Over Body check to
reduce wound penalties for the duration of the scene by 1, 2, or
3 steps for an Average, Excellent, or Stellar result. If you expend
effort, you also heal 1, 2, or 3 wound boxes depending on your
success level.

Psychokinesis
You can move distant objects with the power of your mind. You
can levitate objects far heavier than you could normally lift, turn a
small object into a dangerous missile, or seize your enemies with
invisible force and hold them motionless.
Psychokinesis observes the normal range categories and pen-
alties; it’s easier to pick up something close to you than something
far away. In addition, you can affect multiple targets at once with a
penalty of -1 step for each additional object. At the GM’s discretion,
a number of small but similar objects (a drawer full of silverware, or
a pile of gravel) count as just one object as long as you’re moving
them together. You can operate devices with complex moving
parts (for example, aiming and firing a gun you’re levitating) with
an additional -2 step penalty to your Psychokinesis check.
If you try to grab something another creature is holding, make
an opposed check (your Psychokinesis vs. your opponent’s Athlet-
ics). You must win the check to yank the target object away from
your opponent.
Lift: Make a Psychokinesis check to move an object within
range. Your success level dictates how far you can move the object;
up to 5 meters (Average), 20 meters (Excellent), or 50 meters

280 Appendix 2: Psionics


(Stellar). If you don’t set down the object before your next action,
you must make a new Psychokinesis check to continue lifting it.
The mass of the target object adds a bonus or penalty to the
check, as shown below.

<1 kg +2 steps
1-10 kg +1 step
10-100 kg no modifier
100-250 kg -1 step
250-500 kg -2 steps
500-1,000 kg -3 steps
1 ton - 2 tons -4 steps
2 tons - 5 tons -5 steps

Missile: Pick up something close by and hurl it as an attack at


a target within Long range. The missile must be 10 kg or less, and
within 10 meters of you. Your Psychokinesis check is your attack roll
(normal range penalties apply). Your missile inflicts 1d6 + 0/4 physi-
cal damage if your attack succeeds; you can expend psionic effort to
increase damage to 1d6 +4/8. Some missiles might have additional
effects—you can “throw” an armed grenade much further than you
could with arm strength alone, or stick a hypodermic needle into
a distant foe. At the GM’s discretion, very soft or delicate objects
might deal half damage or no damage at all when used as missiles.
Restrain: Make a Psychokinesis check to seize a creature or
small vehicle with telekinetic force until your next action. The
success level of your check determines how firmly you’re holding
the target:

• Average Success: Target speed is reduced by 50%, and the


target takes a -2 step penalty on any physical skill check.
The target can’t aim, charge, or dodge.
• Excellent Success: As above, but the target is immobilized.
• Stellar Success: As above, but the target can take no
physical actions at all, and you can move the target up to
10 meters.

You are distracted while using Psychokinesis to restrain


a creature.
A creature restrained by Psychokinesis can attempt an Athletics
check as a 1-impulse action to struggle free. If the creature equals
or beats your level of success, the restraint ends.
Massive targets are difficult to restrain; see Lift (above)
for check modifiers based on the target weight. You gain a +1
step bonus to continue restraining a creature you are already
restraining.

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Telepathy
You can communicate with other creatures via direct mind-to-
mind contact, read their thoughts, or compel them to act as you
direct. When you assign a skill point to Telepathy, choose one of
the following specialties: contact, probe, or suggestion. You gain a
+1 step bonus to Telepathy checks in your field of specialization.
You can only use Telepathy on living creatures. You must be
within range of the telepathic discipline you’re using, and you must
have line of sight to the target or be able to perceive its existence
(for example, by engaging in a video conversation, or hearing
someone nearby).
You can affect multiple targets at once with a penalty of -1 step
for each additional creature.
It’s difficult to interact with creatures whose minds are very
different from yours; you take a -1 step penalty to interact with a
creature with an Intelligence of 1, and a -2 step penalty to interact
with an Intelligence 0 creature. Truly mindless creatures such as
plants or jellyfish just don’t have nervous systems that harbor
a mind, and you can’t use Telepathy on them at all. In addition,
minds that are very alien (GM’s discretion) inflict an additional -2
step penalty to your check.
Contact: Make a Telepathy skill check to establish mind-to-
mind communication with a creature you know or that you can see
or perceive. The success level of your check indicates the clarity of
your communication:

