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byby RichardRichard BakerBaker andand BillBill SlavicsekSlavicsek

Includes an introductory adventure: Cauldron Station. ’S FAST-PLAY RULES through the actions of their charac- modern to far-future SO YOU WANT ters, the heroes. The Gamemaster can be created. TO BE THE describes each scene, directs the ac- ᭤ Adventure: A scenario in which tion, and plays the roles of the sup- the heroes interact to create a group GAMEMASTER? porting cast members—villains, al- story. As Gamemaster, you present lies, and extras who inhabit the an opening situation or scene This section of the fast-play rules campaign world. (called the “trigger”). The rest of the booklet provides an overview of the However, the Gamemaster isn’t adventure unfolds through the ac- Gamemaster’s role in an ALTERNITY® competing against the players. tions of the heroes (as dictated by game. It contains a short adventure When the Gamemaster and the their players) and the moderation of that you can use to introduce your players get together to tell a fun and the Gamemaster (through story players to the game and familiarize exciting group story, everybody events and the supporting cast). yourself with moderating a role- wins. That’s the power and appeal ᭤ Campaign: A continuing series playing session. of roleplaying. of adventures that takes place in a The Player’s Fast-Play Rules, single setting and focuses on the which you need to read first, pre- same group of heroes. A campaign sents the bare bones of the rule sys- can be finite, ending after as many tem. Read that section of the booklet KEY adventures as necessary to tell the if you haven’t done so, and then CONCEPTS complete story; or it can be an on- come back here. Let’s take a look at some of the key going tale, progressing like a televi- What does a Gamemaster do? Ba- concepts behind moderating the AL- sion or comic book series. sically, he presents adventures for TERNITY game. Some of these terms ᭤ Group Story: While a regular the players to run their heroes have also been defined in the Play- story, such as found in a movie or a through, and acts as the moderator er’s Fast-Play Rules, but they’re re- book, features a set beginning, mid- of the rules. In this section of the peated here for the sake of com- dle, and ending, a group story is fast-play rules booklet, you’ll find pleteness within this section. more dynamic. The Gamemaster an introduction to the ALTERNITY ᭤ Gamemaster: The participant has an outline that provides a series game that can get you off to a good in the game who acts as the moder- of encounters and events, and a few start for your first game session. ator, narrating adventures and con- possible ways the adventure could trolling characters who are involved end. The dynamic comes from the The Role of the in the story but aren’t under the di- group—the players and Gamemas- Gamemaster rect control of the players. ter—who determine the course of ᭤ : An imaginary character the story and its outcome through As the Gamemaster, you have a controlled by a player. the interaction of their imaginary number of jobs to handle during and ᭤ Supporting Cast: The other characters. In a group story, no between game sessions. Unlike characters who appear in every one—not even the Gamemaster— other types of games that have strict story: friends, enemies, and inciden- knows exactly how how it all will rules and deal with limited situa- tal characters whom the heroes in- end. tions, a roleplaying game such as teract with. Members of the support- ᭤ Game Session: One distinct the ALTERNITY game is as wide open ing cast are controlled by the period of game play; a time when as the players’ imaginations. For Gamemaster. you gather your friends to play the this reason, the presence of a game ᭤ Setting: The imaginary context ALTERNITY game. Some adventures moderator to act as referee, story de- and environment within which the can be completed in a single ses- signer, and narrator is essential. heroes interact with situations. sion; others might require several The players interact with each Using the ALTERNITY game rules, any sessions to reach a conclusion. other and the game environment 1 Supporting Cast Remember, you’re not competing PRESENTING against the players! If anything, the AN Each of the players controls one heroes should get a break now and hero at any given time. The then just because they’re heroes. So, ADVENTURE Gamemaster controls all other char- be impartial—don’t favor the sup- acters in the adventure. The most porting cast over the heroes. That A roleplaying game’s action takes important supporting cast member just decreases the all-important fun place in an adventure. Within its is the major antagonist. A good vil- factor for everyone involved. structure, the participants create the lain sets the mood of a story and group story. The Gamemaster’s role can even make the heroes more in the adventure centers around pre- memorable—no one recalls who Pacing senting and narrating the story, por- rounded up the spaceport thugs, but Another aspect of presenting an ad- traying supporting cast members, everyone remembers the heroes venture is the pacing of the story. and moving the story along at a sat- who took down Captain Blackstar, The story shouldn’t artifically push isfying pace. Whether you use pub- the scourge of the Frontier! the heroes to meet some schedule. lished adventures (such as Caul- Supporting cast members include Instead, watch how the scenes play dron Station, presented at the end of the major villain; his or her associ- out. When a scene starts to drag and this section) or you create your own ates and hired hands; the authority the fun factor begins to flag, that’s epics, the Gamemaster’s role re- figures who command or employ the when you step in to give the scene a mains the same. heroes; the informants, witnesses, boost. How? By using the resources and shop owners the heroes interact at your disposal—maybe have a Narration with; and the valued friends, hire- supporting character show up with

GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S lings, and allies ready to help the some tip that gives the heroes a The heroes can’t perform heroic ac- heroes at a moment’s notice. The nudge in the right direction. If your tions or daring deeds in a vacuum. Gamemaster needs to be ready to players don’t know what to do next They need to be involved in a story run these characters as they are and the story is in danger of stall- during which they act, react, and called upon, or to improvise as the ing, it’s up to you to give it new life. create a fulfilling tale. A story con- need arises. Don’t create an adventure outline sists of a beginning, a middle, and It’s important for the Gamemaster that’s so complete the heroes can’t an end, and each story should be to give each supporting cast mem- make any decisions without violat- filled with conflicts and goals—in ber—especially major opponents ing your plot. Start the adventure other words, obstacles for the he- and allies—much the same consid- with action, and have lots of other roes to overcome and objectives for eration players give their heroes action ideas ready to insert into the them to achieve. It’s up to the when they create them. flow as the game session progress- Gamemaster to have the basics of a Some supporting cast members es. Use combat, challenges, encoun- story ready when the game session should be fully developed, with a ters, conflict, tension, humor, and begins. complete set of skills and vital mystery to keep an adventure mov- Remember, though, that the story game statistics. Other characters, ing toward its dramatic conclusion. will be completed by the group— such as minor opponents, experts, The basic rule for pacing is that through the actions of the heroes and bystanders, need only the skill as long as the players are having and their interaction with your sup- scores and statistics that might fun, stay in the current scene. When porting cast. The heroes play an im- come into play during a scene. For the action bogs down, then the portant part in determining how a example, give a common thug a Gamemaster must help the pacing story takes shape, and you should combat skill or two, durability rat- by getting things moving again. make sure their decisions play a ings, and a weapon; give an expert part in the process. just the skill scores needed to use You must develop a basic plot (or his expertise on the heroes’ behalf. Moderating use a plot from a published prod- The best part about controlling the Rules uct), provide motivations and objec- the supporting cast is that you get to tives for the heroes, and have an ex- The Player’s Fast-Play Rules section create all kinds of personalities dur- of this booklet gives you the basic citing idea for the ending. A plot ing the course of play. Ham it up, facts about how the ALTERNITY game requires enough background mater- play it straight, or go for the dramat- ial so that the story feels like it fits works. That’s all you need to intro- ic—depending on the mood of the duce your players to the game sys- the campaign setting. Other ele- adventure and the personality of the ments that make a good basic plot tem and run the adventure in this character in question. section. In play, it’s up to the Game- include a major antagonist (the vil- If you want, use a unique voice lain), the antagonist’s nefarious master to moderate the game so for each character by doing accents that everyone has fun, plays fair, scheme, and motivations to make (a French Combat Spec, a Russian the heroes want to get involved. and is challenged. Of all these, the Diplomat), employing different emphasis is always on fun. If a rule These elements come together in styles of speech (a formal-sounding the adventure’s opening scene— gets in the way of everyone’s enjoy- Free Agent, a Tech Op who uses lots ment, change it. But change it con- called the trigger. of slang expressions), or giving The Cauldron Station adventure sistently and after consideration. characters signature phrases (such Don’t just change a rule for the sake provides an example of how these as an informant who always spouts, elements work together. of change. “Whatever you say, Boss, whatever Final decisions are always left to 2 you say”). the Gamemaster. Can the heroes perform a particular action? Can they even try it? That’s up to you. Examples of Situation Modifiers Make your decision based on the Weapon Range Short Medium Long Pistol –1 step +1 step +3 steps

