Alternity

Science Fiction Roleplaying Game

Fast-Play Rules
Introduction and Disclaimer

This text in this fast-play rules folder was originally developed by Wizards of the Coast,
Inc. to introduce players to Alternity, their science-fiction roleplaying game. This edition
has been altered by a fan for the TV show Cleopatra 2525.

This work is offered free of charge to all interested parties and is not to be sold in any
form.

The Fast-Play Rules are presented as originally written by Bill Slavicsek and Richard
Baker, with minor editing and additions by Jeff Ibach, a fan unassociated with Wizards of
the Coast, Inc. The enclosed Cleopatra 2525 adventure is solely the work of Jeff Ibach.

Alternity is a registered trademark of Wizards of the Coast, Inc.

Cleopatra 2525 is a registered trademark of Studios USA.

Wizards of the Coast, Inc and Jeff Ibach are not in any way associated with Studios USA
or Renaissance Pictures.

This work was not authorized by Wizards of the Coast, Inc., Studios USA or Renaissance
Pictures and makes no challenge to their intellectual property.

It is Jeff Ibach’s hopes that fans of the TV show Cleopatra 2525 can make use of the rules
as presented to play out the Fast-Play adventure on their own and will look into purchas-
ing the Alternity Adventure Game Boxed Set (TSR11510) the Alternity Player’s Handbook
(2800) and the Gamemaster’s Guide (2801) from Wizards of the Coast, Inc.

Wizards of the Coast, Inc.: http://www.wizards.com

Studios USA Cleopatra 2525: http://www.studiosusa.com/cleopatra2525/intro.html

Continuing support for this document and further Cleopatra 2525 game adventures can
be found by contacting Jeff Ibach or visiting his Alternity web site.
E-Mail: ocasek50@hotmail.com Web Site: http://www.harvestmoon.freeservers.com
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G GG General note: eneral note: eneral note: eneral note: When the text refers to a bonus or a penalty of a specific amount (-1 bo-
nus, +2 penalty, etc.), the number represents steps on the Situation Die Steps Scale Situation Die Steps Scale Situation Die Steps Scale Situation Die Steps Scale
(shown below). For instance, if the situation die is +d4 and a -1 bonus is applied, the
situation die becomes +d0. If a +2 penalty is applied, the situation die becomes +d8.
The number does not represent an alteration to the result of a die roll. The number does not represent an alteration to the result of a die roll. The number does not represent an alteration to the result of a die roll. The number does not represent an alteration to the result of a die roll.
PLAYER'S FAST-PLAY
RULES
This preview version of the Al-
ternity® Science Fiction Role-
playing Game provides players
with a chance to try this new
game system without risk or ob-
ligation. This special edition
has been created to offer fans
of the syndicated television se-
ries Cleopatra 2525 to play out
games set in this far-future set-
ting. Afterward, look to the Al-
ternity Player's Handbook for all
the rules you need to play out
adventures in any genre of sci-
ence fiction.

THE PLAYER'S ROLE
As a player, your primary job in
any Alternity game is to portray
one of the heroes in the story
your group decides to play out
You could play one of the he-
roes from the show or create a
new team of your own. The he-
roes are the stars of the unfold-
ing adventures that make up a
Gamemaster's ongoing science
fiction campaign.

To do this, you need to create a
hero -- an imaginary character
who serves as your
"connection" with the Game-
master's setting and the other
players' heroes. Your hero
starts out as a collection of
numbers and descriptive terms;
from then on it's up to you to
make that hero come alive
through roleplaying.

By reacting as you think your
hero would react and interact-
ing with the other characters
using your hero's voice and
opinions, you're doing your job
as a player.

KEY CONCEPTS
Let's take a look at the key con-
cepts behind the Alternity
game. These concepts include
basic game mechanics, funda-
mental character information,
and a few special terms that
players need to become famil-
iar with.

Hero Hero Hero Hero: An imaginary character
controlled by a player.
Gamemaster Gamemaster Gamemaster Gamemaster: The participant
in the game who acts as the
moderator, narrating adven-
tures and representing other
characters involved in the ad-
venture who aren't controlled
by the players.
Supporting Cast Supporting Cast Supporting Cast Supporting Cast: These are the
aforementioned "other charac-
ters," including the heroes'
friends and enemies, as well as
any other characters the he-
roes come into contact with. It's
important to understand from
the start that although the he-
roes are the stars of the show,
it's possible for members of the
supporting cast to be just as
powerful as the heroes -- or
even more powerful than they
are.
Setting Setting Setting Setting: The Alternity rules can
be used to create adventures in
any modern to far-future set-
ting. Players and Gamemasters
need to decide what type of set-
ting they want to use before he-
roes are created. A setting can
be a modern techno-thriller, a
darkly sinister near future mys-
tery, a far-future post apocalyp-
tic tragedy, or any other type of
science fiction milieu you can
imagine. It’s perfectly adapt-
able nature lets you easily
simulate anything you see on
Cleopatra 2525 into game
rules.
The fast-play adventure pre-
sented in the Gamemaster's
Fast-Play Rules section of this
document takes place in an ac-
tion-packed area of the Under-
world that’s part of Cleo’s uni-
verse.
Adventure Adventure Adventure Adventure: A scenario in which
the heroes interact with the
supporting cast to create a
group story. Every adventure is
built around a situation
(typically a problem the heroes
need to solve), and it concludes
when the heroes have either
achieved their goal or failed to
do so.
Profession Profession Profession Profession: Every hero in the
Alternity game is built around a
profession. A profession is an
overarching occupation under
which specific careers are
grouped. It's the first defining
concept associated with a
hero. The four basic profes-
sions -- Combat Spec, Diplo-
mat, Free Agent, and Tech Op -
- are introduced in these fast-
play rules.
Abilities Abilities Abilities Abilities: All characters (heroes
and members of the supporting
cast) have six Abilities. These
are Strength, Dexterity, Consti-
tution, Intelligence, Will, and
Personality.
Ability Scores Ability Scores Ability Scores Ability Scores: Each Ability is
expressed as a number, called
the Ability Score. Each profes-
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sion has two Abilities associ-
ated with it. To belong to a pro-
fession, a hero must meet the
minimum scores in that profes-
sion's relevant Abilities.
Skills Skills Skills Skills: What's your hero good at
doing? This question is an-
swered by the skills he pos-
sesses. Every Ability and every
profession has skills related to
it. A hero's proficiency with a
skill is expressed as a number,
known as the skill score.
Actions Actions Actions Actions: When a hero wants to
use one of his skills or one of
his other characteristics to ac-
complish something, he at-
tempts an action. There are dif-
ferent types of actions, each in-
volving the use of different skills
and characteristics.
Dice Dice Dice Dice: When the outcome of an
action is in doubt, or when the
Gamemaster needs to meas-
ure a hero's degree of success,
dice are rolled. The Alternity
game uses two kinds of dice: a
single control die and situation
dice of various sizes.
The control die and a particular
situation die are rolled to deter-
mine the outcome of an action.

