Alternity

A Table Top Role Playing Game published by TSR, Inc. (then newly a subsidiary of Wizards of the Coast) in 1998. Just as TSR's flagship RPG, Dungeons and Dragons, provided a way to play almost any kind of Fantasy campaign, Alternity was intended to do the same for Science Fiction, with rules and scenarios for Faster-Than-Light Travel, Psychic Powers, Alternate Universes, and other common sci-fi tropes. Unfortunately for sales, the game was hindered by a clunky ruleset.

The core product line gave general rules for various different kinds of sci-fi genres, but like D&D, Alternity offered players a variety of premade campaign settings. Four were published:


 * Star*Drive, a Space Opera universe designed to show off almost all of Alternity's features.
 * Dark Matter, a modern-day setting of Conspiracy Theories and Paranormal Investigation.
 * Gamma World, a remake of TSR's classic Post Apocalyptic RPG.
 * Starcraft Adventures, a licensed adaptation of Blizzard Entertainment's popular video game.

Alternity was discontinued around the same time as D&D's 2nd edition. Because Wizards still owns the intellectual rights to Alternity, some of its elements have cropped up in later products, including remakes of Star*Drive and Dark•Matter in D20 Modern and another new edition of Gamma World based on D&D 4th edition rules.

There are 3 kinds of check: Action (i.e. initiative) compared vs. other characters, Skill vs. skill score and Feat (i.e. generic action) vs. ability score. Results have degrees of success: Critical Failure (always 1/20 chance), Failure, Ordinary success, Good success, Amazing success - or for Action check Marginal/Ordinary/Good/Amazing.
 * Ability scores: the same 6 as in Dungeons and Dragons, but Wisdom is called Will and Charisma is called Personality.
 * Secondary abilities: "Action Check Score" (initiative) = (Dex+Int)/2 + profession bonus and "actions per round", based on Constitution and Will.
 * Roll: Basic mechanics is roll-under and a mix between linearly adjusted roll and Dice Stepping systems: base d20 with another dice added or substracted as an adjustment, determined by the sum of bonuses and penalties. Situational difficulty modifiers usually are within 3 steps, whether up or down.

Skills are split to Broad and Specialty, somewhat like weapon group proficiencies in AD&D2.x - a Broad skill cover many Specialty skills and is acquired either on its own via dabbling or profession-based general knowledge (it's still better than untrained) or via having specialty skills under it. E.g. broad skill "Modern Ranged Weapons" has specialty Pistol, Rifle or SMG - skill with one gives a good idea of the whole category, but not being equally good with the rest. Or broad skill of "Medical Science" has specialty skills Forensics, Medical Knowledge, Surgery and Treatment, so a surgeon who doesn't have Forensics still can may try an educated guess at it - with penalty, but better than non-medics. Skills normally don't synergize, but for some skills it's the main effect: ranks in Medical Knowledge give minor bonus to Treatment checks. Speaking of which, there's imperfection of the system: e.g. skill "Medical Science - Treatment" does the same as "Knowledge - First Aid", but more.

Armor reduces damage, but allows secondary damage. Some weapons (like stun or EMP) modify the general procedure.

The "official" fan site is AlternityRPG.Net - it also hosts free fast-play booklets and some of the supplements.


 * Badass Longcoat: One of the most widespread low grade (but fairly good - better than Battle Vest) body armor types is CF Longcoat.
 * Character Class: Base classes and subclasses are called "professions" and "careers". A career has skill package and signature equipment.
 * Combat Specs - all sort of warriors relying on training and physical abilities, whether brawlers or gunmen; combat vehicle pilots using reaction, endurance and tactical savvy also may fall under this. Gets bonus to Action.
 * Diplomats - those who work with people. Negotiators, managers, merchants, priests, artists, etc.
 * Free Agents - generic troubleshooters, explorers, Intrepid Reporters, spies and thieves, etc - people skilled in a little of everything as they don't know what exactly to expect the next time. Gets bonus to Action.
 * Tech Ops - specialists in use and/or maintainance of specific type of equipment and other intellect- and agility- based skills (this includes most medics, and most pilots).
 * (optional) Mindwalker - using Psychic Powers.
 * Damage Typing: Generally, it's Low Impact, High Impact or Energy.
 * Magic and Powers: Originally, Psychic Powers developed fully with separate class and "FX skills" of Arcane Magic, Faith and Superpowers (broad, with speciality skills for specific powers).
 * Multiple Life Bars: There are 3 pools of Durability: Stun - Wound - Mortal, plus Fatigue (not linked to the Durability bars). Most weapons do w/w/m damage depending on attack success, brawling does s/s/s, but martial arts allow s/s/w. More severe damage comes with bonus of 1 less severe. Running out of the pool knocks the character out and from this point continues to the next pool 2:1 (unless it's mortal - then the character just bites it). Mortal and Fatigue also inflict penalties on actions. Simple enough.
 * For sturdier creatures and vehicles there are categories of Toughness, corresponding to categories of Firepower for weapons, difference between which offsets the base damage track appropriate for the attack. Unlike clumsy two variants in Rifts, uniform approach makes these smoothly scalable from vermin stings to battleships.
 * Point Build System: Skills and Perks/Flaws running on variable Skill Points costs.
 * Rules Conversions: Dungeons & Dragons, of course. Also, Traveller (Dragon #270) and Battlezone (in #257).
 * Signature Device: Careers usually are assigned "signature equipment".
 * Technology Levels/Tech Tree: "Progress Level" is combined with "Tech Track" sideways options - a device's availability prerequisites may be PL or both.