need to keep the story moving, your GAMEMASTER’S FAST-PLAYRULES interpretation of the rules, and Rifle –1 step None +1 step whether or not the action fits the Target has Cover story and increases everyone’s en- Light cover +1 step penalty joyment of the game. Be fair and im- Medium cover +2 step penalty partial in your treatment of heroes Heavy cover +3 step penalty and supporting characters. Chal- lenge the players and their heroes. Situation The players want to see their heroes Amazing difficulty +3 steps Amazing ease –3 steps tested, to experience the thrill of Good difficulty +2 steps Good ease –2 steps competing against the odds and Ordinary difficulty +1 step Ordinary ease –1 step coming out on top. Heroes do this Marginal difficulty None Marginal ease None sort of thing all the time! Just make sure the players have decisions to Station adventure in this booklet appropriate combat skill; to over- make and options to choose from as takes place in a traditional space come a challenge, using a physical the adventure unfolds. opera setting. or mental skill; or to determine the If someone disagrees with a deci- outcome of an encounter, using a sion, call a time out and discuss it Personality skill in conjunction with with the group. You still get to make USING good roleplaying. the final call, but you can reduce the possibility of hard feelings if you THE GAME The Most moderate the game fairly. The goal ECHANIC is to tell a good group story and to M Important Rule have fun, not to abuse the heroes. The ALTERNITY game is built around a Not every action requires a dice roll. Sometimes the dice are just going core mechanic that has nearly uni- Repeat this sentence and apply it to fall the wrong way. That’s okay. versal application. All heroic ac- often. When the heroes attempt nor- But you might want to give the play- tions in the game can be resolved mal, everyday tasks, they should ac- ers a break now and then. After all, by rolling just two dice: a control die complish them without consulting it’s no fun for a player to lose a hero and a situation die. A control die is the dice. In heroic situations, when in a stupid and random way. Be le- always a d20; a situation die can be the outcome is in doubt and the re- nient when determining the difficul- a d4, d6, d8, d12, or d20. Depending sult could mean life or death, then ty of a particular action, or change on how hard or easy a particular have the players roll dice. the result before revealing the out- task is, theresult of the situation die come to the players. This sort of ma- is added to or subtracted from the nipulation is the Gamemaster’s pre- result of the control die, as detailed Situation rogative, but use it sparingly—and in the Player’s Fast-Play Rules. Die Steps always in the interest of keeping the You can use the dice in varying story moving and the fun factor ways, though the mechanic is al- The best tool you have as the Game- high. ways the same: Roll two dice to master is your ability to set the odds achieve a number that’s equal to or of any given task. You can do this by less than a character’s appropriate adding bonuses or penalties for THE SETTING score. If the task is associated with given situations and counting in the a skill, then the skill score is used. If appropriate direction on the Situa- The Gamemaster determines the it’s a feat, then the associated Abili- tion Die Steps Scale (presented in setting for his campaign. Depending ty Score is used. In all uses of dice the Player’s Fast-Play Rules). Or, if on the features of a particular set- during a game session—except you’re more inclined toward quick ting (such as technology, genre, and when rolling for damage—low re- resolutions, simply eyeball it; select scope), certain portions of the sults are better than high ones. the modifier that matches how diffi- rules—high-tech gear, psionics, and Use the mechanic to determine cult or easy you want the task to be. aliens, for instance—may or may the success of an attack, using an not be used. For example, a setting usually has faster- than-light spaceships, energy Eyeballing It weapons, and tons of nonstop ac- tion. A near-future technothriller set- Situation Description Modifier Situation Die ting, however, has a gritty, hard- Extremely easy –3 steps –d8 edged feel, more familiar Very easy –2 steps –d6 technology, and only deals with the Easy –1 step –d4 problems of a single world. Average None +d0 In the Gamemaster Guide, the Tough +1 step +d4 process of creating settings is dis- Hard +2 steps +d6 cussed in more detail. The Cauldron Challenging +3 steps +d8 3 Putting It Into play, Kreet acts first in the Good long coat when Kreet hits Jade for 8 phase, followed by Jade, then Ever- wounds. That amount of damage Practice star. The results of each character’s causes 4 points of secondary stun What do you actually do with this action are applied after everyone damage, which Michele records on information? That depends. Here has acted, taking effect in the Ordi- Jade’s character template immedi- are examples of both methods in ac- nary phase. If the characters have ately because armor doesn’t stop tion. Use either method or a combi- actions remaining, they go in the secondary damage. Now Michele nation of the two, as you see fit. same order in the Ordinary phase. rolls to see how well Jade’s armor ᭤ The Step-by-step Method: Mi- protected her hero from the wound chele’s hero, Jade, wants to take a damage. The CF coat blocks d4+1 shot at the villainous bounty hunter. Damage points of high impact (HI) damage. Jade has the pistol skill, so she has In the fast-play rule system, dam- Michele rolls d4 and gets a result of a base situation die of +d0. The age comes in three types: stun, 3, for a total of 4 (3 + 1), so the num- bounty hunter is 25 meters away wound, and mortal. If a character is ber of wounds is reduced by 4. Mi- from Jade, which is medium range hit by an attack or some other dam- chele marks off 4 wound boxes on (+1 step penalty) for her weapon, age-causing condition, the degree of Jade’s character template (8 – 4 = 4). and has light cover (+1 step penal- success achieved by that attack de- ty). In addition, because Jade is termines the type and amount of standing atop a moving aircar, you damage suffered by a character. Recovery declare that the situation has a Each of the character templates After a character suffers damage, he Good level of difficulty (+2 steps). By at the end of the Player’s Fast-Play or she can get back to full health in counting out the steps on the Situa- Rules lists some examples of a number of different ways:

GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S tion Die Steps Scale, the Gamemas- weapons and armor, and includes ᭤ Wound damage, but not mortal ter determines that Jade has a final their important statistics. damage, can heal naturally at a situation die of +d12. Michele rolls ᭜ Example: Kreet fires his 11mm rate of 2 wound points per week of d20+d12, hoping to achieve a total charge pistol at Jade. He achieves a rest and recuperation. that’s equal to or less than Jade’s Good success against Jade. The ᭤ The Knowledge–first aid spe- pistol score. If she succeeds, then damage range for a Good success cialty skill can heal stun damage on Jade hits her target, scoring either with that weapon is d6+2w. Since conscious patients, negating 2, 3, or an Ordinary, Good, or Amazing suc- Kreet is a member of the supporting 4 points of stun damage depending cess, as detailed in the Player’s cast, you (as the Gamemaster) roll to on the degree of success achieved Fast-Play Rules. see how much damage Kreet in- on the skill check (Ordinary, Good, ᭤ Eyeballing It: Dave’s hero, Jack flicts. The most he can do is 8 points or Amazing). Everstar, needs to slip past the cus- of wound damage on a roll of 6. First aid can also be used to re- toms official. Since Everstar doesn’t vive a character who was knocked have the sneak specialty skill, his Secondary Damage out due to stun damage, restoring 1, base situation die is +d4. You decide Serious, lasting injuries—mortal 2, or 3 stun points depending on the that the official is particularly vigi- damage and wound damage— degree of success. lant today. This makes the situation cause secondary damage to the This skill can be used to heal Hard, causing Everstar to take a +2 character who is injured. For every 2 wound damage; any success re- step penalty. Dave rolls d20+d8, hop- points of wound damage inflicted stores 1 wound point. ing for a result equal to or less than on a character, that character also ᭤ The Medical Science–treatment Everstar’s Stealth skill score. suffers 1 point of stun damage. For specialty skill can be used to heal every 2 points of mortal damage a stun damage on conscious patients, character receives, that character as per first aid above. Action Rounds also suffers 1 point of wound dam- Medical Science–treatment can How action rounds work is de- age and 1 point of stun damage. also be used to revive a character scribed in the Player’s Fast-Play ᭜ Example: Jade returns fire with who was knocked out due to stun Rules. Although actions in a phase her 11mm charge rifle and gets an damage, restoring 2, 3, or 4 stun are considered to occur simultane- Amazing success against Kreet. The points depending on the degree of ously, you don’t want everyone damage range for an Amazing suc- success. rolling dice at the same time. In- cess with her weapon is d6+1m. This skill can be used to heal stead, all characters who are enti- Jade’s player, Michele, rolls d6 and wound damage; any success re- tled to an action in the same phase gets a result of 4. Kreet suffers 5 stores 2 wound points. should act in the order of their ac- points of mortal damage (4 + 1 = 5) ᭤ The Medical Science–surgery tion check scores—highest score plus secondary damage of 2 wounds specialty skill can be used to heal first. The results of their actions and 2 stuns. wound damage and mortal damage; (such as damage) are applied at the a success restores 1 point of mortal end of the phase, thus simulating si- Armor and 2 points of wound damage. This multaneous activity. Characters can wear armor to pro- skill can be used on a specific pa- ᭜ Example: Jade, Everstar, and tect them from the dangers of battle. tient once every hour. If a Critical the bounty hunter Kreet each Armor can reduce the primary dam- Failure occurs, the patient suffers 1 achieve a Good action check result. age a hero suffers—but armor has additional point of mortal damage. Their action check scores are 13, 10, no effect on secondary damage. ᭤ Any remaining stun damage 4 and 15, respectively. For ease of ᭜ Example: Jade is wearing a CF disappears at the end of a scene. CAULDRON STATION