Note Note Note Note: The lower the roll, the
better the chance that the hero
succeeded in what he tried to
do. More information on how to
use the dice is given in "Playing
the Game" in this section of the
document.

CLEOPATRA 2525 HEROES
Use the fast-play rules in this
booklet to learn the key con-
cepts of the game. Although it’s
possible to play out a number
of adventures using just these
rules, after you get the hang of
things use the full rules as pre-
sented in the Alternity Player's
Handbook.
1 Profession 1 Profession 1 Profession 1 Profession

Four distinct hero professions
are available in these fast-play
rules.

Combat Specs Combat Specs Combat Specs Combat Specs
(short for spe-
cialists) are war-
riors who rely on
physical power
and endurance
to supplement their training in
the tactics and techniques of
battle. Sarge is a good exam-
ple of a Combat Spec.

Diplomats Diplomats Diplomats Diplomats are
negotiators,
managers, deal-
makers, mer-
chants, clergy,
or any others
who use interaction skills and
personal resolve to accomplish
their jobs. As leader of the
team, Hel would make a good
Diplomat.

Free Agents Free Agents Free Agents Free Agents are
troubleshooters
or field opera-
tives who rely on
agility, interac-
tion skills, and
their natural independence to
get a job done. They're agents
who may be ops for hire, or
they may have ties to a specific
government or organization,
but in general they work better
alone or in small groups than
as units in a large force. It’s a
good bet Cleopatra would
make a great Free Agent.

Tech Ops Tech Ops Tech Ops Tech Ops
(technical op-
eratives) are
skilled in the use
of particular
equipment or have been spe-
cially trained to create or main-
tain high-tech equipment. They
rely on natural genius, agility,
and expert training. Mauser
would make a fine Tech Op.

Pick a profession that fits the
kind of hero you want to play,
then select one of the corre-
sponding fast-play character
templates (Combat Spec, Dip-
lomat, Free Agent, or Tech Op).
Coming up just before the Ad-
venture are the members of
Hel’s team translated to Alter-
nity game mechanics. Much
more detailed versions of these
characters are available at the
Harvest Moon Web Site. Any of
the templates can be used with
the fast-play adventure which is
included in this booklet.

2 Name 2 Name 2 Name 2 Name

Though each character tem-
plate has been prepared in ad-
vance, you still get to select a
name for your hero. Your hero
can be male or female, and
you can assign any personality
you choose. The name you se-
lect can reflect the hero's per-
sonality or career (such as
"Hunter" for a Combat Spec or
Free Agent), or it can be the
complete opposite of it (such as
"Bruiser" for a Diplomat or Tech
Op).

3 Ability Scores 3 Ability Scores 3 Ability Scores 3 Ability Scores

Every hero has six Abilities.

Strength Strength Strength Strength (STR) defines a hero's
physical power and prowess.

Dexterity Dexterity Dexterity Dexterity (DEX) measures the
quality of a hero's agility, coor-
dination, and reflexes.
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Constitution Constitution Constitution Constitution (CON) describes a
hero's overall physical fitness
and toughness.

Intelligence Intelligence Intelligence Intelligence (INT) indicates a
hero's mental quickness and
learning ability.

Will Will Will Will (WIL) gauges a hero's men-
tal fortitude and intuitive capac-
ity.

Personality Personality Personality Personality (PER) indicates a
hero's social abilities and cha-
risma.

The fast-play system features
only human heroes. Humans
have Ability Scores ranging
from 4 to 14.

Untrained Untrained Untrained Untrained: The "Untrained"
score is equal to one-half of the
full score, rounded down. Use
this score when your hero at-
tempts an action that requires
a skill he doesn't possess.

Resistance Modifiers Resistance Modifiers Resistance Modifiers Resistance Modifiers: Resis-
tance modifiers affect the type
of dice your hero's opponents
roll when confronting your
hero. Positive modifiers (such
as +1 step) are good for your
hero, because they provide a
penalty to the opponent; a
negative modifier (such as -1
step) is bad, because it makes
it easier for your hero's oppo-
nent to succeed.

Example: A character with a
Dexterity score of 11 has a +1
step resistance modifier for that
Ability. If an opponent fires a
pistol at her, that +1 step is ap-
plied as a penalty to the oppo-
nent's chance of successfully
hitting his target.


4 Action Check 4 Action Check 4 Action Check 4 Action Check

A hero's action check score is
determined by adding his Dex-
terity and Intelligence scores,
dividing the sum by 2 (rounding
down), then adding a profes-
sion bonus. This has already
been done on the templates.
Marginal Marginal Marginal Marginal, Ordinary Ordinary Ordinary Ordinary, Good Good Good Good, and
Amazing Amazing Amazing Amazing are the degrees of
success attainable on an ac-
tion check. How well you suc-
ceed when making an action
check determines how soon
your hero can take an action.

The actions per round number
is based on the hero's Constitu-
tion and Will scores, and has
already been determined for
you.

5 Durability 5 Durability 5 Durability 5 Durability

The "Durability" section of each
character template provides a
means for keeping track of any
damage your hero might sus-
tain over the course of an ad-
venture. Your hero's stun and
wound ratings are equal to his
Constitution score. Your hero's
mortal rating is equal to one-
half this score, rounded up.
As your hero suffers damage
during an adventure, mark off
open boxes to keep track of
how much damage he has sus-
tained and how much more he
can afford to take. The next
section, "Playing the Game,"
has information about the ef-
fects of damage and recover-
ing from damage.

6 Skills 6 Skills 6 Skills 6 Skills

Each character template has a
selection of skills printed on it.
There are two kinds of skills,
broad skills and specialty skills.
Specialty skills are printed in
italic type to differentiate them
from broad skills.

A character must possess a
broad skill to also possess a
specialty skill associated with
it.

If a hero wants to try something
but doesn't have the proper
skill, he must use his untrained
score for the associated Ability.

Broad skills have scores equal
to their associated Abilities.
Specialty skills add their ranks
(a measure of improvement) to
achieve their scores. All scores
are presented with the full
score, half that score, and one-
quarter that score. This repre-
sents the numbers needed to
achieve Ordinary, Good, or
Amazing successes.

