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Transcript of Alternity_RPG_Fastplay_Player
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by Bill Slavicse k a nd Richa rd Ba k e rby Bill Slavicse k a nd Richa rd Ba k e r
x clusive Pre vie w !Not for Resale
®
Choose a charact er and st art playing r ight away!
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This preview version of the ALTERNI-
TY® Science Fiction Rolepla ying
Ga me provides pla yers with a
chance to try this new ga me systemwith out risk or obliga tion. After-
wa rd, look to the ALTERNITY Play er’s
Handbook for all the rules you need
to play out adventures in a ny genre
of scie nce fiction.
THE PLAYER’SROLEAs a pla yer, your primary job in a ny
ALTERNITY ga me is to portray one of
the he roes in the story your groupdecides to play out. The heroes a re
the sta rs of the u nfolding a dven-
tures that ma ke up a G am ema ster’s
ongoing science fiction campaign.
To do this, you ne ed a hero—an
imagina ry chara cter who serves as
your “connection” with the G a me-
ma ster’s s ett ing an d the other play-
ers’ heroes . Your he ro sta rts out a s a
collection of num bers a nd de scrip-
tive term s; from the n on it’s u p to
you to make tha t hero come a live
through roleplaying.By rea cting a s you think your
hero would react and interacting
with the other chara cters using your
he ro’s voice a nd opinion s, you’re
doing your job a s a player.
KEYCONCEPTSLet’s ta ke a look at the ke y concepts
behind the ALTERNITY ga me. These
concepts include ba sic game me -chanics, funda menta l character in-
forma tion, and a few special terms
that pla yers need to become famil-
iar with.
Hero: An imag inary character
controlled by a pla yer. Gamemaster: The pa rticipant
in the game wh o acts as the moder-
ator, na rrating adventures a nd rep-
resenting other characters involved
in the a dventure w ho aren ’t con-
trolled by the players .
Supporting Cast: These a re the
a foreme ntioned “other cha racters,”
including the h eroes’ friends a nd
enemies, as w ell as a ny other char-
a cters the heroes come into contact
with. It’s im portant to unde rstan d
from the s tart that a lthough the he-roes a re the sta rs of the s how, it’s
possib le for membe rs of the sup port-
ing cast to be just as powerful as the
heroes —or some times even more
powerful.
Setting: The ALTERNITY rules can
be used to crea te adventures in any
modern to fa r-future setting. Playe rs
and Gam emasters need to decide
wha t type of sett ing they wa nt to
play in b efore heroes a re created. A
setting can be a modern techno-
thriller, a da rkly sinister ne a r-futuremystery, a far-future posta pocalyp-
tic traged y, or any othe r type of sci-
ence fiction milieu you can ima gine.
The fast-play a dventure present-
ed in the Ga m em aste r’s Fast-Play
Rules section of this b ooklet take s
place on a s t range a nd da ngerous
plane t in a far-future spa ce opera
setting.
Adventure: A scena rio in which
the heroes interact with the su pport-
ing ca st to create a group story.
Every adven ture is built a round asitua tion (typically a problem the
heroes nee d to solve), and it con-
cludes w hen the heroes ha ve either
a chieved their goa l or failed to do
so.
Profession: Every hero in theALTERNITY ga me is built around a
profess ion. A profess ion is a n over-
arching occupation u nder w hich
spe cific caree rs a re group ed. It’s the
first defining concept a ssociate d
with a hero. The four ba sic profes-
sions—Comba t Spec, Diploma t,
Free Agent, and Tech Op —are intro-
duced in thes e fast-play rules.
Abilities:All cha racters (heroes
an d mem bers of the supporting cas t)
ha ve six Abilities. Thes e a re
Streng th, Dexterity, Con stitution , In-telligence, Will, an d Persona lity.
Ability Scores: Each Ability is
expressed a s a n umber, called the
Ability Score. Ea ch p rofess ion ha s
two Abilities a ssociate d w ith it. To
belong to a profession, a he ro must
meet the minimum s cores in that
profess ion’s releva nt Abilities .
Skills: Wha t’s your h ero good a t
doing? This ques tion is a nswe red
by the skills he posse sse s. Every
Ability a nd e very profess ion ha s
skills re la ted to it. A he ro’s p rofi-ciency with a s kill is expressed as a
numbe r, known a s the skill score.
Actions: When a hero wan ts to
use one of his skills or one of his
other chara cteristics to accomplish
something, he a ttempts an a ction.
There a re different types of a ctions,
ea ch involving the use of different
skills a nd chara cteristics.
Dice: When the outcome of a n
a ction is in doub t, or when the
Gamem aster needs to measu re a
cha racter’s d egree of success , dicea re rolled. The ALTERNITY game uses
two kinds of dice: a sing le control
PLAYER’S
FAST-PLAYRULES
1
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die a nd s itua tion dice of various
sizes.
The control die a nd a situation
die a re rolled together to determine
the outcome of an action.
Note : The low er the roll, the
be tter the chance that the hero suc-
cee ds in wha t he tries to do. More in-
formation on how to use the dice is
given in “Playing the Ga me” on
pa ge 3 of this se ction of the b ooklet.
SCIENCEFICTIONHEROESUse the fast-play rules in th is book-
let to lea rn the key concep ts of the
ga me. After you get the ha ng of
things , use the full rules, a s prese nt-
ed in the Player’s Handb ook .
1 ProfessionFour distinct hero profess ions a re
ava ilable in these fast-play rules.
Combat Specs (sh ort for spe -
cialists) a re wa rriors wh o rely on
physica l power a nd en durance to
sup plement their training in the tac-
tics a nd techniqu es of battle.
Diplomats are neg otiators,
managers, deal-makers, merchants,
clergy, or an y others who u se inte r-
action skills an d pe rsonal resolve toaccomplish their jobs.
Free Agents are troublesh oot-
ers or field ope ratives w ho rely on
a gility, intera ction skills, a nd n a tur-
a l independe nce to get a job done.
They’re a gents w ho ma y be ops for
hire, or they ma y ha ve ties to a spe-
cific governme nt or orga nization,
but in ge neral they work better in
smal l groups tha n a s members of a
larg e force.