An Introductory ALTERNITY Adventure GAMEMASTER’S FAST-PLAYRULES

This adventure uses the fast-play star lanes. Even the mines are pro- lava flow deep beneath the planet rules to introduce and tected so that the workers can labor surface. This shaft provided access players to the ALTERNITY game. Only safely; the mine shafts are drilled to the outpost for a pair of deadly the Gamemaster should read this beneath the protection of great pres- native creatures that the miners adventure before play begins. If sure domes. have dubbed “moltenoids.” The mol- players read the adventure before The heroes come to Cauldron in tenoids invaded the mining dome their heroes get to participate in it, their trader-class starship, the Nebu- four days ago. Twelve miners were they’ll ruin the fun of being sur- la Bounty, for business purposes. killed before the survivors managed prised and will spoil the group sto- They have a shipment of 3D comput- to contain the creatures within the rytelling experience for everyone. er programs to sell to the outpost, in- mining dome by sealing the airlock As the Gamemaster, it’s your job cluding entertainment programs, doors leading to the dome. to read through this adventure and news and technical journals, and The creatures killed not out of become familiar with the basic plot the latest Grid interactives to cheer maliciousness, to acquire food, or to and mood of the story. When you’re up the recreation-starved miners. In protect themselves, but just as a ready, let the players create heroes addition, they plan to fill their cargo byproduct of their alien physiology using the Player’s Fast-Play Rules. holds with processed ore. The con- (see “The Supporting Cast” on page Encourage the players to assemble struction projects going on in other 7 of this section of the booklet). The a balanced group of heroes, with at nearby star systems are in desper- miners theorized that, since these least one representative from each ate need of quality ore—and they’re creatures prefer to live in extremely of the professions. The heroes will willing to pay extremely well for it. hot conditions, lowering the temper- need brains, brawn, and negotiating Unfortunately, a few events com- ature inside the mining dome would skills to survive the challenges of bine to make this particular trading drive the beasts back into the shaft, Cauldron Station. mission a lot more hazardous than which could then be sealed. usual. Instead of returning to the shaft, ᭤ First, the region of Cauldron however, the beasts created a differ- Background housing the outpost is experiencing ent exit. The moltenoids melted a This adventure takes place in a far- a powerful magnetic storm. Commu- path through an emergency closet future, space-opera setting. The he- nications into and out of the base and into the conduit vents within the roes have access to a number of have been disrupted by the magnet- station’s insulated walls. From these high-tech tools that don’t exist in the ic activity, so the heroes must make conduits, the creatures gained al- current day and age. In addition, the their approach without any help most total access to the outpost. tone is heroic, larger than life, and from the outpost traffic beacons. More deaths and many injuries fits in neatly with your favorite sci- ᭤ Second, the storm plays havoc followed. The station administrator ence fiction film epic. with the ship’s sensors, so the vessel and the security officer eventually Cauldron Station is a mining out- passes through a spume of molten decided to seal off this wing of the post on the isolated planet known as molybdenum expelled by one of the outpost from the rest of the station. Cauldron. The name fits the world planet’s many active volcanoes. That was two days ago. About a day very well. Cauldron is literally a This superheated liquid metal clogs later, one of the creatures reached hellish place, as it orbits exceeding- the ship’s tachyon intakes. While the power reactor and shorted out ly close to its star and has a high this doesn’t hinder the ship’s normal most of the station. Now, with total volume of volcanic activity. Even in performance, it does make it impos- life support collapse set to occur in the relative coolness of a giant sible for the vessel to starfall—to six hours, the station is on the verge canyon, Cauldron Station endures travel at faster-than-light speed. of death—as are all the miners and temperatures of 500° C during the ᭤ Third, the outpost has its own station personnel trapped within. heat of the day. Through the won- problem. Two creatures native to ders of far-future technology, the Cauldron’s environs have invaded mining outpost protects its workers the outpost, knocking out power and Adventure from the deadly environment, allow- killing a significant number of min- Outline ing them to reap the profits their ers. Because of the disruption in Cauldron Station presents three ob- processed ores bring on the open communications, the heroes don’t stacles that the heroes must over- market. know about this problem ahead of come: the damage to their ship, the The station is a self-sustaining, time. They’ll discover it as they ex- station’s power outage, and the in- totally enclosed system that holds a plore the station. vading creatures. The action is bro- comfortable environment within its ken down into an opening trigger insulated walls and pressure Recent Events and three scenes that follow, as well domes. It keeps the heat and toxic as additional events based on the atmosphere out, using the same What’s been happening within map (see page 8 of this section of the technology that allows this future Cauldron Station? The miners ex- booklet) that can be used or ignored civilization to explore and travel the tended a shaft that opened into a as you see fit. 5 ᭤ Trigger: The adventure begins hands-on labor—while possibly must make a successful Stamina– after the heroes land on Cauldron keeping one or more of the creatures endurance skill check to fend off and enter the airlock that leads into at bay. damage. If a character fails the the station. Three guards, led by sta- check or a Critical Failure occurs, he tion security officer Birrden, set an The Supporting suffers 1 or 2 points of stun damage, ambush for the heroes. They see the respectively. Wearing an e-suit (see heroes as unknown invaders, per- Cast below) eliminates the need for such haps pirates or smugglers seeking The facing page contains essential checks. to profit during the station’s current information about the four types of Airlocks must be opened manual- crisis. The opening scene of the ad- supporting cast members that play ly, but no airlock can be opened if venture definitely has the potential a part in this adventure: two unique another airlock connected to the to become a combat scene, although characters, Birrden and Crowell; the same area is already open. The air- the heroes can negotiate with Bir- group of surviving miners, all con- locks to areas 7, 8, and 9 have been rden if they are so inclined (turning sidered identical for the sake of sim- sealed. These seals can be removed it into an encounter scene). plicity; and the two moltenoids that with the proper tools and an hour of ᭤ Encounter Scene: Station Ad- have entered the station, both de- work. (Area 8 is the only one of these ministrator Crowell has gathered scribed with a single set of statis- places that the characters should the other survivors in the ore storage tics. These characters are controlled want to gain access to, and there’s bay. With the temperature rising and portrayed by the Gamemaster. another easier way to get in; see the and the air getting less breathable Feel free to expand upon their moti- description below.) with every passing hour, Crowell vations and behavior as dictated by Conduits containing wiring, and his lot are getting closer and the way the adventure unfolds. vents, and other machinery run be- GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S closer to panic. They have no surviv- The numbers in brackets follow- neath the floors of the station and ing technicians, no one with any ing some of a character’s Ability inside the insulated walls. The hope of repairing the life support Scores represent resistance modi- moltenoids use these conduits to system. They do have something the fiers (which were explained in the travel throughout the wing shown moltenoids want, however, which Player’s Fast-Play Rules). In the list on the map. Note that no conduits the heroes can use in various ways of skills each character possesses, run beneath the mining dome (area if they are so inclined. The problem the number in brackets following a 9) or the storage bay (area 8). Only is, Crowell and his band refuse to skill name is the character’s skill the insulated wall provides secret open the storage bay airlock. The score—the dice result needed to get access to these areas. Characters heroes will have to enter by force an Ordinary success. If a character can enter the conduits, but they or—the preferred method—negoti- has a specialty skill, that skill name can’t travel through them as easily ate until Crowell is talked back to and the skill score associated with it as the moltenoids can. his senses. are printed in italic type immediate- Most computer stations in the fa- ᭤ Combat Scene: Two moltenoids ly after the broad skill to which the cility are inoperative due to the are loose in the facility. No matter specialty skill is related. power outage. Only computers in how friendly the heroes might want the operations center (area 4) and to be, the only viable way to deal the engineering center (area 6) can with these creatures is either to de- The Station be used, thanks to emergency power stroy them or otherwise render them Important locations within this wing supplies in these rooms. Birrden, helpless so they can be removed of Cauldron Station are depicted in Crowell, or an operating computer from the station without further the map on page 8. Refer to that map can tell the heroes about the state of harm befalling the miners. One of as you read the following informa- the facility and the impending time the creatures must be forcibly re- tion, so you can familiarize yourself limit. moved from the lair it has estab- with the environment. Don’t show ᭤ Area 1: This access tunnel lished in the engineering center be- the map to your players, unless they leads from the landing pads, where fore power can be restored to the succeed in obtaining it by using one the heroes have docked their star- station. The other creature roams of the station’s computers (see the ship. A transport carries them from through the wing, inflicting damage text in the next column concerning the pads to the airlock, which must simply due to the heat of its pas- area 4). be opened manually. sage. The heroes might decide to Cauldron Station is in bad shape. ᭤ Area 2: These four airlock hunt the beast or set traps for it (pos- Since the power cut out, the temper- chambers protect the wing from pos- sibly using the material provided by ature has risen to 39°C (102°F) and sible environment breaches. Crowell from the ore bay). the air has grown stale. In six hours, ᭤ Area 3: This transport tunnel al- ᭤ Challenge Scene: It is critically the interior will heat to deadly tem- lows the vehicles to service the stor- important to get the life support sys- peratures and the atmosphere will age bay, the mining dome, and the tem back on line. To do this, the he- turn toxic. If the power is restored landing pads. roes must remove the resident mol- before the six hours expire, the sta- ᭤ Area 4: Base operations serves tenoid from the engineering center, tion can be saved. Until then, emer- as the command center of the sta- repair the damaged power genera- gency lights barely illuminate the tion. Using the Computer Science tor, and enter the conduits beneath facility and the heat grows steadily skill, heroes can learn the current the station to reinitialize the life worse. condition of the station (Ordinary support system. This requires a com- Because of the poor environmen- success), call up the schematics for 6 bination of technical skills and tal conditions, every hour characters repairing the power generator and