Example: A skill score of 12/6/3
means that a roll of 12 or lower
represents an Ordinary suc-
cess, 6 or lower a Good suc-
cess, and 3 or lower an Amaz-
ing success.

Skill Descriptions

This fast-play rules booklet
doesn't have enough space to
contain details of what a par-
ticular skill enables a hero to
do. Those details are provided
in the Alternity Player's Hand-
book.

However, for the purpose of
learning how the game system
works (and for putting heroes
through the fast-play adven-
ture), complete skill descrip-
tions aren't necessary. You and
your Gamemaster should have
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little trouble determining when
a certain skill might come into
play.

The other section of this book-
let -- the Gamemaster's Fast-
Play Rules -- does provide spe-
cific information on how the
first aid skill and the Medical
Science skill should be used,
because it's important for the
Gamemaster to know how he-
roes can recover after suffering
damage.

In other cases, the name of a
skill is a pretty strong clue to
when and how the skill can be
used. For example, a hero with
the Resolve broad skill has a
form of inner strength that en-
ables him or her to withstand or
shrug off hardships that other
heroes might succumb to, ei-
ther of a physical or a mental
nature. A hero with the Manipu-
lation broad skill is talented at
performing actions that require
a high degree of eye-hand co-
ordination, such as picking a
lock.

Above all, don't get bogged
down in details at this point.
What's important is to learn
how the game works and to
have fun playing a hero.

7 Equipment 7 Equipment 7 Equipment 7 Equipment

Each character template in-
cludes a selection of equip-
ment the hero has access to --
one or more weapons, some
type of armor, and other gear.
The game data given for weap-
ons and armor is explained be-
low.

The numbers on the line identi-
fying a weapon indicate how
much damage the weapon in-
flicts on an Ordinary, Good, or
Amazing success. This dam-
age is either stun (s), wound
(w), or mortal (m) damage.

On the next line, "Range" gives
the distance at which a weapon
can strike a target, either
"Personal" if physical contact is
necessary, or a series of num-
bers representing short/
medium/long range (in meters)
for a weapon that fires projec-
tiles or energy beams. The
range at which a weapon is
used often has an effect on the
attacker's chance of hitting the
target, as explained in the Ga-
memaster's Fast-Play Rules.

"Type" refers to the kind of dam-
age a weapon inflicts, either
low impact (LI), high impact
(HI), or energy (En).

For armor, the die ranges pre-
ceding "LI," "HI," and "En" indi-
cate the amount of damage the
armor stops when the wearer is
hit by a weapon that does this
type of damage. If a subtrac-
tion from a die roll produces a
result less than 1, the armor
failed to block any damage on
that attack.

For personal defense shields
generated by the Combat
Gauntlet, there will be a num-
ber of attacks you can simply
ignore until you must start ap-
plying the armor rules. Simply
mark off one circle each time
you are hit. If you use your
shield to defend you and some-
one next to you, it takes off two
points, not one.

PLAYING THE GAME
The basic rule at the foundation
of the Alternity game is a sim-
ple one. Your hero has some
important game statistics, in-
cluding Ability Scores, skill
scores, and his action check
score. In many cases, when
your hero attempts to accom-
plish something, the Game-
master asks you to roll dice.
You then try to roll a number
that's equal to or less than the
appropriate score. If you roll
higher than your hero's score,
your hero fails. Whenever a
hero tries to do something that
might fail, this dice roll deter-
mines if he succeeds.

Rolling Dice Rolling Dice Rolling Dice Rolling Dice

The Most Important Rule: Not
every action requires a dice
roll!

Your Gamemaster will only call
for dice rolls in dramatic situa-
tions to determine the success
of an action whose outcome is
in doubt, or when he or she
needs to judge the degree of
an action's success.

For instance, if your hero wants
to walk across a street or carry
a small pack, no dice rolls are
necessary. But if he wants to
cross the street while carrying
a wounded companion, being
shot at by snipers, and targeted
by insane motorists, then the
situation is a dramatic one, and
dice should be rolled.

The Control Die and Situation The Control Die and Situation The Control Die and Situation The Control Die and Situation
Dice Dice Dice Dice
The Alternity game uses two
kinds of dice: a control die and
a situation die. Whenever the
Gamemaster calls for a dice
roll, you roll one control die and
one situation die. The numbers
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that come up on these dice
combine to indicate a success
or a failure.

When you roll the dice, in game
terms you're making a check
for your hero -- in effect,
"checking" to see how the dice
roll compares to one of your
hero's scores.

If you're comparing the roll to
your hero's action check score
to see how soon he gets to at-
tempt his next action, the roll is
an action check.

If your hero uses a skill
(comparing the roll to his skill
score), this roll is a skill check.

If you're checking against one
of his Ability Scores, then the
roll is a feat check.
In any case, you're looking to
get as low a result as possible-
the lower the roll, the better the
chance that your hero suc-
ceeds at what he's trying to do.

The control die is always a 20-
sided die (referred to as a d20).

The situation die for any par-
ticular check is one of the fol-
lowing: a four-sided die (d4), a
six-sided die (d6), an eight-
sided die (d8), a 12-sided die
(d12), or a 20-sided die (d20).
There's also a d0, a place-
holder to represent the situa-
tion die in a case where suc-
cess is determined by only the
roll of the control die.

Further, the situation die on any
check is designated as either a
plus die or a minus die. A plus
die, such as +d4, is bad for the
roller, because it tends to pro-
duce a higher result. A minus
die, such as -d6, is good for the
roller, because it helps to
achieve a lower result.

Add or subtract the situation
die from the control die as in-
structed by the Gamemaster. If
the result is equal to or less
than the score related to the
hero's action, the action suc-
ceeds. If the result is greater
than the score, the action fails .
The degrees of success are ex-
plained later.

Example: Your hero wants to
make a quick repair to his mo-
torcycle so he can stay on the
trail of the fleeing criminals.
This action is a skill check using
your hero's score in the Techni-
cal Science-juryrig skill. The
Gamemaster tells you to roll
the control die and a -d4 (the
situation is in your hero's favor,
so the d4 roll is subtracted from
the d20 roll). Your hero's juryrig
skill score is 13.

You roll the dice, and the fol-
lowing numbers come up: 14
on the control die, 3 on the
situation die. The result is 11
(14 - 3 = 11), which is lower
than your hero's juryrig score.
The action succeeds -- but note
that if the situation die had
been +d4, or even +d0, the 14
on the control die would have
made the outcome a failure,
because 14 is greater than your
hero's score.