• Average Success: You can transmit a simple message and


receive an answer. The message can’t be more complex
than 10 words or (a single clear image or emotion counts as
a “word”).
• Excellent Success: You can exchange ideas as if holding a
conversation with the target, including emotions or images
as needed.
• Stellar Success: You can see through the target’s eyes
(or experience other senses) and allow the target to see
through yours.

Telepathic contact is simply communication; you can’t compel


the target to act or read thoughts that aren’t directed at you, and
non-sentient creatures are limited in their ability to understand
you. If you don’t share a language, you can still communicate
effectively through images and emotions, although delivering pre-
cise instructions may be difficult or impossible. Once you establish
contact, you can remain in contact indefinitely or until you use
Telepathy against a different target.
Telepathic contact can work at extreme ranges:. Close range is
10 kilometers, Medium is 100 km, Long is 1,000 km, Very Long is
10,000 km, and Extreme range is 100 AU (a star system).
Probe: Use your Telepathy skill to read someone’s thoughts.
The target must be within Medium range. You normally perceive

282 Appendix 2: Psionics


the target’s thoughts until your next action, and you are distracted
while doing so. You can continue reading the target’s thoughts by
making another Telepathy check.
The success level of your check indicates the quality of
your view:

• Average Success: You can read surface thoughts (things the


target thinks about often or is currently considering).
• Excellent Success: You can read guarded thoughts (things
the target would not willingly reveal, even under duress), or
any recent memories.
• Stellar Success: You can access old memories, as well as
secrets the target has been conditioned or trained to pro-
tect (things the target would rather die than reveal).

The target may attempt an Awareness or Telepathy check to


notice that some force is attempting to discern its thoughts. You
can expend psionic effort to cover your tracks, imposing a -3 step
penalty on the target’s check to notice your probe. If the target
is on guard, your probe attempt becomes an opposed skill check
(your Telepathy against the target’s Willpower).
Suggestion: Use Telepathy to cause a creature within Medium
range to perform a task you direct it to perform, or otherwise
influence your interaction with it. Creatures naturally resist for-
eign influences; the target counters your Telepathy check with a
Willpower check. If your attempt fails, the target knows that some
outside force tried to influence it.
Creatures operating under a telepathic suggestion don’t realize
they are being influenced, and they react normally if interrupted
in the task. For example, a creature carrying out a task you give it
abandons that task and defends itself if attacked, or stops imme-
diately if someone challenges its actions.
The success level of your Telepathy check determines the dura-
tion and complexity of the suggestion you can implant:

• Average Success (1 action round): Distract a target, or cause


it to perform a simple task it has no reason not to, such as
waving an official-looking person through a checkpoint.
• Excellent Success (1 minute): Cause a target to perform a long
task it might ordinarily take (start a coffee break, monitor an
irrelevant screen) or a simple task it might not normally take
(wave a suspicious individual through a checkpoint).
• Stellar Success (10 minutes): Cause a target to perform a
long, complex task it would not normally do (for example,
open a gate for a delivery or go download a file to a USB
drive when those aren’t part of the target’s job).

Targets ignore obviously violent or self-destructive sugges-


tions. You can get a guard to distract or misinform a coworker, but
you can’t get her to shoot the guy.