Tech Op s (technical operatives)
are s killed in the us e of pa rticularequipment or have b een s pecia l ly
trained to crea te or ma intain high-
tech equipm ent. They rely on na tur-
al g enius, a gility, and expert train-
ing to a ccomplish their goals.
Pick a profession tha t fits the
kind of hero you wa nt to pla y, then
select one of the correspond ing fast-
play character templa tes on pa ges
6, 7, 8, or 9 of this s ection of the book-
let. Note tha t there a re two differen t
exam ples of each p rofession, giving
you distinct choices for the kind of hero to pla y. Any of the temp lates
can be used w ith the fas t -play a d-
venture, Cauldron Station, which is
included in this booklet.
2 NameThough e ach cha racter template
has been prepa red in advance , you
still get to select a n a me for your
he ro. Your he ro can be m a le or fe-
male , and you can ass ign a ny per-
sona lity you choose. The na me you
select ca n reflect the he ro’s p erson-
a lity or ca reer (such a s “Hun ter” for
a Comb a t Spec or Free Agen t), or it
can be the complete opposite of i t
(such a s “Bruiser” for a Diploma t or
Tech Op ).
3 Abil i tyScores
Every hero ha s six Abilities.
Strength (STR) de fine s a he ro’s
physica l power a nd prowess .
Dexterity (DEX) me a su res the
qu a lity of a hero’s a gility, coordina -
tion, a nd reflexes.
Constitution (CON) describes a
he ro’s overall ph ysical fitnes s a nd
toughness .
Intelligence (INT) ind ica tes a
hero’s men tal quickness a nd lea rn-
ing a bility.
Will (WIL) ga ug es a he ro’s m en -
tal fortitude a nd in tuitive ca pa city.
Personality (PER) ind icate s a
hero’s social a bilit ies an d cha risma.
The fast-play system features
only human h eroes . Human s ha ve
Ability Scores ra ng ing from 4 to 14.
Untrained: The “Untra ined ” score
is eq ua l to one-ha lf of the full score,
rounded down. Use this score when
your hero attempts a n a ction that re-
quires a skill he d oesn’t possess .
Resistance Modifiers: Resistance
modifiers a ffect the type of dice your
he ro’s opp onen ts roll when confront-
ing your he ro. Positive modifiers
(such a s +1 step) a re good for yourhero, beca use they provide a p ena l-
ty to the opponen t; a n ega tive modi-
fier (such a s –1 step ) is ba d, beca use
it ma kes it ea sier for your he ro’s op-
ponen t to succeed.
Example: A cha racter with a
Dexterity score of 11 ha s a +1 step
resista nce modifier for tha t Ability.
If an opponent fires a pistol at her,
tha t +1 s tep is appl ied as a pena l ty
to the opp onen t’s cha nce of suc-
cesssfully hitt ing his target.
4 Act ion Che ckA he ro’s action che ck score is deter-
mined b y add ing his Dexterity and
Intelligen ce scores, dividing th e
sum by 2 (round ing d own), then
ad ding a profession bonus. This ha s
a lready been d one on the templa tes .
Ma rgina l, Ordin a ry, Good, an d
Ama zing a re the degrees of success
attaina ble on a n a ction check. Howwell you succeed when making a n
action check determines how soon
your hero can ta ke an action.
The actions pe r round number is
ba sed on th e hero’s Cons titution
an d Will scores, an d ha s alread y
been determined for you.
5 Durabil i tyThe “Dura bility” section of each
chara cter template provides a
mea ns for keeping track of an ydama ge your hero might sus ta in
over the course of an ad venture.
Your hero’s stun a nd w oun d ra tings
are e qua l to his Constitution score.
Your he ro’s m ortal ra ting is equ a l to
one-ha lf this score, rounded up.
As your hero suffers da ma ge d ur-
ing a n a dventure, mark off open
boxes to keep track of how m uch
damage he ha s sus ta ined and how
much m ore he can afford to take.
The next se ction, “Playing the
Ga me,” ha s information ab out theeffects of da ma ge an d recovering
from da mag e.
6 SkillsEach character templa te ha s a se-
lection of skills p rinted on it. There
a re two kinds of skills, broa d skills
a nd s pecia lty skills. Specia lty skills
are printed in italic type to d ifferen -
tia te them from broad skills .
A chara cter must posses s a b road
skill to also possess a specialty skillas sociated with i t .
If a h ero wa nts to try something
bu t doesn ’t ha ve the prop er skill, he
must us e his un trained score for the
a ssocia ted Ability.
Broad skills ha ve scores equa l to
their as sociated Abilities. Specia lty
skills add their ran ks (a m ea sure of
improveme nt) to achieve the ir
scores. All scores a re prese nted
with the full score, ha lf tha t score,
an d one-qua rter tha t score. This rep-
resents the num bers needed toa chieve Ord ina ry, Good, or Ama zing
successes.2
PLAYER
S FAST-PL
AY RULES
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Example: A skill s core of 12/6/3
mea ns tha t a roll of 12 or lower rep-
resen ts an O rdinary success , 6 or
lower a G ood success , a nd 3 or low-
er an Ama zing success.
Sk ill Des cript ionsThis fa st-play rules booklet does n’t
ha ve enough spa ce to contain de-
tails of wha t a pa rticular skil l en-
a bles a hero to do. Those de tails a re
provided in the Playe r’s Han db ook.
Howe ver, for the pu rpose of lea rn-
ing how the ga me system works
(a nd for putt ing heroes through the
fa st-play a dventure), complete s kill
de scriptions a ren’t nece ss a ry. You
an d your Gamema ster should have
li tt le trouble de termining whe n a
certain s kill might come into play.
The other s ection of this b ooklet—
th e Gam em aster’s Fast-Play Rules—
doe s provide sp ecific information on
how the first aid skil l a nd the Med-
ical Science skil l should be u sed ,
beca use i t’s importan t for the Ga me-
ma ster to know how heroes can re-
cover after suffering da ma ge (see
pa ge 5 of this s ection of the booklet).