Situation Die Steps Situation Die Steps Situation Die Steps Situation Die Steps
The Situation Die Steps Scale
has been designed to help you
quickly determine what situa-
tion die to roll with the control
die. It's printed below and on
the hero sheet.

Your Gamemaster tells you
what bonus or penalty your
hero receives when you make a
roll to see if your hero can per-
form a certain action.

A +1 step situation penalty
means you start with your
hero's base situation die (see
the sidebar below) and move
one step in the "Penalty" direc-
tion to find the die you'll be roll-
ing. For instance, if your hero's
base situation die for an action
is +d4, then a +1 step situation
penalty changes the die to
+d6.

A -2 step situation bonus
means you find your hero's
base situation die on the scale
and move two steps in the
"Bonus" direction. For example,
if your hero's base situation die
for an action is +d4, then a -2
step situation bonus changes
the die to -d4.

The Base Situation Die The Base Situation Die The Base Situation Die The Base Situation Die
Before you can use the Situa-
tion Die Steps Scale, you need
to know where to start on the
scale. That starting point is
known as the base situation
die.

For a skill check involving a
broad skill or a feat check, the
base situation die is +d4 -- roll
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the control die and a d4, add-
ing the results together.

For a skill check involving a
specialty skill or an action
check, the base situation die is
+d0 -- just roll the control die.
If your Gamemaster tells you to
apply a bonus or a penalty to
your hero's situation die, start
at the base point and move the
proper number of steps in the
correct direction to determine
which situation die to roll.

Degrees of Success Degrees of Success Degrees of Success Degrees of Success
Every dice roll has one of five
possible results: Critical Fail-
ure, Failure, Ordinary success,
Good success, or Amazing suc-
cess. The lower your dice roll,
the greater the degree of suc-
cess your hero achieves.

The three numbers associated
with every skill score and ac-
tion check score (the base
score and two smaller num-
bers), represent the dividing
points between the degrees of
success. Regardless of what
number comes up on the situa-
tion die, a roll of 20 on the con-
trol die always produces a
Critical Failure. Generally, this
means that some sort of bad
luck has befallen the hero, and
no matter how high his skill
score is, this particular action
doesn't succeed.

A result greater than the base
score (as we've already ex-
plained) is a Failure. A result
equal to or less than the score
is an Ordinary success; equal
to or less than the second num-
ber is a Good success; and a
result equal to or less than the
smallest of the three numbers
is an Amazing success.
On the character templates in
this booklet, the "Action Check
Score" line begins with a num-
ber that represents a Marginal
result. A hero can't get a Fail-
ure or a Critical Failure out-
come when he makes an ac-
tion check; if the dice roll yields
a number greater than his ac-
tion check score, the "Failure" is
considered to be a Marginal
result instead.

Scenes Scenes Scenes Scenes
Every adventure your Game-
master sets up is built out of
scenes. A scene is a distinct
episode that has a clear begin-
ning and ending. The three
types of scenes are combat,
encounter, and challenge.

A combat scene lasts from the
start of a battle to its conclu-
sion. An encounter scene lasts
from the moment characters
meet to when they part com-
pany. A challenge scene lasts
as long as it takes the heroes to
identify the challenge, and then
overcome it or be defeated by
it.

Action Rounds Action Rounds Action Rounds Action Rounds
For the purpose of determining
who acts when in a scene,
every scene is divided into ac-
tion rounds. During an action
round, every hero performs one
or more actions.

Each round is divided into four
phases. Each phase corre-
sponds to one of the degrees of
success: Amazing, Good, Ordi-
nary, and Marginal, in order
from the first phase to the last.
Each hero can attempt only
one action in a phase.

To determine who acts first in a
round, every participant makes
an action check by rolling a
d20. The result determines the
earliest phase in which a char-
acter can act. So, if a hero rolls
a Good action check, the earli-
est phase he can act in is the
second, or Good, phase.

All actions in a phase are con-
sidered to occur simultane-
ously, with the results of those
actions being applied at the
end of the phase.

Your hero can act in as many
phases as he has actions per
round: two actions per round
means he can act in up to two
phases of a round. But if an ac-
tion check result indicates that
your hero can't act until the
Marginal phase, then he can
only act once in the round (in
the Marginal phase).

Example: Your hero has an ac-
tion check score of 11 and two
actions per round. At the begin-
ning of a round, the Gamemas-
ter calls for action checks. If
you roll a 5 (a Good success for
a score of 11), the earliest
phase in which your hero can
act is the Good phase. Since
he has two actions, he can act
once in the Good phase and
once in the Ordinary phase, or
he can save his second action
for the Marginal phase.

If you roll a 13 (a Marginal suc-
cess), your hero can't act until
the Marginal phase (the last
phase of the round). In this
case, he can only act once, los-
ing his second action because
he didn't react quickly enough.

Damage Damage Damage Damage
Heroes lead challenging and
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sometimes dangerous lives.
Eventually, your hero is going
to suffer damage. As indicated
on the character templates,
damage in the fast-play system
comes in three forms: stun,
wound, mortal, and fatigue

Stun Damage Stun Damage Stun Damage Stun Damage
Stun damage is the lightest
type of damage your hero can
sustain. It represents shocks
and bruises that rattle a hero
but don't result in lasting inju-
ries. When your hero suffers
stun damage, mark off one stun
box for each point of stun dam-
age she sustained in the phase
that just ended.

Knockout Knockout Knockout Knockout: When all of her stun
boxes are marked, your hero is
knocked out and can perform
no actions until she recovers.

Wound Damage Wound Damage Wound Damage Wound Damage
Wound damage Wound dam-
age is more serious than stun
damage. It represents injuries
that cause lasting harm to the
body. When your hero receives
wound damage, mark off one
wound box for each point of
wound damage he sustained in
the phase that just ended.

Secondary Damage Secondary Damage Secondary Damage Secondary Damage: Wound
damage causes secondary
stun damage. For every 2
points of wound damage in-
flicted on your hero, he also re-
ceives 1 point of stun damage.

Mortal Damage Mortal Damage Mortal Damage Mortal Damage
Mortal damage Mortal damage
is the most severe form of dam-
age. It represents massive inju-
ries to vital body parts. When
your hero receives mortal dam-
age, mark off one mortal box
for each point of mortal dam-
age she sustained in the phase
that just ended.

Secondary Damage Secondary Damage Secondary Damage Secondary Damage: Mortal
damage causes secondary
stun damage and wound dam-
age. For every 2 points of mor-
tal damage inflicted on your
hero, she also receives 1 point
of wound and 1 point of stun.

