''Alternity'' is a
science fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imagination, imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, Paral ...
role-playing game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
(RPG) published by
TSR in
1998
1998 was designated as the ''International Year of the Ocean''.
Events January
* January 6 – The ''Lunar Prospector'' spacecraft is launched into orbit around the Moon, and later finds evidence for frozen water, in soil in permanently s ...
. Following the acquisition of TSR by
Wizards of the Coast
Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidi ...
, the game was discontinued in 2000 as part of a broader rationalisation of TSR's business holdings, but it retains a small and devoted fanbase. Parts of ''Alternity'' as well as TSR's classic ''
Star Frontiers'' game have been incorporated into the ''
d20 Modern'' game, especially the ''
d20 Future
''d20 Future'' is an accessory for the '' d20 Modern'' role-playing game written by Christopher Perkins, Rodney Thompson, and JD Wiker. It facilitates the playing of campaigns in the far future, using elements such as cybernetics, mecha, mut ...
'' setting. The first campaign setting for the ''Alternity'' game, the ''Star*Drive'' setting, was introduced in 1998.
A new game called ''Alternity'' was crowdfunded on
Kickstarter
Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, K ...
in June 2018 by Sasquatch Game Studio
but it ultimately failed to get published.
System
Characters were created with a point-based system, and could be either humans, mutants, one of several alien species presented in the core books, or original aliens created by the GM. Classes were replaced by professions, which dictated what skills and abilities were cheaper for any given hero to get, though a few skills (in particular,
psionics
In American science fiction of the 1950s and 1960s, psionics was a proposed discipline that applied principles of engineering (especially electronics) to the study (and employment) of paranormal or psychic phenomena, such as telepathy and psychok ...
) were restricted to specific professions.
Skills are classified into broad and speciality skills. Earning a specialty skill requires an associated broad skill, which requires a character to have sufficient associated ability points. Special skill is further classified into ranks, which affects the skill's scores. Skill scores are presented with the full score, half that score, and one-quarter that score. which represent the numbers needed to achieve Ordinary, Good, or Amazing successes in an action round respectively.
Unlike many other systems, actions are determined by a control die and situation
dice. When Gamemaster calls for a roll, player rolls 1 control die and 1 situation die. The control die is always a 20-sided die, while situation die can be a 0, 4, 6, 8, 12, 20-sided die, where 0-sided die means the action only depends on control die roll. Situation die can be plus die or a minus die, in which the value in the situation die is added to or subtracted from control die value. The total of the rolled numbers is checked against character's action, skill, feat, to indicate a success or a failure. Rolling low is always better for successfully completing an action.
The type of situation die being used depends on the difficulty of the action. Difficulty is scaled in die types of -d20, -d12, -d8, -d6, -d4, +d0, +d4, +d6, +d8, +d12, +d20, +2d20, +3d20. A character's base situation die is +d4 for broad skill or feat check, +d0 for specialty skill or action check. A minus situation bonus means player uses a larger negative situation die set, while a plus situation penalty means a player uses a larger positive situation die set.
In an action round, a round is divided into 4 phases. Each phase relates to one of the degrees of success that are achievable on an action check: Amazing, Good, Ordinary, and Marginal, in order from the first phase to the last. A hero can attempt only 1 action per phase. Acting orders of characters are determined by a d20 die roll for all participants, which determines the earliest phase in which a character can act. All actions in a phase are considered to occur simultaneously, with the results of those actions being applied at the end of the phase. A character can act in as many phases as it has actions per round.
Depending on how far below the skill score the player rolled, there are 3 progressively better layers of success and 2 levels of failure. An action is determined using this same system, making the game very uniform. Only armor rolls and damage rolls did not use the d20.
Life points, called 'Durability', are categorized into Stun, Wound, and Mortal damage. Stun damage can immobilize a character, but are not life-threatening. They are restored at the end of a scene. Wound damage can immobilize a character and inflicts 1 stun damage point for every 2 wound damage points received. It can be recovered by resting. Mortal damage can kill a character, and inflicts 1 wound damage point for every 2 mortal damage points received. It can be restored by use of the ''Medical Science–surgery'' skill. Durabilities can also be repaired by healing.
It was designed to be a generic rule set around which a campaign world could be built. It was not very heavily marketed and suffered from mediocre sales. Increased focus on the
d20 system led to the discontinuation of the game in 2000.
Much of the content of the ''Alternity'' game has been absorbed into the ''
d20 Modern'' role-playing game. The ''Dark•Matter'' campaign is an entire ''d20 Modern'' expansion and ''Star*Drive'' is part of the ''d20 Future'' expansion. The ''Gamma World'' campaign is an ''d20 Modern'' expansion by Sword & Sorcery Studios (White Wolf).
Dice mechanics
''Alternity'' uses four, six, eight, twelve, and twenty-sided dice. It does not use the popular ten-sided die, perhaps to help distinguish it from the competing ''
World of Darkness'' and the ''
Trinity
The Christian doctrine of the Trinity (, from 'threefold') is the central dogma concerning the nature of God in most Christian churches, which defines one God existing in three coequal, coeternal, consubstantial divine persons: God the ...
'' role-playing game, published by
White Wolf Game Studio.
The probability curve created by the addition or subtraction of a d20 and another die is shaped like a plateau, with two straight lines on both ends of the flat region. This is intermediate between the totally flat probability curve rolled by rolling a 20-sided die and the bell-shaped curve produced by die pool systems.
Published products
Several books were published under the ''Alternity'' banner as core products, accessories, or under specific campaign settings.
Core products
These products presented the basic rules and information about the ''Alternity'' system.
* Introductory Box Set – A box set including all the basic information for players and gamemasters to learn the ''Alternity'' rules.
* Player's Handbook – Included all the rules for players and player characters. Required to play.
* Gamemaster Guide – Included all the rules for gamemasters and session preparation. Required to play.
* Fast Play – An abbreviated form of the rules to ease players into the game.
* Campaign Kit – The kit included a
gamemaster's screen and a booklet of record keeping forms.
Accessories
These products were not tied to any of the official campaign settings but could be used with them.
* Beyond Science: A Guide to FX – An exploration and reworking of the FX abilities (a sci-fi version of magic) in the corebook.
* Dataware – The guide to computers, hacking, and robotics.
* Mindwalking – The guide to psionics including revisions to the rules from the corebook.
* Starships – The guide to interstellar ships and travel.
* Tangents – This book explored the concept of parallel realities in the same vein as the 90s television show
Sliders.
Campaign settings
In addition to the general ''Alternity'' line of products, four campaign settings were published, each with their own books:
* ''
Star*Drive'' – A space opera setting.
* ''
Dark•Matter'' – A setting similar to
The X-Files
''The X-Files'' is an American science fiction on television, science fiction drama (film and television), drama television series created by Chris Carter (screenwriter), Chris Carter. The series revolves around Federal Bureau of Investigation ...
television show.
* ''
Gamma World
''Gamma World'' is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from Ward's earlier game, '' Metamorphosis Alpha''.
Setting
''Gamma World' ...
'' – An update to the classic post-apocalyptic
game setting.
* ''StarCraft Adventures'' – Based on the
popular computer strategy game by
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and video game publisher, publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded on February 8, 1991, under the name Silicon & Synapse, ...
. This setting used simplified "fast play" rules rather than the full ''Alternity'' rule set.
References
External links
The official ''Alternity'' fansite
{{RPG systems
Role-playing game systems
Role-playing games introduced in 1998