In other case s, the n a me of a skil l
is a pretty strong clue to whe n a nd
how the skil l can b e use d. For exa m-
ple, a he ro with the Resolve broad
skill has a form of inner streng th
that ena bles him or her to withstand
or shrug off ha rdships tha t other he -
roes migh t succumb to, ei ther of a
physica l or a men tal na ture. A hero
with the Manipula tion broa d skil l is
talented a t performing actions tha t
require a high deg ree of eye-ha nd
coordina tion, such a s picking a lock.
Above all, don’t get bogg ed d own
in de tails a t this point. Wha t’s im-
por tan t i s to learn how the ga me
works a nd to have fun playing a
hero.
7 EquipmentEach character template includes a
selection of equ ipment the he ro ha s
a ccess to—one or more wea pons,
some type of a rmor, a nd other ge a r.
The ga me da ta given for wea pons
an d a rmor is explained below.
The n umb ers on the l ine identify-
ing a wea pon indicate how much
da ma ge the wea pon infl icts on an
Ordin a ry, Good, or Ama zing su c-
cess. This da ma ge is e ither stun (s),
woun d (w), or mortal (m) da ma ge .
On the ne xt l ine, “Ra nge ” givesthe distan ce at which a wea pon can
strike a targe t, ei ther “Personal” if
physica l contact is neces sa ry, or a
series of num bers represe nting
short/med ium/long ra nge (in me ters)
for a w ea pon tha t fires projecti les or
energy bea ms. The rang e a t which a
wea pon is used often ha s a n ef fect
on the a ttacker’s cha nce of hitting
the target , as explained in the
Ga m em aster’s Fast-Play Rules.
“Type ” refers to the kind of da m-
a ge a wea pon inflicts, ei ther low im-
pa ct (LI), high imp a ct (HI), or en erg y
(En).
For a rmor, the die ra nge s preced -
ing “LI,” “HI,” a nd “En” in dica te th e
am ount of da ma ge the a rmor stops
when the wea rer i s hi t by a wea pon
tha t does this type of dam a ge. If a
sub traction from a die roll produces
a result less tha n 1, the a rmor fa iled
to block an y dama ge on tha t at tack.
PLAYING THEGAM EThe b a sic rule at the found a tion of
the ALTERNITY ga me is a simple one.
Your hero has some importan t gam e
sta tistics, includin g Ability Scores ,
skil l scores, and h is a ction check
score. In ma ny case s, when your
hero attempts to accomplish some-
thing, the Ga mema ster asks you to
roll dice. You th en try to roll a nu m-
be r tha t’s eq ua l to or less than th e
a pp ropriate s core. If you roll high ertha n your he ro’s s core, your he ro
fa ils. Whene ver a hero tr ies to do
something tha t might fail , this dice
roll determines if he succeed s.
Rolling Dice The Most Important Rule: Not
every action requires a dice roll!
The Ga mem a ster will only call
for dice rolls in d rama tic si tua tions
to determine the su ccess of an ac-
tion wh ose outcome is in doubt, orwhen h e or she needs to judge the
deg ree of a n a ction’s su ccess.
For insta nce, if your hero wa nts to
wa lk across a st reet or car ry a sma l l
pa ck, no dice rolls are n ecess a ry.
But if he wa nts to cross the s treet
whi le car rying a wounded compan -
ion, being s hot at by snipers, and
targe ted by insa ne motorists, then
the si tuat ion is a drama t ic one, an d
dice should b e rolled.
A pilot hero tra ined to f ly a spa ce-
craft a nd rea d sta r cha rts doesn’tnee d to ma ke a dice roll to perform
the normal dut ies a ssociated wi th
her a rea of expertise. But whe n
these a ctions go beyond the ca ll of
duty and l ives ha ng in the balan ce
(or a t lea st during dra ma tic si tua -
tions), dice s hould b e rolled.
The Cont rol Die an dSit uat ion DiceThe ALTERNITY ga me uses two kinds
of dice : a control die a n d a situation
die. Whenever the Gamema ster
ca lls for a roll, you roll one control
die a nd one s ituation die. The nu m-
bers tha t come u p combine to indi-
cate a success or a fai lure.
When you roll the dice, in ga me
terms you’re ma king a check for
your hero—in effect, “checking” to
see how the dice roll compa res to
one of your he ro’s s cores.
If you’re comp a ring the roll to
your hero’s a ction check score to se e
how soon he g ets to at tempt his next
a ction, the roll is an action che ck.
If your he ro use s a skill (com-
pa ring the roll to his s kill score), this
roll is a skil l check.
If you’re checking a ga inst one
of his Ability Scores, then the roll is
a feat check.
In a ny ca se , you’re looking to ge t
as low a resul t as possible—the
lowe r the roll, the b etter the chance
that your hero succee ds a t w hat he ’s
trying to do.
The control die is a lways a 20-
sid ed die (d20). The situation die for any p a rtic-
ula r check is one of the following : a
four-side d die (d4), a six-sided die
(d6), an eig ht-sid ed die (d8), a 12-
side d die (d12), or a 20-side d die
(d20). There ’s a lso a d0, a pla ce-hold -
er to represe nt the si tuation die in a
case w here success i s determined
by only the roll of the con trol die.
Further, the s i tuation die on a ny
check is des ignated a s ei ther a plus
die or a minus die. A plus die, such
a s +d4, is ba d for the roller, becau seit tend s to produce a highe r result . A
minus die, such a s –d6, is g ood for
the roller , beca use i t helps to
a chieve a lower resu lt .
Add or sub tract the si tuation die
from the control die a s ins tructed by
the Ga mema ster. If the result is
equ a l to or less tha n the score relat-
ed to the he ro’s a ction, the a ction
succeed s. If the resu lt is grea ter
than the s core, the a ction fails. The
degrees of success are explained on
the next pa ge. Example: Your he ro wa nts to
ma ke a quick repa ir to his motorcy- 3
P L A Y E R ’ S
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cle so he ca n sta y on the trail of the
fleeing crimina ls. This a ction is a
skill check u sing your he ro’s Techn i-
cal Science–juryrig skill score. The
Ga mema ster tel ls you to roll the
control die a nd a –d4 (the s i tuationis in you r he ro’s fa vor, so th e d 4 roll
is s ub tra cted from the d 20 roll). Your
hero’s juryrig skill score is 13.