Dazed Dazed Dazed Dazed: Mortal damage takes a
toll on a hero immediately. For
every mortal box marked, your
hero receives a +1 step situa-
tion penalty to any actions she
attempts.

Death Death Death Death: When all of your hero's
mortal boxes are marked off,
she dies.

Recovery Recovery Recovery Recovery
How your hero recovers from
damage depends on his condi-
tion (conscious or knocked out)
and the type of damage he has
suffered.

• Stun damage is fleeting. It
disappears at the end of a
scene. It can be repaired dur-
ing a scene by the use of
Knowledge-first aid, Medical
Science, or some other form of
medical treatment.

• Wounds remains until it is
healed with rest and/or medical
attention.

• Mortal damage requires the
Medical Science-surgery skill
and extensive medical atten-
tion to repair.

• Knockout: In the fast-play
rules system, assume that if a
hero is knocked out from stun
damage, he remains uncon-
scious for the rest of the round
in which he was knocked out
and all of the following round.
At the start of the round after
that, he recovers 1 stun point
and awakens.

If a character is knocked out
from wound damage, he can't
awaken until at least 1 point of
his wound damage is healed.

READY TO GO?
Now that you understand how
the basic structure of the Alter-
nity game works, you're ready
to send your hero into action.

You'll probably be going
through the adventure pre-
sented in the Gamemaster's
Fast-Play Rules (the other half
of this document), but if your
Gamemaster has experience in
designing original adventures,
he may have something else
planned for you and your com-
panions.

Is there something that doesn't
seem as clear as it should?
Sometimes you can solve a
problem by simply rereading
the section of text that's giving
you trouble. Often, an even
easier way to clear things up is
to jump right in -- sit down with
your friends, get an adventure
under way, and start rolling
dice. It won't be long before
you'll start to see how the game
system works.
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SO YOU WANT TO BE THE
GAMEMASTER?
This section of the fast-play
rules document provides an
overview of the Gamemaster's
role in an Alternity game. It
contains a short adventure that
you can use to introduce your
players to the game and famil-
iarize yourself with moderating
a roleplaying session.

The Player's Fast-Play Rules,
which you need to read first,
presents the bare bones of the
rules system. Read that section
of the document if you haven't
done so, and then come back
here.

What does What does What does What does a Gamemaster do? a Gamemaster do? a Gamemaster do? a Gamemaster do?
Basically, he presents adven-
tures for the players to run their
heroes through (think of the
Gamemaster as “Voice”), and
acts as the moderator of the
rules. In this section of the fast-
play rules document, you'll find
an introduction to the Alternity
game that can get you off to a
good start for your first game
session.

The Role of the Gamemaster
As the Gamemaster, you have
a number of jobs to handle dur-
ing and between game ses-
sions. Unlike other types of
games that have strict rules
and deal with limited situations,
a roleplaying game such as the
Alternity game is as wide open
as the players' imaginations.
For this reason, the presence of
a game moderator to act as
referee, story designer, and
narrator is essential.

The players interact with each
other and the game environ-
ment through the actions of
their characters, the heroes.
The Gamemaster describes
each scene, directs the action,
and plays the roles of the sup-
porting cast members -- vil-
lains, allies, and extras who in-
habit the campaign world.

However, the Gamemaster isn't
competing against the players.
When the Gamemaster and the
players get together to tell a fun
and exciting group story, every-
body wins. That's the power
and appeal of role playing.

KEY CONCEPTS KEY CONCEPTS KEY CONCEPTS KEY CONCEPTS
Let's take a look at some of the
key concepts behind moderat-
ing the Alternity game. Some of
these terms have also been de-
fined in the Player's Fast-Play
Rules, but they're repeated
here for the sake of complete-
ness within this section.

Gamemaster Gamemaster Gamemaster Gamemaster: The participant
in the game who acts as the
moderator, narrating adven-
tures and controlling charac-
ters who are involved in the
story but aren't under the direct
control of the players.

Hero Hero Hero Hero: An imaginary character
controlled by a player.

Supporting Cast Supporting Cast Supporting Cast Supporting Cast: The other
characters who appear in
every story: friends, enemies,
and incidental characters
whom the heroes interact with.
Members of the supporting
cast are controlled by the Ga-
memaster.

Setting Setting Setting Setting: The imaginary context
and environment within which
the heroes interact with situa-
tions. Using the Alternity game
rules, any modern to far future
science fiction setting can be
created. In this document we
explore the possibilities of play-
ing out Cleopatra 2525 adven-
tures.

Adventure Adventure Adventure Adventure: A scenario in which
the heroes interact to create a
group story. As Gamemaster,
you present an opening situa-
tion or scene (called the
"trigger"). The rest of the adven-
ture unfolds through the actions
of the heroes (as dictated by
their players) and the modera-
tion of the Gamemaster
(through story events and the
supporting cast).

Campaign Campaign Campaign Campaign: A continuing series
of adventures that takes place
in a single setting and focuses
on the same group of heroes. A
campaign can be finite, ending
after as many adventures as
necessary to tell the complete
story; or it can be an ongoing
tale, progressing like a televi-
sion or comic book series.

Group Story Group Story Group Story Group Story: While a regular
story, such as found in a movie
or a book, features a set begin-
ning, middle, and ending, a
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group story is more dynamic.
The Gamemaster has an out-
line that provides a series of
encounters and events, and a
few possible ways the adven-
ture could end. The dynamic
comes from the group -- the
players and Gamemaster --
who determine the course of
the story and its outcome
through the interaction of their
imaginary characters. In a
group story, no one -- not even
the Gamemaster -- knows ex-
actly how it all will end.

Game Session Game Session Game Session Game Session: One distinct
period of game play; a time
when you gather your friends to
play the Alternity game. Some
adventures can be completed
in a single session; others
might require several sessions
to reach a conclusion.

PRESENTING AN
ADVENTURE
A roleplaying game's action
takes place in an adventure, or
mission. Within its structure, the
participants create the group
story. The Gamemaster's role
in the adventure centers
around presenting and narrat-
ing the story, portraying sup-
porting cast members, and
moving the story along at a sat-
isfying pace. Whether you use
published adventures (such as
Cauldron Station, presented at
the end of this section) or you
create your own epics, the Ga-
memaster's role remains the
same.

Narration Narration Narration Narration
The heroes can't perform he-
roic actions or daring deeds in
a vacuum. They need to be in-
volved in a story during which
they act, react, and create a
fulfilling tale. A story consists of
a beginning, a middle, and an
end, and each story should be
filled with conflicts and goals-in
other words, obstacles for the
heroes to overcome and objec-
tives for them to achieve. It's up
to the Gamemaster to have the
basics of a story ready when
the game session begins.

