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.

Ability scores are the same 6 as in Dungeons and Dragons, but Wisdom is called Will and Charisma is called Personality. Secondary abilities are "Action Check Score" (initiative) = (Dex+Int)/2 + profession bonus and "actions per round", based on Constitution and Will. Basic mechanics is roll-under and a mix between dice pool and straight linear check systems: d20 with another dice as an adjustment, determined by the sum of bonuses and penalties. Situational difficulty modifiers usually are within 3 steps, whether up or down. There are Action (initiative), Skill (vs. skill score) and Feat (generic, vs. ability score) checks. 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. Skills are split to Broad and Specialty, somewhat like weapon proficiencies in AD&D2.5. Broad skill 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: Core "professions" are:
 * 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.
 * Diplomats - negotiators, managers, merchants, artists, etc.
 * Free Agents - generic troubleshooters, explorers, Intrepid Reporters, field operatives, thieves, etc - people skilled in a little of everything as they don't know what exactly to expect the next time. They have +2 to Action Check rather than +1, just like warriors.
 * Tech Ops - specialists in use and/or maintainance of specific type of equipment and other intellect- and agility- based skills (this includes most medics).
 * Damage Typing: Generally, it's Low Impact, High Impact or Energy.
 * Multiple Life Bars: There are 3 pools of Durability: mortal/wound/stun, plus Fatigue. Most weapons do w/w/m (depending on attack success) damage, brawling does s/s/s, but martial arts allow s/s/w.
 * For sturdier creatures and vehicles there are categories of Toughness, corresponding to categories of Firepower for weapons, difference between which sets the base damage track appropriate for the attack. Unlike clumsy two variants in Rifts, uniform approach makes these smoothly scalable.


 * Technology Levels/Tech Tree: "Progress Level" is combined with "Tech Track" sideways options - a device's availability prerequisites may be PL or both.