You roll the dice, a nd the follow-
ing nu mbe rs come up : 14 on the con-
trol die, 3 on the situa tion die. The
re su lt is 11 (14 – 3 = 11), wh ich is
lower tha n your h ero’s juryrig score.
The a ction succeed s—but note tha t
if the si tua tion die h a d be en +d4, or
eve n +d0, the 14 on the control die
would have ma de the outcome a
fa ilure, becau se 14 is grea ter tha nyour he ro’s score .
Sit uat ion Die St epsThe Situa tion Die Steps Sca le ha s
been designed to help you qu ickly
determine w ha t situation die to roll
with th e con trol die. It’s p rinted on
this pa ge a nd on the templates tha t
ap pea r later in this booklet .
Your Gam ema ster tel ls you wha t
bonus or pena l ty app l ies wh en you
roll to see if your he ro can pe rform a
certain a ction.A +1 step si tua tion p ena lty
mea ns you sta rt with your he ro’s
base situation die (see the sideba r
on this pa ge) an d move one step in
the “Pena lty” direction to find th e
die you’ll be rolling. For insta nce, if
your hero’s b a se si tuation die for an
a ction is +d4, then a +1 step s i tua-
tion pe na lty cha nge s the die to +d6.
A –2 step s i tuation bonus me a ns
you find your he ro’s ba se s itua tion
die on the scale a nd move two steps
in the “Bonus ” direction. For exa m-ple, if your hero’s ba se s itua tion die
for an a ction is +d4, then a –2 step
si tua t ion bonus cha nges the die to
–d4.
Degre es of SuccessEvery dice roll ha s one of five pos si-
ble res ults: Critical Failure, Failure,
Ordina ry success, Good su ccess, or
Ama zing s uccess . The lower your
dice roll, the grea ter the deg ree of
success your hero achieves .
The three numb ers as sociatedwith every skil l score a nd a ction
check score (the ba se score a nd two
sma ller num bers), represe nt the di-
viding points be tween the de grees
of success .
Rega rdless of what numbe r
comes up on the si tua tion die, a roll
of 20 on the control die a lwa ys pro-duces a Crit ical Fa ilure. Genera lly,
this mea ns that ba d luck ha s befal l-
en the h ero, and no ma t ter how high
his skill score or Ability Score is,
this a ction does n’t succeed .
A result grea ter tha n the s core is
a Fa ilure; equ a l to or less tha n the
score i s a n Ordinary success; equa l
to or less than the second n umb er is
a G ood success; an d a resul t equa l
to or less than the sma llest of the
three nu mbers produces a n Amaz-
ing success.On the cha racter templates in
this b ooklet, the “Action Ch eck
Score” line beg ins with a nu mbe r
tha t repres ents a Margina l resu lt . A
hero ca n’t get a Failure or a Critical
Fai lure outcome when he ma kes an
a ction check; if the d ice roll yields a
number grea ter tha n his a ction
che ck score, the “Failure ” is consid-
ered to be a Marginal resul t instead .
ScenesEvery adventure your Gamema ster
sets u p is bu il t out of scene s. A
scene is a dist inct episode that ha s
a clea r beginning and ending. The
three types of scenes are combat ,
encounter, a nd chal lenge.
A comba t scene las ts from the
sta rt of a ba ttle to its conclus ion. An
encounter scen e las ts from the m o-
ment characters meet to when theypa rt compa ny. A cha llenge sce ne
lasts a s long as i t takes the heroes
to iden tify the challeng e, and the n
overcome it or be de fea ted by i t .
Act ion RoundsFor the pu rpose of determining who
acts when in a scene, every scene is
divided into action rounds. During
a n a ction round, every hero per-
forms one or more a ctions.
A round is divided into four phas-es. Ea ch pha se rela tes to one of the
degrees of success that are a chiev-
a ble on a n a ction check: Ama zing,
Good, Ordina ry, a nd Marg ina l, in
order from the first pha se to the las t .
A hero can a ttempt only one a ction
in a phase .
To determine who a cts first in a
round, every participa nt ma kes a n
a ction che ck by rolling a d20. The re-
sult determines the ea rliest phas e in
which a cha racter can a ct. So, if a
hero rolls a Good a ction che ck, theea rliest phase h e can a ct in is the
second , or Good, pha se.
Al l actions in a pha se a re consid-
ered to occur simulta ne ously, with
the results of those a ctions be ing
ap pl ied a t the end of the pha se.
Your hero can a ct in a s ma ny
phases as he ha s a c tions per round:
two a ctions per round mea ns he can
act in up to two pha ses of a round.
But if a n a ction check resu lt ind i-
cates tha t your hero can’t act un ti l
the Ma rgina l phase , then he canonly act once in the round (in the
Marginal pha se).
Example: Your hero has an ac-
tion che ck score of 11 an d two a c-
tions p er round. At the be ginning of a
round, the Ga mema ster calls for ac-
tion che cks. If you roll a 5 (a Good
su cces s for a score of 11), the e a rliest
pha se in which your hero can a ct is
the Good phas e. Since he ha s two ac-
tions, he ca n a ct once in the Good
phase and once in the Ordinary
pha se, or he can s ave his second a c-tion for the Ma rgina l pha se.
If you roll a 13 (a Margina l res ult),
SITUATION DIE STEPS SCALE
BONUS PENALTY
–d2 0 –d12 –d8 –d6 –d4 +d0 +d4 +d6 +d8 +d12 +d2 0 +2 d2 0 +3 d2 0
Base Sit uat ion Die
Before you can us e the Situa-
tion Die Steps Scale , you nee d
to know where to s tart. That
starting point is known as the
base situation die.
For a skill che ck involvinga broad skill or a feat check,
the base situation die is +d4—
roll the control die and a d4,
adding the res ults together.
For a skill che ck involving
a s pecia lty skill or an a ction
check, the bas e s ituation die is
+d0—just roll the control die .