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Mentalist Archetype
Your mind is your weapon. Your special gift makes you a prized
asset for governments and corporations . . . or a deadly threat to
the powers that be. Whether you use your powers to enrich your-
self or place them at the service of people who uphold the law and
defend society, you are the object of fear and misunderstanding.
Choose your friends wisely, because many people are anxious to
make use of your abilities, and their purposes may not be yours.
If you want to be a mentalist, make the following choices:

• Mandated Talent: Choose the Kinetic Control, Mental


Combat, or Psychic Intuition talent.
• Discretionary Talents: Choose two more talents. These two
talents cannot be from the same constellation, but one of
them can be from the same constellation as your mandated
talent. Remember that you may have access to some talent
constellations by virtue of your species, and note that some
talents have other prerequisites.
• Mandated Skills: Choose one skill in each of the following
categories, and put 4 skill points into each of them: attack,
defense, psionic, social, and environmental.
• Discretionary Skills: You have 15 more skill points to spend
on any skills you wish. You can’t put more than 5 skill points
in any individual skill, though—including the 4 points you
got if it was one of your mandated skills.

Psionic Talents
Most psionic talents are only available to psionic characters.
However, at the GM’s discretion a nonpsionic character can select
Mental Block (in settings where psionics are commonplace, train-
ing to resist telepathic attack is likewise common).

Kinetic Power: You gain a +2 step bonus on all psionic fatigue


checks. You must be trained in Psychokinesis to choose this talent.
Electrogeneration: You can generate electrical current to
run devices that run on batteries, power cells, or electrical
power systems. Your check result determines how long the
device runs: 3 impulses, 1 round, or the duration of the scene
for an Average/Excellent/Stellar result. The object mass step
modifiers described in the Lift function of Psychokinesis
apply to your skill check.
Kinetic Block: You can use a reaction to make a Psychoki-
nesis check when you are hit by an attack that deals physical
damage. Reduce the damage by 3, 6, or 9 for an Average,
Excellent, or Stellar success. Each additional block you
attempt in a scene takes a cumulative -1 step penalty.

284 Appendix 2: Psionics


Levitation: You can use telekinesis to fly. As a 3-impulse
action, make a Psychokinesis check; you can fly 5m, 20m,
or 50m for an Average, Excellent, or Stellar success. If you
begin your turn in mid-air, you must expend psionic effort to
remain aloft or you fall.
Pyrokinesis: You can expend psionic effort and use your
Psychokinesis skill to accelerate molecular motion, caus-
ing something to become blistering hot or even burst into
flames. Choose a single target or an area. If you choose a
single target, this is an attack based on your Psychokinesis
skill (range Long; speed 4; damage 1d10 + 2/6 energy; target
must make a Dodge check or catch fire). If you choose an
area, you create 6-meter burst within Long range. Your
Psychokinesis skill check determines the damage of the
blast: 1d6 +2/5/8 energy for an Average, Excellent, or Stel-
lar success.

Mental Block: Enemies suffer a -2 step penalty to Telepathy


skill checks and attacks that target you. You must be trained in
Telepathy to choose this talent.
Compulsion: When you achieve a Stellar success on a
Telepathy check to implant a suggestion in a target, you can
force the target to take an action that it would normally be
violently opposed to taking (attacking an ally or opening an
airlock, for example).
Mind Bolt: You can launch a bolt of mental force that sup-
presses or destroys the target’s consciousness. This is an
attack based on your Telepathy skill (target living creatures
only; range Medium; speed 3; damage 1d8 +0/5; ignores

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target armor). If you incapacitate a target with mind bolt, you


can decide whether it is lethal or nonlethal damage.
 Long-Range Bolt: The range of your mind bolt attack
increases to Very Long.
 Powerful Bolt: Increase your mind bolt damage by 1.
 Stunning Bolt: When you successfully attack a target
with your mind bolt, you can expend psionic effort
to stun the target. The target must make a Willpower
check or become stunned for 3 impulses. If your attack
reached an Excellent (or Stellar) success level, the
target takes a -1 step (or -2 step) penalty on its Will-
power check.
Mind Shield: Reduce damage you suffer from mind bolt
attacks (or similar effects) by 3.
Unleash Fear: You cause the target to perceive the thing he
or she most fears. This is an attack based on your Telepathy
skill (target living creatures only; range Medium; speed 3). On
a successful attack, the target must make a Willpower check
or gain the Insane condition. Your success level modifies the
target’s Willpower check: -2 steps if your success is Excellent,
or -4 steps if your success is Stellar.