7

miners under his command. his under miners with the claws also needs to check for heat damage. heat for check to needs also claws the with

heroes—if he’s shown that his actions will save the save will actions his that shown he’s heroes—if when trying to reach a food source. Someone attacked Someone source. food a reach to trying when

er beneath. Once that’s done, he’ll go along with the with along go he’ll done, that’s Once beneath. er A moltenoid only uses its claws to protect itself, or itself, protect to claws its uses only moltenoid A

gument to get through his fear to reach the good lead- good the reach to fear his through get to gument Ordinary, d4+1w; Good, d6s; Amazing, no damage. no Amazing, d6s; Good, d4+1w; Ordinary,

thinking clearly. It takes a strong will and a solid ar- solid a and will strong a takes It clearly. thinking she sustains. Critical Failure, d6+2w; Failure, d4+2w; Failure, d6+2w; Failure, Critical sustains. she

and its inhabitants. He’s a panicky man who isn’t who man panicky a He’s inhabitants. its and check to see how much damage he or he damage much how see to check endurance na–

Now his greed could result in the death of the station the of death the in result could greed his Now range of a moltenoid, the character must make a Stami- a make must character the moltenoid, a of range

Crowell is a good administrator who got greedy. got who administrator good a is Crowell from the creature. Whenever a character is within is character a Whenever creature. the from

cation device). cation energy damage from the intense heat that emanates that heat intense the from damage energy

10/20/80 meters), CF long coat, comm gear (communi- gear comm coat, long CF meters), 10/20/80 Anyone within 2 meters of a moltenoid could suffer could moltenoid a of meters 2 within Anyone

locks to areas 7, 8, and 9), 11mm charge pistol (range pistol charge 11mm 9), and 8, 7, areas to locks hungry enough to blindly attack, but they will be soon. be will they but attack, blindly to enough hungry

Gear: Security card (opens all doors except the air- the except doors all (opens card Security Gear: but the moltenoids need the stuff to survive. They aren’t They survive. to stuff the need moltenoids the but

edrhp[13]. Leadership [15]; bargain [13]– Interaction [13]; tion gold. Crowell sees profit when he looks at the material, the at looks he when profit sees Crowell gold.

percep- [11]– Awareness [13]; bureaucracy [11]– tration ing: cartons holding a liquid metal that he calls fire calls he that metal liquid a holding cartons ing:

na [6]; Knowledge [10]; System Operation [10]; Adminis- [10]; Operation System [10]; Knowledge [6]; na ore storage bay to get what Crowell is jealously guard- jealously is Crowell what get to bay storage ore

Vehicle Operation [10]; Stami- [10]; Operation Vehicle [11]; pistol [10]– Weapons tects it from intruders. The other one wants to reach the reach to wants one other The intruders. from it tects

Athletics [8]; Unarmed Attack [8]; Modern Ranged Modern [8]; Attack Unarmed [8]; Athletics humans. One occupies the engineering center and pro- and center engineering the occupies One humans.

Skills caused is due to their physiology—which is deadly to deadly is physiology—which their to due is caused

CF long coat d4 (LI), d4 (HI), d6–2 (En) d6–2 (HI), d4 (LI), d4 coat long CF station accidentally, and most of the damage they’ve damage the of most and accidentally, station

Defenses human’s walking pace. Two of them have entered the entered have them of Two pace. walking human’s

itl1// 42/62/41 HI d4+2w/d6+2w/d4+1m 11/5/2 Pistol only able to move at a speed slightly faster than a than faster slightly speed a at move to able only

nre // 4/41/42 LI d4s/d4+1s/d4+2s 8/4/2 Unarmed little less than a meter in diameter. The creatures are creatures The diameter. in meter a than less little

Attacks metallic hides. Their bodies are roughly cylindrical, a cylindrical, roughly are bodies Their hides. metallic

Actions per round: 2 round: per Actions Moltenoids are four-legged creatures with smooth, with creatures four-legged are Moltenoids

Durability (s/w/m): 6/6/3 Action check: 11+/10/5/2 check: Action 6/6/3 (s/w/m): Durability perception [9]. perception [6]– Awareness [16]; Stamina

O E 13 PER 6 CON na [12]; sneak [11]– Stealth [13]; dodge [11]– Acrobatics

E 0[]WL1 [+1] 11 WIL [0] 10 DEX Skills

T 0 N 0[0] 10 INT [0] 8 STR ifier vs. next attack by +1/+2/+3. by attack next vs. ifier

Profession: Diplomat Profession: creases DEX or STR resistance mod- resistance STR or DEX creases

Dodge Successful skill check (13 or less) in- less) or (13 check skill Successful Dodge Administrator Crowell Administrator

Metallic hide d6 (LI), d6–1 (HI), d4–2 (En) d4–2 (HI), d6–1 (LI), d6 hide Metallic

Defenses sure they use their skills to save Cauldron Station. Cauldron save to skills their use they sure

lw 784d+wd+wdmLI d4+2w/d6+2w/d4m 17/8/4 Claws tion has—and she will do everything she can to make to can she everything do will she has—and tion

Heat see text see Heat she will embrace the heroes as the best hope the sta- the hope best the as heroes the embrace will she

Attacks inhabitants. After getting over her initial confusion, initial her over getting After inhabitants.

Actions per round: 2 round: per Actions in her. Still, she will work to protect the station and its and station the protect to work will she Still, her. in

Durability (s/w/m): 16/16/8 Action check: 13+/12/6/3 check: Action 16/16/8 (s/w/m): Durability think that she has failed those who placed their trust their placed who those failed has she that think

O 6PR4 PER 16 CON The current crisis, while it’s not her fault, makes her makes fault, her not it’s while crisis, current The

E 1[1 I [–1] 6 WIL [+1] 11 DEX Birrden takes her role as security chief seriously. chief security as role her takes Birrden

T 5[3 N [–1] 6 INT [+3] 15 STR vest, comm gear (communication device). (communication gear comm vest,

8, and 9), stutter pistol (range 6/12/30 meters), battle meters), 6/12/30 (range pistol stutter 9), and 8, Moltenoids

closet in area 6 and the airlocks leading into areas 7, areas into leading airlocks the and 6 area in closet

many blame her for the current situation. current the for her blame many the except doors all (opens card Security Gear:

them are loyal to Crowell. Some still trust Birrden, but Birrden, trust still Some Crowell. to loyal are them [6]. Interaction [10]; perception [8]– Awareness [9]; aid

al they’re fearful and certain that death is near. All of All near. is death that certain and fearful they’re al first [8]– Knowledge [10]; Stamina [9]; Operation Vehicle

