Alternity - from TSR

thanks for all the replies

character creation was quite a task, i flipped back and forth so much i thought the pages would fall out of the book.

i definitely encountered the skill issues you guys mentioned
even with 12 int i had to scrap quite a few skills i planned on getting, and i couldn't afford more than a single rank in any skill (settled for buying only broadskill in a few places)

if i could afford multiple ranks, the skill system makes me more likely to buy rank2 in a skills that base of my lower stats(sub-par skilll scores), than skills that base of my higher stats (ie. skills i'm trying to excel at)

this lack of skillpoints also led the powergamer in to find ways to cheat the system (i think, couldve missed something). because i only use constitution for endurance skill, i can drop my con stat and raise my int, giving me a bonus to int related skills but no loss to my lone con skill (the bonus skillpoints buy a rank in endurance, countering the con loss). i wont use this trick for our first attempt at the system, but if we play again i'm not above exploiting it :p

one last thing about skills, could someone explain the difference between the Awareness skills? i think i understand the flavor difference, but whats the mechanical difference? got any examples of when each would be used while the other would not be?

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also, has anyone used the system for timetravel? the equipment section and the PLs makes me think about a timetravel or "Sliders" campaign, sometimes you've got better tech, sometimes they do. Of course its probably in there for making campaigns at different tech levels, and for exploring those outer planets
 

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Dark Matter is probably the best X-Files type game ever, and Star Drive is the best Sci-Fi setting outside of Star Frontiers (my opinion, of course). Alternity Gamma World is my favorite rule-set for that setting (and it is self-contained, so you don't need the other rule-books for it).

The system isn't explained as well as it could be in the main books, but it runs smooth once you get the hang of it. A few practice combats were all I needed before I understood the system.

And combat is a lot more deadly than d20 modern/Future. It is a lot better for gritty games where you want the players to be cautious about getting into fights.

With the Mindwalking source book, you could even run an Alternity Star Wars game (some assembly required on the aliens).

Noble Knight games has a lot for Alternity, and I think you can get tsome of the PDFs from Paizo.
 

A great system, still playing and writing resources for it. It's very easy to tweak the rules because it's so much more unified. It would benefit from a .5 edition just to organise the books a bit better, revisit some of the odd points in various skills and, I think, have another look at the round structure.
 

Trying to cheat the system has consequences, because skills that most characters need are distributed between the attributes and just about every attribute (except maybe Personality) ties into fundamental mechanics such as initiative. In the case of CON, you wouldn't want to stint on durability or Stamina either.

TSR published a web enhancement with variant rules that I'd very much recommend for skill points and some combat issues.

I'd agree that the skill system favours buying a range of low-rank skills at first, because going from untrained to broad skill, then broad skill to rank 1, is of much greater benefit than going from rank 1 to 2 or 3, but the rank benefit system starts to ramp up the usefulness of a skill again if you seriously specialise.

Awareness skills are a little odd, perhaps. Perception covers noticing tell-tale details that are difficult to sense and mostly maps to Spot and Listen. Intuition comes into play to notice mundane or out-of-place things that suggest something is wrong - I'd include the function of Sense Motive as well as some situations involving the physical senses. If the character makes active investigation then Investigate-search, Knowledge-deduce and specific skills come into play.
 

With regards to scrapping for skills, remember that many skills can be done untrained. And, if you have the time you need, you don't even need to roll. So, if you don't have survival but have matches, a tent, water and are in the forest, you should be fine without needing to roll for it. (I suppose that is imo but it I think it fits with the game.)

Further, remember that step one of character creation is the character concept. Write up your character with fluff and then do what you can with mechanics. Of course, if you write up that your character is good at ten different things, it will be tough to translate that. If you write up a character just graduated from college, or so, I think you can do it. Again, not all skills need a roll.

Percpetion is the ability to notice something concrete from concrete evidence. It can be seen or heard or felt. It is used to see someone hiding, notice someone pick a pocket or something similar.

Intuition is used to notice something concrete from hints but no direct evidence. It's used to notice an ambush, not because you see the guy hiding but because you realize birds are quiet and the rabbit ran off. Or maybe you saw some tracks a while ago but nothing since and felt like you were being followed and now you realize something is about to happen.

So, I suppose Spot and Sense Motive are good examples but where Spot fits very well, imo, Sense Motive doesn't cover all of the uses of Intuition.

I have used it for time travel and it worked well, imo.

I really hope this is something you and your group stick with and see how you like it. IMX, it takes six months of playing in a weekly group to really understand a new system, whatever that system is. You really need to take the system "through the hoops" as it were. There are some aspects of Alternity that seem tough but end up being easy with some experience. Further, the system as a whole really meshes well together, imo. The OGA resolution system has been so well done and fits nicely in so many things.

edg
 

i still dont get Awareness
can you give examples of situations one is used but the other cannot be?