Psychic Intuition: When someone observes you, you can


attempt an ESP check to notice their attention even if you could
not otherwise see them (for example, if you are being watched
through a hidden camera or by remote viewing). On an Excellent
Remind your GM
success, you gain a general sense of who’s watching you and how;
you have this ability
from time to time. on a Stellar success, you know exactly who and where they are.
You don’t know If you want, you can end a remote viewing attempt against you
when to use it. when you notice it.
You must be trained in ESP to choose this talent.
Living History: You can use ESP to search the psychic his-
tory of a living creature in your presence, not just an object
or place. You must choose a specific event the creature was
present for; if you don’t specify something, you instead gain
a glimpse of the most powerful event in that creature’s life.
You can often see things that the subject does not recall or
was unaware of at the time.
Powerful Premonitions: You gain a +2 step bonus on ESP
checks to gain a premonition.
Psychic Search: You can choose to target a person instead
of a place when you use remote viewing. You must know the
person you’re looking for, or have a photo (or other image) of
them. If your ESP check succeeds, you recognize the target’s
location if you are already familiar with it; otherwise you
gain only a rough sense of distance and general direction to
the target.

286 Appendix 2: Psionics


Psionic Talents
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INDEX
A Climbing 67, 141 Exploration 160
Ability Scores 20 Coercion 67 Exposure 166
Ability Scores, assigning 21 Combat Difficulty 186 Extreme Sports 73
Academics, 63 Complex Skill Checks 123
Acrobatics 63 Computer 68 F
Action Modifiers 131 Concentrate 131 Falling and Impact 166
Action Rounds 121, 127 Contact (encounters) 156 Fame (Reward) 205
Adding New Skills 84 Contact (NPC) 178, 205 Favor (Reward) 206
Adjacent 142 Contesting a Check 126 Fight or Flight 159
Advanced Characters 183 Countering a Check 127 Firearm (skill) 74
Advancement 182 Cover 134 Firearms (gear) 97
Aiding Other Heroes 123 Culture 69 Floors 197
Aim 131 Customizing Freeform Characters 39
Alarms 193 Weapons 94, 98 FTL 212
Alien Contact 215 Full Auto (autofire) 131, 134
Android (adversary) 230 D
Android (hero) 25 Damage and Wounds 142
Animal (type) 253 G
Damage Over Time 149 Gear Class 87
Arachnoid 232 Damage Type 143
Archetype 35 Gear Rewards 202
Dazed 149 Grab 139
Area Effects 135 Debility 164
Armor 143 Grappled (condition) 137, 149
Deception 70 Grappling 137
Armor (gear) 105 Defining Failure 60
Armor Special Abilities 107 Gravity 167
Detection 158 Grenades 98, 135
Armor Training 64 Devices and Machines 198
Armor Upgrades 204 Group Skill Checks 126
Dice and Checks 10
Athletics 65 Die Step 12
Attack (action) 129 Difficulty Die 10 H
Attack Modifiers 133 Disease 164 Hand to Hand 74
Autofire 134 Distracted 149 Healing 145
Autofire (action modifier) 131 Dodge 71 Heavy Weapon (skill) 74
Autofire (improved) 135 Doors 191 Heavy Weapons (gear) 98
Automatic Failure 122 Downtime 156 Hero Points 150
Automatic Success 122 Driving 70 Human (Adversary) 236
Average Person 181 Drones 118, 139 Human (Hero) 23
Awareness 67 Drowning 166 Humanoid (type) 254
Durability 54, 143
B I
Baromorph (human) 24 E Ignoring Pain 81
Base Die 10 Elaphromorph (human) 23 Impaired 150
Base Size 142 Elevators 193 Impulse 127
Battlefield Medicine 76, 146 Empathy 71 Influence 75
Battler 36 Encumbrance 55 Incapacitated 144, 150
Behemoth 233 Endurance 72 Initiative 54, 127
Blasts 135 Energon 235 Initiative Check 127
Blinded 149 Energy Types 143 Insane 150
Briith 27 Energy Weapon (skill) 72 Interact (action) 129
Burst (autofire) 131, 134 Energy Weapons (gear) 97 Interaction 174
Engineering 73
C Enigma (type) 253 J
Ceilings 196 ESP 278 Jumping 66, 141
Charge 131 Evade 131 Junk 208
Check Result 11 Evading a Blast 136
Chiirth 234 Executions 136
Choosing Skills 61 Expert 36