Every miner has an individual outlook, but in gener- in but outlook, individual an has miner Every [11]; pistol [9]– Weapons Ranged Modern [10]; dodge [9]–

as a club), comm gear (communication device). (communication gear comm club), a as Acrobatics [15]; brawl Attack– Unarmed [13]; Athletics

Equipment: Mining gear, universal tool (can be used be (can tool universal gear, Mining Equipment: Skills

Operation [9]; Awareness [7]; Interaction [7]. Interaction [7]; Awareness [9]; Operation +1/+2/+3. by attack next vs. fier

Knowledge [9]; System [9]; Knowledge [9]; endurance [8]– Stamina [8]; modi- resistance STR or DEX creases

Vehicle Operation Vehicle [10]; brawl [9]– Attack Unarmed [11]; in- less) or (10 check skill Successful Dodge

bludgeon [9]– Weapons Melee [10]; climb [9]– Athletics (En) d4–2 (HI), d6–2 (LI), d6–3 vest Battle

Skills Defenses

ol1// 41/4/41 LI d4+1s/d4w/d4+1w 11/5/2 Tool LI d6+2s/d8+2s/d8+4s 11/5/2 Pistol

rw 052dsd+sd+sLI d4s/d4+1s/d4+2s 10/5/2 Brawl LI d4+2s/d4+3s/d4+4s 15/7/3 Brawl

Attacks Attacks

Actions per round: 2 round: per Actions 2 round: per Actions

Durability (s/w/m): 8/8/4 Action check: 9+/8/4/2 check: Action 8/8/4 (s/w/m): Durability 9+/8/4/2 check: Action 10/10/5 (s/w/m): Durability

O E 7 PER 8 CON 6 PER 10 CON

E 0 I [0] 7 WIL [0] 8 DEX [0] 8 WIL [0] 9 DEX

T 0 N [0] 9 INT [0] 9 STR [0] 8 INT [+2] 13 STR

GAMEMASTER’S FAST-PLAY RULES

Nonprofessional laborers Nonprofessional Spec Combat Profession:

Miners Birrden Chief Security The Supporting Cast Supporting The @@@@@@@AAAAAAABBBBBBBCCCCCCCPPPPPPPQQQQQQQRRRRRRRSSSSSSSÀÀÀÀÀÀÀÁÁÁÁÁÁÁÂÂÂÂÂÂÂÃÃÃÃÃÃÃ

@@@@@@@AAAAAAABBBBBBBCCCCCCCPPPPPPPQQQQQQQRRRRRRRSSSSSSSÀÀÀÀÀÀÀÁÁÁÁÁÁÁÂÂÂÂÂÂÂÃÃÃÃÃÃÃ

@APQÀÁ@@@@@@@AAAAAAABBBBBBBCCCCCCCPPPPPPPQQQQQQQRRRRRRRSSSSSSSÀÀÀÀÀÀÀÁÁÁÁÁÁÁÂÂÂÂÂÂÂÃÃÃÃÃÃÃACQSÁÃ GAMEMASTER’S FAST-PLAY RULES FAST-PLAY GAMEMASTER’S