Remember, though, that the
story will be completed by the
group-through the actions of
the heroes and their interaction
with your supporting cast. The
heroes play an important part
in determining how a story
takes shape, and you should
make swarthier decisions play
a part in the process.

You must develop a basic plot
(or use a plot from a published
product), provide motivations
and objectives for the heroes,
and have an exciting idea for
the ending. A plot requires
enough background material
so that the story feels like it fits
the campaign setting. Other
elements that make a good ba-
sic plot include a major antago-
nist (the villain), the antago-
nist's nefarious scheme, and
motivations to make the heroes
want to get involved. These ele-
ments come together in the ad-
venture's opening scene-called
the trigger.

The Cleopatra 2525 adventure
included provides an example
of how these elements work to-
gether.

Supporting Cast Supporting Cast Supporting Cast Supporting Cast
Each of the players controls
one hero at any given time. The
Gamemaster controls all other
characters in the adventure.
The most important supporting
cast member is the major an-
tagonist. A good villain sets the
mood of a story and can even
make the heroes more memo-
rable-no one recalls who
rounded up the spaceport
thugs, but everyone remembers
the heroes who took down Cap-
tain Blackstar, the scourge of
the Frontier!
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Supporting cast members in-
clude the major villain; his or
her associates and hired
hands; the authority figures
who command or employ the
heroes; the informants, wit-
nesses, and shop owners the
heroes interact with; and the
valued friends, hirelings, and
allies ready to help the heroes
at a moment's notice. The Ga-
memaster needs to be ready to
run these characters as they
are called upon, or to impro-
vise as the need arises.

It's important for the Gamemas-
ter to give each supporting cast
member-especially major op-
ponents and allies-much the
same consideration players
give their heroes when they
create them.

Some supporting cast mem-
bers should be fully developed,
with a complete set of skills and
vital game statistics.

Other characters, such as mi-
nor opponents, experts, and
bystanders, need only the skill
scores and statistics that might
come into play during a scene.
For example, give a common
thug a combat skill or two, du-
rability ratings, and a weapon;
give an expert just the skill
scores needed to use his ex-
pertise on the heroes' behalf.

The best part about controlling
the supporting cast is that you
get to create all kinds of per-
sonalities during the course of
play. Ham it up, play it straight,
or go for the dramatic-
depending on the mood of the
adventure and the personality
of the character in question.

If you want, use a unique voice
for each character by doing ac-
cents (a French Combat Spec,
a Russian Diplomat), employ-
ing different styles of speech (a
formal-sounding Free Agent, a
Tech Op who uses lots of slang
expressions), or giving charac-
ters signature phrases (such as
an informant who always
spouts, "Whatever you say,
Boss, whatever you say").

Remember, you're not compet-
ing against the players! If any-
thing, the heroes should get a
break now and then just be-
cause they're heroes. So, be
impartial - don't favor the sup-
porting cast over the heroes.
That just decreases the all-
important fun factor for every-
one involved.

Pacing Pacing Pacing Pacing
Another aspect of presenting
an adventure is the pacing of
the story. The story shouldn't
artificially push the heroes to
meet some imaginary sched-
ule. Instead, watch how the
scenes play out. When a scene
starts to drag and the fun factor
begins to flag, that's when the
Gamemaster steps in to give
the scene a boost. How? Have
a supporting character show
up with a clue, a nudge in the
right direction, or a chip on his
shoulder that might lead to a
combat scene. See Cauldron
Station for examples of scene
boosters.

Don't create an adventure out-
line that's so complete the he-
roes can't make any decisions
without violating your plot. Start
the adventure with action, and
have lots of other action ideas
ready to insert into the flow as
the game session progresses.
Use combat, challenges, en-
counters, conflict, tension, hu-
mor, and mystery to keep an
adventure moving toward its
dramatic conclusion.

The basic rule for pacing is that
as long as the players are hav-
ing fun, stay in the current
scene. When the action bogs
down, then the Gamemaster
must help the pacing by getting
things moving again.

Moderating the Rules Moderating the Rules Moderating the Rules Moderating the Rules
The Player's Fast-Play Rules
section of this document gives
you the basic mechanics of the
Alternity game. That's all you
need to introduce your players
to the game system and run the
adventure in this section. In
play, it's up to the Gamemaster
to moderate the game so that
everyone has fun, plays fair,
and is challenged. Of all these,
the emphasis is always on fun.
If a rule gets in the way of eve-
ryone's enjoyment, change it.
But change it consistently and
after some consideration. Don't
just change a rule for the sake
of change.

Final decisions are always left
to the Gamemaster. Can the
heroes perform a particular ac-
tion? Can they even try it?
That's up to you. Make your de-
cision based on the need to
keep the story moving, your in-
terpretation of the rules, and
whether or not the action fits
the story and increases every-
one's enjoyment of the game.
Be fair and impartial in your
treatment of heroes and sup-
porting characters. Challenge
the players and their heroes.
The players want to see their
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heroes tested, to experience
the thrill of competing against
the odds and coming out on
top. Heroes do this sort of thing
all the time! Just make sure the
players have decisions to make
and options to choose from as
the adventure unfolds.

If someone disagrees with a
decision, call a time out and
discuss it with the group. You
still get to make the final call,
but you can reduce the possi-
bility of hard feelings if you
moderate the game fairly. The
goal is to tell a good group
story and to have fun, not to
abuse the heroes.

Sometimes the dice are just go-
ing to fall the wrong way. That's
okay. But you might want to
give the players a break now
and then. After all, it's no fun for
a player to lose a hero in a stu-
pid and random way. Be leni-
ent when determining the diffi-
culty of a particular action, or
change the result before re-
vealing the outcome to the
players. This sort of manipula-
tion is the Gamemaster's pre-
rogative, but use it sparingly-
and always in the interest of
keeping the story moving and
the fun factor high.

THE SETTING THE SETTING THE SETTING THE SETTING
The Gamemaster determines
the setting for his campaign.
Depending on the features of a
particular setting (such as tech-
nology, genre, and scope), cer-
tain portions of the rules-high-
tech gear, psionics, and aliens,
for instance-may or may not be
used. For example, a space op-
era setting usually has faster-
than-light spaceships, energy
weapons, and tons of nonstop
action. A near-future techno-
thriller setting, however, has a
gritty, hard-edged feel, more
familiar technology, and only
deals with the problems of a
single world.