If your Rulesmaster tells you
to apply a bonus or a pe nalty to
your hero’s s ituation die , start
at the base point and move the
prope r numbe r of steps in thecorrect direction to de termine
which situation die to roll.4
PLAYER
S FAST-PL
AY RULES
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your hero ca n’t a ct until the Margin -
al ph as e (the last pha se of the
round). In this ca se, he ca n only a ct
once, losing his se cond action be-
cau se h e didn ’t react quickly
enough.
DamageHeroes lead challenging an d some-
times da nge rous lives. Eventua lly,your hero is going to suffer da ma ge.
As indicated on the cha racter tem-
plates, dama ge in the fas t-play sys-
tem comes in three forms: stun,
wound, a nd mortal.
Stun DamageStun damage is the lightest type of
da ma ge your hero can su stain. It
represents shocks an d bruises that
rattle a hero but don’t result in las t-
ing injuries. When your hero suffers
stun da ma ge, mark off one stun boxfor each point of stun da ma ge she
susta ined in the pha se tha t jus t
ended.
Knockout:When a ll of her stun
boxes a re ma rked, your hero is
knocked out an d can perform no ac-
tions until she recovers.
Wound DamageWound da ma ge is more serious tha n
stun da ma ge. It represents injuries
that caus e las ting harm to the body.
When your hero receives woun d
da ma ge, ma rk off one woun d box for
ea ch point of wound da ma ge he sus-
tained in the phas e that just ended.
Secondary Damag e: Wound
dama ge causes secondary s tun
da ma ge. For every 2 points of
wound da ma ge inflicted on your
hero, he a lso receives 1 point of stun
d a ma g e .
Knockout:When a ll of his or her
wound boxes a re ma rked, your hero
is knocked out a nd ca n perform no
a ctions un til he recovers.
Mortal DamageMorta l dama ge is the most severe
form of da ma ge. It represents ma s-
sive injuries to vital body pa rts.
When your hero receives mortal
da ma ge, ma rk off one morta l box for
ea ch point of mortal da ma ge shesusta ined in the pha se that just
ended.
Secondary Damag e: Mortal
dama ge causes secondary s tun
dama ge and wound dama ge. For
every 2 points of mortal da ma ge in-
flicted on your hero, she a lso re-
ceives 1 point of wound a nd 1 point
of s tun dama ge.
Dazed: Mortal dam a ge takes a
toll on a hero imm edia tely. For every
mortal box ma rked, your hero re-
ceives a +1 step situa tion pena lty to
an y actions she a ttempts.
Death: Whe n a ll of your he ro’s
mortal boxes a re ma rked off, she
dies.
RecoveryHow your he ro recovers from da m-a ge de pen ds on his condition (con-
scious or knocked out) and the type
of da ma ge he ha s suffered.
Stuns are fleeting. This da ma ge
disap pea rs at the end of a s cene. It
can be repaired dur ing a scene by
the us e of Knowled ge–first aid , Med-
ical Science, or some other form of
medical treatment.
Wounds remain until healed
with rest a nd/or medical attention.
Mortal dam ag e requires the
use of the Medical Science–surgeryskill and extensive me dical atten-
tion to repa ir.
Knockout: In the fa st-play rules
system, as sume tha t if a h ero is
knocked out from s tun da ma ge, he
rema ins un conscious for the rest of
the round in which he wa s knocked
out a nd a ll of the following roun d. At
the sta rt of the round a fter tha t, he
recovers 1 stun point and a wa kens.
If a cha racter is knocked out from
wound da ma ge, he can’t awa ken
until at lea st 1 point of his w ounddamage i s hea led .
READY TO GO?Now that you understa nd how the
ba sic structure of the ALTERNITY g a me
works, you’re rea dy to se nd your
hero into action.
You’ll proba bly be g oing throu gh
the ad venture presented in the
Ga m em aster’s Fast-Play Rules (the
other h a lf of this booklet), but if your
Gam emaster has experience in de-
signing original a dventures, he ma y
ha ve something else planned for
you and your companions.
Is there s omething tha t doesn’t
seem a s clear as i t should? Some-
times you can solve a p roblem by
simp ly rerea ding the s ection of text
tha t’s giving you trou ble. Often, an
even ea sier way to clea r things up is
to jump right in—sit down with your
friends, get a n a dventure under wa y,
a nd sta rt rolling d ice. It won’t be
long b efore you’ll sta rt to see how
the ga me system works.
Wha t Do I Do First ? If you’re ne w to rolepla ying g ame s, you might be w ondering how things
ge t started . Bas ica lly, it’s pretty simple : After you’ve crea ted a hero and
gotten toge ther with the res t of your group for your first a dve nture, your
Gamemaster presents a situation—maybe something like this:
You’re v iew ing an exhibit in a museum w hen a m an you’ve neve r
see n before stagg ers through the e ntryw ay. He stumb les around the room
until he rea ches y ou. “Thrasker’s got the p lans,” he w hispers urgently —
then he collapse s to the floor.
Or . . .
You’re in a sp ace port resta urant w hen three figures race through the
door. “For the Prime Fac tion!” one of them shouts, and the three start fir-
ing w ea pons at the other customers.
After the Game mas ter se ts the sce ne, he as ks, “What do you want to
do?” In ga me terms, doing some thing is known as taking an action. You
might know right away what your hero’s action will be, but don’t just call
out an a nsw er. Wai t for the Ga me master to sa y it’s your turn. Then an-
sw er as your hero would, expla ining w hat your hero is going to do.
What can heroes do? Almost anything! A hero can sa y some thing,
move, use a s kill, use a pie ce of equipme nt, look for clues , duck bene ath
a table , or anything e lse you can think of. The Ga mema ster determines
whe ther your hero succee ds a t what he tries to do, either by as se ss ing
the situation a nd making a judgme nt, or by calling for dice rolls.
After all the he roes have performed their actions and the Ga mema s-
ter has had the membe rs of the s upporting cas t take their actions, the
proces s s tarts ag ain. Now the s ituation is different from what it wa s
when the scene opened, and the next actions the heroes attempt might
als o be different from w hat they just finishe d doing.