@ABCPQRSÀÁÂÃ@@@@@@@AAAAAAABBBBBBBCCCCCCCPPPPPPPQQQQQQQRRRRRRRSSSSSSSÀÀÀÀÀÀÀÁÁÁÁÁÁÁÂÂÂÂÂÂÂÃÃÃÃÃÃÃ

reinitializingBCRSÂÃ@@@@@@@AAAAAAABBBBBBBCCCCCCCPPPPPPPQQQQQQQRRRRRRRSSSSSSSÀÀÀÀÀÀÀÁÁÁÁÁÁÁÂÂÂÂÂÂÂÃÃÃÃÃÃÃ the life support systemAAAAAQQQQQÁÁÁÁÁarea, sealing@@@@PPPPÀÀÀÀ the airlock and fend- the adverse effects of the harsh en- (Good success), or access details ing off frequent attacks by the mol- vironment inside the station, provid- about the mining operation, invento- tenoids. Cartons of what Crowell ing an air supply and insulation ry, and a map of the station (Amaz- calls “fire gold,” mined from the from the heat. Characters wearing ing success). same shaft the creatures emerged e-suits don’t need to check for stun ᭤ Area 5: This medical center from, lure the moltenoids, since the damage from the heat inside the contains various medical supplies, material is food they need to sur- station. If a character wearing an including six trauma packs. Using a vive. A melted hole in the insulated e-suit suffers wound or mortal dam- trauma pack provides a –2 bonus on wall, to the south of the airlock, is age from an attack, the suit loses its any Knowledge–first aid skill check, the route the creatures use to reach ability to protect its wearer from or a –3 bonus on any Medical Sci- the stored cartons. heat. ence skill check for the purpose of ᭤ Area 9: The mining dome pro- healing damage. Each trauma pack vides laborers with protection from can be used six times before its con- the hostile environment. Shafts and Trigger Scene tents become depleted. mining equipment are located all When the heroes enter area 2 on the ᭤ Area 6: The engineering center around this area. The heroes should east side of the map to begin the ad- contains the station’s power genera- not be concerned with entering this venture, read the following to the tor, control computers, and access to area, unless they come up with a players: the life support system located in way to get the moltenoids back into It’s uncomfortably hot and the air the conduits beneath this room. One the shaft they emerged from. has a stale smell to it even after the moltenoid has set up a lair in this ᭤ Emergency Closets: Marked “E” airlock cycles closed. Emergency area by melting a hole into the wall on the map, each of these cabinets lighting provides the only source of to the north of the power generator. when fully equipped contains four illumination. Four closets line the ᭤ Area 7: The airlock leading into e-suits, two trauma packs, and other chamber, and a second airlock leads this area has been sealed to protect emergency supplies. The closet into the station. No one has arrived the living quarters of the station within area 6 also contains compo- to greet you, and the place has an from the creatures currently loose in nents needed to repair the power abandoned, dead feel to it. the mining wing. generator. This closet can only be Birrden and three miners who ᭤ Area 8: The ore storage bay opened by using Crowell’s security have been deputized into a security contains both raw and processed card. The contents of many of the detail wait in ambush in two of the ore. There are no conduits beneath closets may have already been closets, one on each side of the the floor of this area. Crowell and used, at your discretion. chamber. They are wearing e-suits. 8 six miners have commandeered this An e-suit protects its wearer from Have the heroes make action checks to start the scene. They receive a +1 not, they can try to get his attention wide tunnel opens into a 2-by-4-me- step penalty because of the ambush. by banging on the airlock, or they ter chamber carved in the insulated Make one action check for the entire can use the conduit tunnel to enter wall to the north of the generator. security detail, using Birrden’s action the bay. The beast fights to defend itself and check score. The scene plays out in Crowell has an 11mm charge pis- its lair, using its sharp claws and GAMEMASTER’S FAST-PLAYRULES rounds, as described in the Player’s tol that he isn’t afraid to fire. He’s the intense heat of its body. Fast-Play Rules. used it against the creatures, and The second creature can be used Birrden thinks that the heroes are he’ll use it on the heroes if they don’t to create suspense and build terror. pirates or smugglers infiltrating the calm him down and earn his trust. It can emerge from the dark station station. She has ordered the miners He’s paranoid, jealously protective corridors or arise from within the to help her subdue the invaders, of the fire gold, and unwilling to melted-out walls to hound, harry, using their clublike tools while she part with components to fix the he- and attack the heroes. Or, they can wields her stutter pistol. After a roes’ ship. decide to hunt down the creature, round of combat, the heroes can con- The heroes can bargain with dispensing with it before trying to vince her to stop fighting—if they Crowell, or they can bluff him into restore power to the station. If nei- put down their weapons and surren- assisting them. During negotiations, ther of these events occurs, then the der. Otherwise, Birrden fights until the heroes must accumulate six suc- creature appears during the chal- she is defeated. The miners surren- cesses through their chosen form of lenge scene—adding an element of der as soon as Birrden falls. interaction to win Crowell’s trust. combat for some of the heroes to The trigger scene ends with the (Each time a character attempts a deal with while the others work to heroes defeating or teaming up with bargain or bluff skill check, an Ordi- fix the life support system. Birrden, or with them being cap- nary result counts as one success, a tured by the security detail. If cap- Good result as two, and an Amazing tured, they can later explain who result as three successes.) Combine Challenge Scene they are and will then be recruited dice rolls with roleplaying when In the end, this is the most important to help save the station. running this scene. scene of the adventure. To save the Or, they can simply decide to miners (those still in this wing as overpower Crowell and his band. well as those barricaded in the liv- Encounter Scene Each miner has a clublike tool to ing section), the heroes must restore Birrden eventually explains that Ad- use in his or her defense. By the end power and reinitialize the life sup- ministrator Crowell and a handful of this scene, the heroes should ac- port system. If they have obtained of miners have barricaded them- complish the following things: the parts stored in the closet in area selves inside the ore storage bay. ᭤ Learn that the moltenoids are 6, and managed to call up schematic She’d like the heroes to talk to Crow- attracted to the fire gold. (A large diagrams on one of the operational ell and get him to come out of hiding portion of the liquid metal is miss- computers, the heroes can repair the and help. They need his security ing from a broken carton, because a generator. This requires the Techni- card to open the closet in area 6. moltenoid consumed it.) cal Science skill. If a hero is using This closet contains the components ᭤ Obtain Crowell’s security card the juryrig specialty or just the necessary to repair the power gener- that opens the closet in area 6. broad skill, he or she must achieve ator. Crowell also knows where ᭤ Secure Crowell’s promise that eight successes. If the repair spe- components are stored that can be spare parts will be supplied to re- cialty is used, the number of suc- used to repair the heroes’ ship. pair their ship. (He won’t turn these cesses needed is reduced to six. (See If Birrden or any of her security over until the station has been made “Encounter Scene” above for how to detail aren’t available to provide safe.) count up accumulated successes.) this information, the heroes will When the proper number of suc- have to stumble upon the locked bay cesses has been achieved, the air on their own. The airlock leading to Combat Scene vents hiss and the lights come back area 6 shows signs of extreme dam- The primary combat scene occurs in on. The temperature begins to drop age—the alloy has been melted and the engineering room (area 6), where slowly. The station is saved! scarred by what seem to be claw one of the moltenoids has estab- marks, but the material appears to lished a lair. The heroes can lure the have been too tough to get through. creature into the open with fire gold; Aftermath The wall to the north of the airlock is they can use fire gold to set a trap; In the length of time it has taken another matter. A passage has been or they can simply enter the cham- them to set things right at the sta- melted into the insulated wall, and ber with weapons blazing. tion, the heroes have turned from in- something very hot has apparently The creature’s lair is a burrow truders into celebrities. They are moved through the conduit. Melted that has been melted into the thick provided with all the parts they wires, scorched pipes, and other insulated wall that surrounds the need to fix their ship, and they may signs of intense heat mark the walls station’s power generator. The in- go on their way soon thereafter. of the passage. tense heat has damaged compo- Or, perhaps your group story still The heroes can meet up with nents within the generator that must has tales to be told. If you and your Crowell in one of three ways. If Birr- be replaced before power can be players are having fun and you den convinces them to seek out brought back on line. If the heroes want to extend the adventure at Crowell, she gives them the fre- don’t lure the moltenoid out in some Cauldron Station, keep on playing quency of his comm gear. They can way, they’ll have to enter the burrow and see what happens! talk to him via the comm device. If to battle the creature. A short, meter- 9 THE ALTERNITY GAME