In the Gamemaster Guide, the
process of creating settings is
discussed in more detail. The
Cauldron Station adventure in
this document takes place in a
traditional space opera setting.

USING THE GAME MECHANIC USING THE GAME MECHANIC USING THE GAME MECHANIC USING THE GAME MECHANIC
The Alternity game is built
around a core mechanic that
has nearly universal applica-
tion. All heroic actions in the
game can be resolved by roll-
ing just two dice: a control die
and a situation die. A control
die is always a d20; a situation
die can be a d4, d6, d8, d12, or
d20. Depending on how hard or
easy a particular task is, the
situation die is added to or sub-
tracted from the control die, as
detailed in the Player's Fast-
Play Rules.

You can use the dice in varying
ways, though the mechanic is
always the same: Roll two dice
to achieve a number that's
equal to or less than a charac-
ter's appropriate score. If the
task is associated with a skill,
then the skill score is used. If
it's a feat, then the associated
Ability Score is used. In all uses
of dice during a game session-
except when rolling for dam-
age-low results are better than
high ones.

Use the mechanic to determine
the success of an attack, using
an appropriate combat skill; to
overcome a challenge, using a
physical or mental skill; or to
determine the outcome of an
encounter, using a Personality
skill in conjunction with good
roleplaying.

The Most Important Rule
Not every action requires a
dice roll. Repeat this sentence
and apply it often. When the
heroes attempt normal, every-
day tasks, they should accom-
plish them without consulting
the dice. In heroic situations,
when the outcome is in doubt
and the result could mean life
or death, then have the players
roll dice.
Examples of Situation Modifiers

Weapon Range Weapon Range Weapon Range Weapon Range Short Short Short Short Medium Medium Medium Medium Long Long Long Long
Pistol -1 step +1 step +3 steps
Rifle -1 step None +1 step

Target Has Cover Target Has Cover Target Has Cover Target Has Cover
Light cover +1 step penalty
Medium cover +2 step penalty
Heavy cover +3 step penalty

Situation Situation Situation Situation
Amazing difficulty +3 steps Amazing ease -3 steps
Good difficulty +2 steps Good ease -2 steps
Ordinary difficulty +1 step Ordinary ease -1 step
Marginal difficulty None Marginal ease None
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Situation Die Steps Situation Die Steps Situation Die Steps Situation Die Steps
The best tool you have as the
Gamemaster is your ability to
set the odds of any given task.
You can do this by adding bo-
nuses or penalties for given
situations and counting in the
appropriate direction on the
Situation Die Steps Scale
(presented in the Player's Fast-
Play Rules). Or, if you're more
inclined toward quick resolu-
tions, simply eyeball it; select
the modifier that gets closest to
how difficult or easy you want
the task to be.

Putting It I Putting It I Putting It I Putting It Into Practice nto Practice nto Practice nto Practice
What do you actually do with
this information?That depends.
Here are examples of both
methods in action. Use either
method or a combination of the
two, as you see fit.

The Step The Step The Step The Step- -- -by by by by- -- -step Method: step Method: step Method: step Method:
Vicki's hero, Sarge, wants to
take a shot at the villainous
bounty hunter. Jade has the pis-
tol skill, so she has abase situa-
tion die of +d0. The bounty
hunter is at medium range (+1
step penalty) and has light
cover (+1 step penalty). In ad-
dition, because Sarge is stand-
ing atop a moving aircar, you
declare that the situation has a
Good level of difficulty (+2
steps). By counting out the
steps on the Situation Die
Steps Scale, the Gamemaster
determines that Sarge has a
final situation die of +d12. Vicki
rolls d20+d2, hoping to achieve
a total that's equal to or less
than Sarge's pistol score. If she
succeeds, then Sarge hits her
target, scoring either an Ordi-
nary, Good, or Amazing suc-
cess, as detailed in the Player's
Fast-Play Rules.
Eyeballing It Eyeballing It Eyeballing It Eyeballing It: Jenn's hero, Cleo-
patra, needs to slip past the
customs official. Since Cleo
doesn't have the sneak spe-
cialty skill, her base situation
die is +d4. You decide that the
official is particularly vigilant
today. This makes the situation
Hard, causing Cleo to take a
+2 step penalty. Jenn has to roll
d20+d8, hoping for a result
equal to or less than Cleo's
Stealth skill score.

Action Rounds Action Rounds Action Rounds Action Rounds
How action rounds work is de-
scribed in the Player's Fast-Play
Rules. Although actions in a
phase are considered to occur
simultaneously, you don't want
everyone rolling dice at the
same time. Instead, all charac-
ters who are entitled to an ac-
tion in the same phase should
act in the order of their action
check scores-highest score
first. The results of their actions
(such as damage) are applied
at the end of the phase, thus
simulating simultaneous activ-
ity.

Example: Sarge, Cleopatra,
and the bounty hunter Kreet
each achieve a Good action
check result. Their action check
scores are 13, 10, and 15, re-
spectively. For ease of play,
Kreet acts first in the Good
phase, followed by Sarge, then
Cleo. The results of each char-
acter's action are applied after
everyone has acted, taking ef-
fect in the Ordinary phase. If
the characters have actions re-
maining, they perform them in
the same order in the Ordinary
phase.

Damage Damage Damage Damage
Damage comes in four types,
as described in the Player's
Fast-Play Rules: stun, wound,
mortal, and fatigue. If a charac-
ter is targeted by an attack or
other damage-causing condi-
tion, the degree of success that
attack achieves determines the
type and amount of damage
suffered by a character.

"Gear for Fast-Play Heroes" in
the Player's Fast-Play Rules lists
some examples of weapons
and armor, and includes their
important statistics.

Example: Kreet fires his 11mm
charge pistol at Cleo. He
achieves a Good success
against Cleo. The damage
range for a Good success with
that weapon is d6+2w. Since
Kreet is a member of the sup-
porting cast, you (as the Game-
master) roll to determine how
much damage Kreet inflicts.
The most he can do is 8 points
of wound damage on a roll of
6.
Eyeballing It

Situation Description Situation Description Situation Description Situation Description Modifier Modifier Modifier Modifier Situation Die Situation Die Situation Die Situation Die
Extremely easy -3 steps -d8
Very easy -2 steps -d6
Easy -1 step -d4
Average None +d0
Tough +1 step +d4
Hard +2 steps +d6
Challenging +3 steps +d8
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Secondary Damage Secondary Damage Secondary Damage Secondary Damage
Serious, lasting injuries -- mor-
tal damage and wound dam-
age -- cause secondary dam-
age to the character who is in-
jured. For every 2 points of
wound damage inflicted on a
character, that character also
suffers 1 point of stun damage.
For every 2 points of mortal
damage a character receives,
that character also suffers 1
point of wound damage and 1
point of stun damage.