5
P L A Y E R ’ S
F A S T - P L A Y R U L E S
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6
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof ession Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 14 + Ordin ary 13 Good 6 Am azin g 3
DURABILITYSt un 10
Wound 10
Mort al 5
SKILLS RANK SCORESTRAt hlet ics 12 / 6 / 3
Clim b 2 14 / 7 / 3Melee Weapons 12 / 6 / 3
Powered weapon 2 14 / 7 / 3DEX
M oder n Ranged Weapon s 11 / 5 / 2Rifle 2 13 / 6 / 3
Vehicle Operat ion 11/ 5 / 2Land vehicle 1 12 / 6 / 3
CONSt am ina 10 / 5 / 2
Endurance 1 11/ 5 / 2INT
Knowledge 9 / 4 / 2First aid 1 10 / 5 / 2
WILAwareness 10 / 5 / 2
Perception 1 11/ 5 / 2PER
Int eract ion 8 / 4 / 2Int imidate 2 10 / 5 / 2
Weapons11m m charge rif le d6+1w / d6+3w / d6+1m
Range (S/M/L): 80 /160 /40 0 Type: HIGravm ace d8 +2 s / d6 +2 w / d8 +2 w
Range: Personal Ty pe: LI
Unarm ed (unt rained) d4+1s / d4+2s / d4+3s
ArmorBat t le jacket d6 –1 (LI), d4 +1 (HI), d4 –1 (En)
Gear: comm gear, f lashl ight, lucky coin
Background: This navy vet eran signed on as amem ber of t he crew of t he Nebula Bounty aft er must er ing out , serving as t he muscle fort he smal l -t ime t rading operat ion.
SoldierComba t Spec
ABILITY Scor e Un t r ained Res . M od.
St rengt h 12 6 +1
Dext er it y 11 5 +1
Const it ut ion 10 5Int ell igence 9 4 0
Will 10 5 0
Personalit y 8 4
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof essi on Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 13+ Ordin ary 12 Good 6 Am azing 3
DURABILITYSt un 11
Wound 11
Mort al 6
SKILLS RANK SCORESTRAt hlet ics 14 / 7 / 3
Clim b 1 15 / 7 / 3Unarm ed At t ack 14 / 7 / 3
Brawl 1 15 / 7 / 3DEX
M oder n Ranged Weapons 8 / 4 / 2Pistol 1 9 / 4 / 2
Vehicle Operat ion 8 / 4 / 2Space vehicle 1 9 / 4 / 2
CONSt am ina 11/ 5 / 2
INTKnowledge 10 / 5 / 2
Comput er operation 2 12 / 6 / 3Sy st em Operat ion 10 / 5 / 2
Engineering 1 11/ 5 / 2Technical Science 10 / 5 / 2
Juryr ig 2 12 / 6 / 3WIL
Awareness 8 / 4 / 2PER
Int eract ion 9 / 4 / 2Taunt 1 10 / 5 / 2
Weapons11m m charge pist ol d4+2w / d6+2w / d4+1m
Range (S/M /L): 10 /20 /80 Type: HI
Unarmed (brawl ) d4 +2 s / d4 +3 s / d4 +4 s
ArmorBatt le vest d6–3 (LI), d6–2 (HI), d4–2 (En)
Gear: comm gear, f lashl ight , t oolki t
Background: Part owner of t he Nebula Bounty,t his spacehand loves t he vessel and worksovert ime to keep i t in good condit ion.
SpacehandComba t Spec
ABILITY Scor e Un t r ain ed Res . M od.
St rengt h 14 7 +2
Dext er it y 8 4 0
Const it ut ion 11 5Int elligence 10 5 0
Will 8 4 0
Personalit y 9 4
PLAYER
S FAST-PL
AY RULES
Bonus –d20 |–d12 | –d8 | –d6 |–d4 |+d0 |+d4 | +d6 | +d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered tradem ark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
Bonus –d20 |–d12 | –d8 |–d6 |–d4 |+d0 |+d4 | +d6 |+d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered t rademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
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7
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof ession Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 12 + Ordin ary 11 Good 5 Am azing 2
DURABILITYSt un 8
Wound 8
Mort al 4
SKILLS RANK SCORESTRAt hlet ics 7 / 3 / 1
Jump 1 8 / 4 / 2DEX
Acrobat ics 9 / 4 / 2Movie s t unts 2 11/ 5 / 2
M oder n Ranged Weapons 9 / 4 / 2Pistol 1 10 / 5 / 2
Vehicle Operat ion 9 / 4 / 2Land vehicle 1 10 / 5 / 2
CONSt am ina 8 / 4 / 2
INTKnowledge 11/ 5 / 2
Deduce 2 13 / 6 / 3WIL
Awareness 11/ 5 / 2Intu i t ion 2 13 / 6 / 3
PERDecept ion 14 / 7 / 3
Bluff 2 16 / 8 / 4Ent er t ainm ent 14 / 7 / 3
Act 3 17 / 8 / 4Int eract ion 14 / 7 / 3
Charm 1 15 / 7 / 3Weapons
St u t t er pist o l d6 +2 s / d8 +2 s / d8 +4 sRan ge (S/M /L): 6 /12 /3 0 Ty pe : LI
Unarm ed (unt rained) d4s / d4+1s / d4+2s
ArmorCF long coat d4 (LI), d4 (HI), d6 –2 (En)
Gear: comm gear, 3D audio/video play er
Background: This hero has t aken a break f rom3D st ardom t o research and wri te a scriptabout t he advent ures of t he crew of a t rading
vessel.
EntertainerDiplomat
ABILITY Scor e Un t r ained Res . M od.