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in case anyone has any pointers, or is curious, here's the character i've made so far

Background: (Note: i write this not knowing the exact setting, Fusion Age tech tho)
Yorick is a Free Agent (thief/spy) who lives by his wits and his knack for getting his hands on government and corporate property. His life has been series of ups and downs, as he tends to blow any big score.
Recently, after a failed heist on a space station, witnesses put out a description of the thief. With the authorities closing in, Yorick escaped by stowing away on a freighter. It's time to try his luck in another system.

Stats/Skills (all at rank 1):
STR 7
  • Athletics
DEX 13
  • Acrobatics
    • Defensive Martial Arts
  • Manipulation
    • Pickpocket
  • Modern Ranged Weapons
  • Stealth
    • Hide
    • Sneak
  • Vehicle Operations
CON 8
  • Stamina
    • Endurance
INT 12
  • Knowledge
    • Computer Operation
    • First Aid
  • Security
    • Security Devices
WIL 10
  • Awareness
    • Perception
PER 10
  • Deception
    • Bluff
  • Interaction
    • Charm

i couldnt find anything about artificial gravity on space ships/stations
if there isnt, i think i'll switch First Aid for ZeroG Training
 

In the Fusion Age (PL 6) spaceships and space stations most likely only have spin gravity. If you're going to spend a lot of time in such places zero-G training is definitely worth a look. Best ask your GM.
 

Felnar said:
i still dont get Awareness
can you give examples of situations one is used but the other cannot be?

For the most part, Awareness and the two specialty skills are "passive." The heroes don't call for checks (unless the heroes need a nudge of some sort after coming to a complete dead end).

Awareness is used to determine who gets the drop on whom to initiate a surprise phase before action checks are rolled. If there is ample evidence of danger present (say, the heroes walk into a brightly lit warehouse full of gun-toting thugs) then you use -perception. (indoors, +2, Several attackers, -1, Good lighting, -2 for a total -1 step bonus to the heroes' Awareness-perception check)

If, however, the warehouse is dark, quiet and appears empty, when the thugs attack from the shadowed catwalks above, I would call for -intuition checks just before the thugs spring their ambush. (indoors, +2, moderate lighting +2, several attackers -1 for a total+3 step penalty to the Awareness-intuition check.

The advice in the GMG pg 42 (along with modifiers for Awareness checks) and the "Skills" chapter, pg. 78 are both pretty good guides.

Rob
 

I love Alternity, it so easy to tinker with and get so many interesting results.

Not enough skill points, ask the GM for more (or a higher level). It isn't going to break any sort of balance as long as each hero starts with the same amount.

Think combat is too slow, use static numbers for armor, change initiative and/or fiddle with durability scores.

The GM wants to give rewards for good roleplaying- skill ranks, alien artifacts, perks, removal of flaws, increase in social status are the easy ones.

Species creation is a snap. Species write up is easy as well.

But most of all is rule #0- the heros should not have to roll for everything. Using the free netbook Warships (written by WoTC staff), one can even make combat much faster by eleminating most of the rolls.
 

Felnar said:
character creation was quite a task, i flipped back and forth so much i thought the pages would fall out of the book.

There are character generators out there. SQuAT and WALTER come to mind. Alterntyrpg.net should have links to both.

Felnar said:
i definitely encountered the skill issues you guys mentioned
even with 12 int i had to scrap quite a few skills i planned on getting, and i couldn't afford more than a single rank in any skill (settled for buying only broadskill in a few places)

Most Alt players I know use optional rules 2A and 2B, sometimes throwing in 2C. I would highly recommend your GM and group at least use 2A&B. They can be found here: http://alternityrpg.net/viewonline.php?rid=962

Also, many of the skills overlap, so as a player look for alternate skills that may also work in they situation. As a GM, I'd allow this and just give step penalties for how removed the skill is. For example using one computer skill in place of another.

Felnar said:
one last thing about skills, could someone explain the difference between the Awareness skills? i think i understand the flavor difference, but whats the mechanical difference? got any examples of when each would be used while the other would not be?

Perception is what your normal 5 senses along with reasoning tell you. Perception is used like the spot skill. Intuition is like a sixth sense or what unconsciously you pick up on. Use intuition to speculate on motives, react to hidden threats, etc.

Felnar said:
has anyone used the system for timetravel? the equipment section and the PLs makes me think about a timetravel or "Sliders" campaign, sometimes you've got better tech, sometimes they do. Of course its probably in there for making campaigns at different tech levels, and for exploring those outer planets

There is a supplement called Tangents that covers some of these ideas. I've always wanted to take it and all the other material and run a "Sliders" game.
 
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