Tomorrow is out there. It can be as close as the next dawn or as dis- Attributes—motivation, moral attitude, and character traits—are tant as humanity’s twilight, when the Earth expends its last, dying tags and hooks that provide definition and detail to a hero. They’re gasp. What tomorrow waits beyond the dawn? The possibilities are used to make heroes and the supporting cast more than just an ac- as endless as your imagination—and that’s what the ALTERNITY® cumulation of statistics and equipment, to flesh out these individu- game is all about. The fast-play rules have introduced you to the sys- als and give them depth. Attributes also serve as an aid and an en- tem. Now, here’s a brief look at what’s contained in the two hardcover couragement to good roleplaying, which should be the goal of rulebooks. The Player’s Handbook will be the initial release in April every player. Attributes are described in Chapter 7 of the Player’s 1998, to be followed by the Gamemaster Guide one month later. Handbook. Hero Creation Achievements The material in Chapter 2 of the Player’s Handbook allows you to As heroes complete adventures, the Gamemaster awards them create any type of modern to far-future hero you can imagine. The achievement points based on the magnitude of their accomplish- process is much more detailed than the fast-play rules, providing ments and how well they succeeded in roleplaying their charac- you with more choices and plenty of decisions to make as you create ters. Players and Gamemasters need a way to measure how well your hero. After developing the concept of what you want your hero the heroes have done. Chapter 8 describes the ALTERNITY rules for to be, you select a species. Five alien species are presented in the achievement levels and achievement points. Player’s Handbook, and the Gamemaster Guide offers guidelines for designing new species of your own. Next, you assign Ability Scores and purchase skills. The important thing to remember throughout Equipment the hero creation process is that you’re in charge. All of your A big part of what makes a hero distinctive is the gear he owns or hero’s characteristics and attributes—the qualities that make carries. The hotshot star pilot needs a ship and a reliable sidearm him different from every other character in the world—are the to complete his image, just as the gunfighter in an old Western result of decisions you make. needs a horse and a trusty .45 revolver. Of course, a hero can still be a formidable character if he loses his pistol or his computer gauntlet or his trauma pack in the course of a story, but his trade- Supporting Cast mark equipment is as much a part of his makeup as his physical One of the Gamemaster’s rewards is the opportunity to create features and his attitude. Chapters 9, 10, and 11 of the Player’s and portray intelligent supporting characters. Chapter 6 of Handbook describe the fundamental tools, equipment, services, the Gamemaster Guide describes supporting characters that computers, weapons, armor, and other accessories that heroes can serve an array of purposes in your game. Realistic motiva- purchase. Chapter 9 also provides an overview of Progress Levels, tions, appropriate game stats, and believable personalities which is the framework the ALTERNITY game uses to define when are all crucial components of a supporting character. and if a certain piece of equipment is available. Villains concoct schemes, obstacles, and complications. Sidekicks, controlled by the players, and allies, controlled by the Gamemasters, contribute extra skills and firepower. Em- Vehicles & Spaceships ployees and followers handle jobs that heroes and villains don’t Adventures often require travel—across cities, countries, or galax- have time for. Experts tackle questions and problems that heroes ies. Chapter 12 of the Player’s Handbook describes some of the ve- cannot. Finally, extras add spice, color, and detail to your world. hicles available in the ALTERNITY universe, from primitive rafts to The last section of Chapter 6 provides a selection of support- star-spanning spaceships. Each of the land, water, air, and space ing character templates that can be used to quickly introduce vehicles is a stock vehicle, with average characteristics. You’ll find all sorts of supporting cast members, complete with Ability rules for using these vehicles in chases and in combat. Chapters Scores and skills, into the adventure. 10 and 11 of the Gamemaster Guide contain rules for customizing Heroes in Action vehicles and constructing spaceships with weapons, sensors, de- Chapter 3 of the Player’s Handbook begins with a general discussion fensive systems, and many other accessories. of the different styles you can use to portray your hero in action, and moves into full explanations of some of the concepts that were intro- Game Options duced in the fast-play rules. You’ll get another level of detail in the The ALTERNITY game system includes several options you can use to ALTERNITY game system—comprehensive rules for dealing damage and recovering from damage, movement, throwing grenades, and add diversity to any game style or genre. Chapter 13 of the Player’s getting the drop on the bad guys, to name a few. Handbook contains rules for mutations and mutant heroes. Chap- The corresponding chapter in the Gamemaster Guide discusses ter 14 includes psionic powers, skills, and mindwalker heroes. the most commonly used rules of the game. You’ll find ways to re- Chapter 15 covers cybernetic gear and rules for acquiring it and solve actions, combat, and hazards. This chapter also contains a dis- using it. In the Gamemaster Guide, Chapter 16 has guidelines to cussion of planetary environments (gravity, radiation, atmosphere, help you decide which game options to use in your campaign. pressure, and heat) and their effect on characters during play. Campaign & Adventure Design Skills One of the Gamemaster’s most creative exercises is the construc- tion of an imaginary world or universe. In your universe, you de- Skills are the heart of the ALTERNITY game system. Most of what a hero is capable of doing—fighting an opponent, piloting a space- cide everything. What genre does your setting fall into? Which craft, closing a big business deal, developing a vaccine for a deadly Progress Level or technical innovations can define it? What kinds virus—is governed by what skills the hero possesses and how ac- of aliens are present for use as heroes or potential villains? How is complished he is at using those skills. Chapter 4 of the Player’s the world organized? Who’s in charge, and why? Although answer- Handbook begins with an explanation of how skills are used and ing these questions could seem to be a complex and difficult task, how they are organized. After that, each separate skill is described an organized approach to campaign design lightens the load in detail. The Gamemaster Guide provides additional detail on the considerably. use of skills. Chapters 13 and 14 of the Gamemaster Guide contain advice on building an exciting setting and administering it over the lifetime of your campaign setting. They also have information on putting Roleplaying Extras together the physical details of your setting: galaxies, planets, and Perks and Flaws provide a hero with advantages and disadvan- civilizations. Chapter 15 follows this discussion with suggestions tages. Each perk and flaw represents one extra handle for a skilled for the design of your own adventures, filled with exciting begin- player to use in bringing his character to life. No one remembers the nings, compelling action, and a satisfying resolution for everyone. Combat Spec who plunges into battle—that’s what Combat Specs are for. But everyone remembers the Combat Spec who purchased More to Come . . . Celebrity and enjoys galaxywide fame, and no one can forget the Free Agent created with the Powerful Enemy flaw who’s constantly Over the next few years, the ALTERNITY game system will grow to in- being hunted by his lifelong nemesis. Descriptions of perks and clude rules expansions, accessories, adventures, and campaign flaws appear in Chapter 5 of the Player’s Handbook. settings. The first of these products are: Careers, complete with concepts, suggested skills, and “signa- Black Starfall and Red Starrise: Free introductory adventures ture” equipment, appear in Chapter 6 of the Player’s Handbook. Ca- that will be available in stores when the Player’s Handbook and reers represent specialization of focus within each profession intro- the Gamemaster Guide are released. duced in the fast-play rules. For example, possible careers within Gamemaster Kit: A screen for the game moderator, with impor- the Tech Op profession include doctor, pilot, engineer, and scientist. tant tables, diagrams, and hero character sheets. STAR*DRIVE™ Campaign Setting: A galaxy-spanning, space opera milieu full of intrigue, danger, and forays into the unknown. STAR*DRIVE Alien Compendium: Creatures benign and bizarre that you can use to populate your ALTERNITY game universe. WhichWhich FutureFuture DoDo YouYou WantWant toto Play?Play?

Send heroes on a stellar scavenger hunt to solve the mysteries of an ancient alien culture. Put them in the front lines of an interstellar war. Assign them to protect Earth’s leaders from assassins. Whatever challenge you decide to confront your players with, the RulesmasterGamemaster GuideGuide putsputs youyou inin control.control.

The RulesmasterGamemaster GuideGuide containscontains rulesrules forfor creating supporting characters, starships, even entire star systems with varying planetary environments for any setting you choose. A detailed tactical vehicle combat system allows you to orchestrate battles between ships in the depths of space. You’ll find guidelines for integrating over 30 different species of aliens, creatures, and dangerous animals into your adventures. Complete with charts and tables for easy reference, the RulesmasterGamemaster GuideGuide putsputs thethe alternatealternate tomorrows of science fiction roleplaying at your fingertips!

®

Science Fiction Roleplaying Game No Limits. May 1998.

ALTERNITY and the TSR logo are registered trademarks of TSR, Inc.. ©1998 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc., is a subsidiary of .