St rengt h 7 3 0
Dext er it y 9 4 0
Const it ut ion 8 4Int elligence 11 5 +1
Will 11 5 +1
Personalit y 14 7
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Nam e Play er
Prof ess ion Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 12 + Ordin ary 11 Good 5 Am azin g 2
DURABILITYSt un 8
Wound 8
Mort al 4
SKILLS RANK SCORESTRAt hlet ics 8 / 4 / 2
Throw 1 9 / 4 / 2DEX
M oder n Ranged Weapons 8 / 4 / 2Pistol 2 10 / 5 / 2
Vehicle Operat ion 8 / 4 / 2Space vehicle 1 9 / 4 / 2
CONSt am ina 8 / 4 / 2
Endurance 1 9 / 4 / 2INT
Business 12 / 6 / 3Sm all business 3 15 / 7 / 3
Knowledge 12 / 6 / 3Comput er operation 1 13 / 6 / 3
Sy st em Operat ion 12 / 6 / 3Comm unicat ions 2 14 / 7 / 3
WILAwareness 12 / 6 / 3
Perception 1 13 / 6 / 3PER
Int eract ion 12 / 6 / 3Bargain 3 15 / 7 / 3
Charm 1 13 / 6 / 3Leadership 12 / 6 / 3
Weapons9m m charge pistol d4+1w / d6+1w / d4m
Ran ge (S/M /L): 8 /16 /6 0 Ty pe: HI
Unarm ed (unt rained) d4s / d4+1s / d4+2s
ArmorCF long coat d4 (LI), d4 (HI), d6 –2 (En)
Gear: comm gear, data slat e, credit scan
Background: Co-owner and capt ain of t he Neb- ula Bount y, t h is t rader a lways looks t o make
t he best deal .
TraderDiplomat
ABILITY Scor e Unt r ain ed Res . M od.
St rengt h 8 4 0
Dext er it y 8 4 0
Const it ut ion 8 4Int elligence 12 6 +1
Will 12 6 +1
Personalit y 12 6
Bonus –d20 |–d12 | –d8 | –d6 |–d4 |+d0 |+d4 | +d6 | +d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered tradem ark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
Bonus –d20 |–d12 | –d8 |–d6 |–d4 |+d0 |+d4 | +d6 |+d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered t rademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
P L A Y E R ’ S
F A S T - P L A Y R U L E S
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ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof ession Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 13+ Ordin ary 12 Good 6 Am azin g 3
DURABILITYSt un 9
Wound 9
Mort al 5
SKILLS RANK SCORESTRAt hlet ics 8 / 4 / 2
Clim b 1 9 / 4 / 2Melee Weapons 8 / 4 / 2
Blade 1 9 / 4 / 2DEX
M oder n Ranged Weapon s 11 / 5 / 2Rifle 1 12 / 6 / 3
Vehicle Operat ion 11/ 5 / 2Space vehicle 1 12 / 6 / 3
CONSt am ina 9 / 4 / 2
Endurance 1 10 / 5 / 2INT
Knowledge 10 / 5 / 2First aid 1 11/ 5 / 2
Sy st em Operat ion 10 / 5 / 2WIL
Awareness 11/ 5 / 2Intu i t ion 1 12 / 6 / 3Perception 1 12 / 6 / 3
Invest igat e 11/ 5 / 2Search 1 12 / 6 / 3
PER
Int eract ion 9 / 4 / 2Weapons
Re nd er r if le d 6 +1s / d 6 +1w / d4 +1mRange (S/M/L): 50 /100 /250 Type: En
Com b at kn if e d 4 +1w / d4 +2 w / d 4 +3 wRange: Personal Ty pe: LI
Unarm ed (unt rained) d4s / d4+1s / d4+2s
ArmorCF shor t coat d4 –1 (LI), d4–1 (HI), d6–3 (En)
Gear: comm gear, dat a slat e, binoculars
Background: Copilot of t he Nebula Bount y, th is
explorer enjoys t r ips t hat t ake the crew t o theless populat ed regions of known space.
ExplorerFree Agen t
ABILITY Scor e Un t r ained Res . M od.
St rengt h 10 5 0
Dext er it y 11 5 +1
Const it ut ion 9 4Int ell igence 10 5 0
Will 11 5 +1
Personalit y 9 4
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof essi on Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 14 + Ordina ry 13 Good 6 Am azing 3
DURABILITYSt un 8
Wound 8
Mort al 4
SKILLS RANK SCORESTRAt hlet ics 8 / 4 / 2
Throw 1 9 / 4 / 2Unarm ed At t ack 8 / 4 / 2
Brawl 1 9 / 4 / 2DEX
Manipulat ion 12 / 6 / 3Lockpick 1 13 / 6 / 3
M oder n Ran ged Weapon s 12 / 6 / 3Pistol 1 13 / 6 / 3
Vehicle Operat ion 12 / 6 / 3CON
St am ina 8 / 4 / 2INT
Knowledge 10 / 5 / 2Sy st em Operat ion 10 / 5 / 2
WILAwareness 11/ 5 / 2
Perception 1 12 / 6 / 3PER
Decept ion 11/ 5 / 2Gamble 2 13 / 6 / 3
Int eract ion 11/ 5 / 2Bargain 1 12 / 6 / 3
Charm 1 12 / 6 / 3Weapons
Mass pist ol d6 w / d6 +2 w / d6 mRange (S/M/L): 2/6/12 Type: En
Unarmed (brawl ) d4 s / d4 +1s / d4 +2 s
ArmorCF shor t coat d4 –1 (LI), d4 –1 (HI), d6–3 (En)
Gear: comm gear, cards, elect ronic lockpick
Background: The gambler joined the crew oft he Nebula Bount y t o escape a misunder-st anding at t he Vegas Prime space st at ion.
Now t he gambler helps negot iate deals andmake contacts wherever the crew goes.
GamblerFree Agen t
ABILITY Scor e Un t r ain ed Res . M od.
