Alternity: Difference between revisions

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* ''[[Star*Drive]]'', a [[Space Opera]] universe designed to show off almost all of ''Alternity'''s features.
* ''[[Dark MatterDark•Matter]]'', a modern-day setting of [[Conspiracy Theory|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.
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** 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 '''L'''ow '''I'''mpact (bludgeon), '''H'''igh '''I'''mpact (bullets) or '''En'''ergy (everything else).
* [[Design-It-Yourself Equipment]]: Spaceship customization rules for Star Drive, expanded in “Starships Perks & Flaws” article by Eckelberry & Collins in ''[[Dragon (magazine)|Dragon]]'' #255 and later full ''Warships'' system (available for free on AlternityRPG.Net)
* [[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 - [[Exactly What It Says on the Tin|then the character just bites it]]). Mortal and Fatigue also inflict penalties on actions. Simple enough.
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Since it's a Beta version, there's possibility that this or that mechanics may be skipped as pre-calculated values or omitted for simplification, but exist in a full system, rather than will be glued on the side later. There are things that will inevitably become important, like effects of creature size.
* Attributes: still 6 renamed D&D stats, but Will became even more vague "Focus". Meaning that perception-related rolls ''will'' still weirdly correlate with things.
* [[Action Initiative]]: Initiative is called Initiative now. Also, it's cyclic (AD&D1/[[Hackmaster]] style) initiative, which allows to use variable weapon speed, but without detritus that dragged it down in AD&D1. NotAdjustments muchare adjustmentsfew, however.
* [[Damage Typing]]: Reduced to 2 (Physical and Energy).
* [[Multiple Life Bars]]: to the point they don't work as [[Hit Points]] any more. The Durability bands stack isare short, but there are more, andbands in bandsthe stack, associated inflictwith worse and worse penalties, i.e. there's no [[Just a Flesh Wound]], but a wider range of grazing-damage severity from scratch to-fatal damagefatal. Fairly easy to map directly to critical hit charts in an expansion (their own or 3rd party).
* [[Bulletproof Vest]]: Armor still works as damage absorption, but now it's a flat value… so the coverage/differential armoring isn't reflected?
** Movement adjustments for armor are absolute values. Which is a dubious method, given creatures of varied sizes - while ''alone'' and ''for fixed items'' it does make sense ("you can't even move this thing"), if it's not the only adjustment (which also makes sense), weird results are quite possible. Just look at d20.