288 Index
L R T
Leader 37 Radiation 149, 170 Tackling 138
Lethality 145 Raigath 243 Tactical Surprise 128
Lifting 67 Range 132 Taking Your Time 125
Light 196 Reactions 132 Talents 40
Locks 192 Ready an Action 130 Tech Superiority 91
Recovery 82, 145, 147 Technology Era 90, 209
M Reposition (action) 130 Telepathy 282
Machine Damage 199 Resilience 80 Template
Marzog 240 Resist (action) 130 (Adversary) 226, 248
Mechanics 75 Resistance (armor) 143 Terrain, Slow 141
Mechanism (type) 254 Restriction Levels (gear) 89 Threat Rating 226, 248
Medical Rehab 77 Retreat 154 Thrown Weapons 135
Medicine 76 Reward Pacing 207 Tight Fit (movement) 141
Melee 78 Rewards 201 Time 160
Mentalist 284 Rewards, Gear 202 Tools 111
Mind Over Body 280 Robot 244 Tool Upgrades 204
Minion 249 Travel Speed 161
Misdirection 78 S
Move (action) 130 Scenes 121, 154 U
Movement 140 Science 82 Unarmed Combat 137
Moving through Security 82 Use a Skill (action) 130
creatures 142 Self-stabilizing 81
Mutations, Choosing 265 Severity (wound) 142 V
Shafts 197 Vacuum 171
N Shove (special action) 139 Vision 161
Navigation 163 Size 252
Negotiations 176 Skill Categories 57
Skill Checks 58, 122 W
Nesh 29 Walls 195
Next Action 128 Skill Checks, Group 126
Skill Checks, Opposed 126 Weakened 150
Nonlethal Combat 137 Weapon Emplacements 200
NPC Attitude 175 Skills, Choosing 61
Skill Descriptions 61 Weapon Special Abilities 92
NPCs 177 Weapon Upgrades 203
Skill Points, Maximum 61
Skill Score 10 Weapons 91
O Skill List 62 Weapons, Energy 97
Objects 172 Skill, Using 130 Weapons, Firearms 97
Open-Ended Checks 125 Slow Terrain, 141 Weapons, Melee 94
Opening Range 157 Slowed (condition) 150 Weapons, Primitive 96
Opposed Checks 126 Species 22 Weapons, Thrown 135
Off-Balance 150 Speed 54, 140 Willpower 85
Spotting Range 157 Worlds 222
P Sprinting 66 Wounds 144
Performance 78 Stabilizing 146 Wound, Check Penalty 144
Piloting 79 Stars 219 Wounds, Stabilizing 77, 146
Planets 220 Starting Gear 87 Wounds, Treatment 76, 146
Poison 149, 168 Starting Positions 157
Position 142 Starvation 171 X
Primitive Weapon (skill) 80 Status Effects 148 Xayon 32
Profession 80 Stealth 83, 158
Prone 150 Striker 38 Z
Psionic Combat 277 Stunned 150 Zero G 151, 167
Psionic Effort 276 Success Levels 13 Zeta Mutant 264
Psuur 242 Sucked into Space 172
Psychokinesis 280 Surgery 77, 146
Surprise 128
Surrender 154
Survival 85
Survivor 38
Swimming 66, 141

 289

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