St rengt h 8 4 0
Dext er it y 12 6 +1
Const it ut ion 8 4Int elligence 10 5 0
Will 11 5 +1
Personalit y 11 5
Bonus –d20 |–d12 | –d8 | –d6 |–d4 |+d0 |+d4 | +d6 | +d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered tradem ark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
Bonus –d20 |–d12 | –d8 |–d6 |–d4 |+d0 |+d4 | +d6 |+d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered t rademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
88
PLAYER
S FAST-PL
AY RULES
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ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof ession Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 14 + Ordin ary 13 Good 6 Am azin g 3
DURABILITYSt un 9
Wound 9
Mort al 5
SKILLS RANK SCORESTRAt hlet ics 9 / 4 / 2
DEXM oder n Ranged Weapon s 12 / 6 / 3
Pistol 1 13 / 6 / 3Vehicle Operat ion 12 / 6 / 3
Space vehicle 2 14 / 7 / 3CON
St am ina 9 / 4 / 2INT
Knowledge 12 / 6 / 3Comput er operation 2 14 / 7 / 3
Navigat ion 12 / 6 / 3Drivespace ast rogat ion 2 14 / 7 / 3System astrogat ion 2 14 / 7 / 3
Sy st em Operat ion 12 / 6 / 3Weapons 2 14 / 7 / 3
WILAwareness 9 / 4 / 2
Perception 2 11/ 5 / 2PER
Int eract ion 9 / 4 / 2Seduce 1 10 / 5 / 2
Leadership 9 / 4 / 2
WeaponsLas er pis t ol d4 +1w / d6 +1w / d4 m
Range (S/M/L): 20 /40 /200 Type : En
Unarm ed (unt rained) d4s / d4+1s / d4+2s
ArmorBat t le jacke t d6 –1 (LI), d4 +1 (HI), d4 –1 (En)
Gear: comm gear, dat a slat e
Background: As pi lot and navigator of theNebula Bounty, t h is hero f l ies the ship int oand out of hot spot s t hroughout t he galaxy.
PilotTech O p
ABILITY Scor e Un t r ained Res . M od.
St rengt h 9 4 0
Dext er it y 12 6 +1
Const it ut ion 9 4Int elligence 12 6 +1
Will 9 4 0
Personalit y 9 4
ALTERNITY®
Science Fict ion Roleplay ingCharact er Tem plat e
Hero’s Name Player
Prof essio n Career
ACTION CHECK SCORE Actions per round: 2Mar ginal 15 + Ordin ary 14 Good 7 Am azing 3
DURABILITYSt un 8
Wound 8
Mort al 4
SKILLS RANK SCORESTRAt hlet ics 8 / 4 / 2
DEXM oder n Ran ged Weapon s 13 / 6 / 3
Pistol 1 14 / 7 / 3Vehicle Operat ion 13 / 6 / 3
Land vehicle 1 14 / 7 / 3CON
St am ina 8 / 4 / 2INT
Com put er Science 13 / 6 / 3Hacking 2 15 / 7 / 3
Knowledge 13 / 6 / 3Medical Science 13 / 6 / 3
Surgery 2 15 / 7 / 3Treatment 2 15 / 7 / 3
WILAwareness 10 / 5 / 2
Perception 1 11/ 5 / 2Resolve 10 / 5 / 2
PERInt eract ion 8 / 4 / 2
Charm 1 9 / 4 / 2Interview 1 9 / 4 / 2
WeaponsSt u t t er pist o l d6 +2 s / d8 +2 s / d8 +4 s
Ra ng e (S/M /L): 6 /12 /3 0 Ty pe: LI
Unarm ed (unt rained) d4s / d4+1s / d4+2s
ArmorCF long coat d4 (LI), d4 (HI), d6 –2 (En)
Gear: comm gear, medical gauntlet , surgeryki t , medical ki t
Background: As doct or and resident hacker oft he Nebula Bount y, this hero keeps the crewin good repair and helps when t he t eam needs
expert computer aid.
DoctorTech Op
ABILITY Scor e Un t r ain ed Res . M od.
St rengt h 8 4 0
Dext er it y 13 6 +2
Const it ut ion 8 4Int elligence 13 6 +2
Will 10 5 0
Personalit y 8 4
Bonus –d20 |–d12 | –d8 | –d6 |–d4 |+d0 |+d4 | +d6 | +d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered tradem ark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
Bonus –d20 |–d12 | –d8 |–d6 |–d4 |+d0 |+d4 | +d6 |+d8 |+d12 | +d20 | +2d20 | etc. Penalty
ALTERNITY is a registered t rademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved.Permission granted to photocopy for personal use.
99
P L A Y E R ’ S
F A S T - P L A Y R U L E S
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No Limit s. Apri l 19 9 8 .
Which Fut ur eDo You Wa nt t o Pla y ?
Which Fut ur eDo You Wa nt t o Pla y ?
Science Fict ion Roleplay ing Ga meScien ce Fict ion Roleplay ing Gam e
ALTERNITY and the TSR logo are registered trademarks of TSR, Inc.©1998 TSR, Inc. All rights reserved. Made in the U.S.A.
TSR, Inc., is a subsidiary of Wizards of the Coast.
Will you lead a crack counterterrorist squad in
t he f ight against eart hbound evil? Wil l you
crawl fr om t he rubble of an al ien invasion t o
build a new hum an civi l izat ion? Wil l y ou lead
an expedit ion to the farthest reaches of the
galaxy? You can do all t his and m ore in t he
al ternate tomorrows of the ALTERNITY Game!
This is science fiction roleplaying at i ts best,
wi th a layered ru les syst em t hat let s you
m ake t he gam e as simple or complex as y ou
choose! Wit h an all-encom passing core
mechanic and a system that emphasizes
character ski l ls and abil i t ies over type or class,
t he ALTERNITY game offers you a vast array of
possibi l i t ies as you discover what the future
holds for y ou!
Wil l you lead a crack counterterrorist squad in
t he f ight against eart hbound evi l? Wil l you
crawl from t he rubble of an al ien invasion t o
build a new hum an civi l izat ion? Wil l you lead
an expedit ion to the farthest reaches of the
galaxy? You can do all t his and m ore in t he
al ternate tomorrows of the ALTERNITY® game!
This is science fiction roleplaying at i ts best,
wi th a layered ru les syst em t hat let s you
m ake t he gam e as simple or complex as y ou
choose! Wit h an all-encom passing core
mechanic and a system that emphasizes
character ski l ls and abil i t ies over type or class,
t he ALTERNITY game offers you a vast array of
possibi l i t ies as you discover what the future
holds for y ou!
®