Example: Cleo returns fire with
her 11mm charge rifle and gets
an Amazing success against
Kreet. The damage range for
an Amazing success with her
weapon is d6+1m. Cleo's
player, Jenn, rolls d6 and gets a
result of 4. Kreet suffers 5 points
of mortal damage (4 + 1 = 5)
plus secondary damage of 2
wounds and 2 stuns.

Armor Armor Armor Armor
Characters can wear armor to
protect them from the dangers
of battle. Armor reduces the
amount of primary damage a
hero receives-but armor has no
effect on secondary damage.
Armor comes into play only
when personal defence shields
are depleted.

Example: Cleo is wearing a CF
long coat when Kreet hits Cleo
for 8 wounds. Now Jenn gets to
roll to see how well Cleo's ar-
mor protects her hero. The CF
coat blocks high impact (HI)
damage at a rate of d4+1. Jenn
rolls d4 and gets a result of 3,
for a total of 4 (3 + 1 = 4), so
the number of wounds is re-
duced by 4 points. Jenn marks
off 4 wound boxes on Cleo's
hero sheet (8 - 4 = 4).

Recovery Recovery Recovery Recovery
After a character suffers dam-
age, he or she can get back to
full health in a number of differ-
ent ways:

Wound damage, but not mortal
damage, can heal naturally at
a rate of 2 wound points per
week of rest and recuperation.

The Knowledge Knowledge Knowledge Knowledge- -- -first aid first aid first aid first aid skill
can heal stun damage on con-
scious patients, restoring 2, 3,
or 4 stun points depending on
the degree of success achieved
on the first aid skill check
(Ordinary, Good, or Amazing).
First aid can also be used to
revive a character who was
knocked out due to stun dam-
age, restoring 1, 2, or 3 stun
points depending on the de-
gree of success.

This skill can be used to heal
wound damage; any success
restores 1 wound point.

The Medical Science Medical Science Medical Science Medical Science broad
skill or the treatment specialty
skill can be used to heal stun
damage on conscious patients,
as per first aid above.
Medical Science or treatment
can also be used to revive a
character who was knocked
out due to stun damage, restor-
ing 2, 3, or 4 stun points de-
pending on the degree of suc-
cess.

This skill can be used to heal
wound damage; any success
restores 2 wound points.

The Medical Science-surgery
skill can be used to heal wound
damage and mortal damage; a
success restores 1 point of mor-
tal and 2 points of wound dam-
age. This skill can be used on a
specific patient once every
hour. If a Critical Failure is
achieved, the patient suffers an
additional point of mortal dam-
age.

Any remaining stun damage
disappears at the end of a
scene.

READY TO ROLL!
You are all set to start playing
Alternity Cleopatra 2525.
Choose a character template!
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Alternity
Science Fiction Roleplaying
Char ac t er Templ at e
Hero’s Name Hel Player
Profession Diplomat Career Team Leader
Ability Score Untrained Res. Mod.

Strength
Dexterity
Constitution
Intelligence
Will
Personality
ACTION CHECK SCORE Actions per round: 2

Marginal 12+ Ordinary 11 Good 5 Amazing 2

DURABILITY
Stun 9
Wound 9
Mortal 5

SKILLS RANK SCORE
STR
Athletics 10/5/2
Jump 3 13/6/3
Unarmed Attack 10/5/2
Power Martial Arts 3 13/6/3
DEX
Acrobatics 11/5/2
Fall 2 13/6/3
Dodge 2 13/6/3
Modern Ranged Weapons 11/5/2
Battle Gauntlet 3 14/7/3
Stealth 11/5/2
Hide 1 12/6/3
CON
Stamina 9/4/2
INT
Knowledge 10/5/2
Computer Operation 1 11/5/2
WIL
Awareness 9/4/2
PER
Interaction 11/5/2
Leadership 11/5/2
Command 2 13/6/3
Bonus –d20 | -d12 | -d8 | -d6 | -d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
Alternity is a registered trademark owned by Wizards of the Coast, Inc.
© 2000 Wizards of the Coast, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Weapons
Battle Gauntlet d6+1w / d6+3w / d4+1m
Range (S/M/L) 20/40/200 Type: En
Unarmed (martial arts) d6s / d6+2s / d4w

Armor
Personal Defense Shield O O O O O O O O O O
Battle Jacket d6-1 (LI), d4+1 (HI), d4-1 (En)
Alternity
Science Fiction Roleplaying
Char ac t er Templ at e
Hero’s Name Sarge Player

Profession Combat Spec Career Warrior
Ability Score Untrained Res. Mod.

Strength
Dexterity
Constitution
Intelligence
Will
Personality
ACTION CHECK SCORE Actions per round: 2

Marginal 13+ Ordinary 12 Good 6 Amazing 3

DURABILITY
Stun 10
Wound 10
Mortal 5

SKILLS RANK SCORE
STR
Athletics 12/6/3
Jump 1 13/6/3
Unarmed Attack 12/6/3
Power Martial Arts 3 15/7/3
DEX
Acrobatics 10/5/2
Fall 2 12/6/3
Dodge 2 12/6/3
Modern Ranged Weapons 10/5/2
Battle Gauntlet 4 14/7/3
CON
Stamina 10/5/2
Endurance 1 11/5/2
INT
Knowledge 9/4/2
First Aid 1 10/5/2
Tactics 9/4/2
WIL
Awareness 9/4/2
Perception 1 10/5/2
PER
Interaction 10/5/2
Intimidate 1 11/5/2
Bonus –d20 | -d12 | -d8 | -d6 | -d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
Alternity is a registered trademark owned by Wizards of the Coast, Inc.
© 2000 Wizards of the Coast, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Weapons
Battle Gauntlet d6+1w / d6+3w / d4+1m
Range (S/M/L) 20/40/200 Type: En
Unarmed (martial arts) d6+1s / d6+3s / d4+1w

Armor
Personal Defense Shield O O O O O O O O O O
Battle Jacket d6-1 (LI), d4+1 (HI), d4-1 (En)
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0
+1
0
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0
+1
12
10
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9
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5
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5
+1
0
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0
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Alternity
Science Fiction Roleplaying
Char ac t er Templ at e
Hero’s Name Cleopatra Player
Profession Free Agent Career Exotic Dancer
Ability Score Untrained Res. Mod.

Strength
Dexterity
Constitution
Intelligence
Will
Personality
ACTION CHECK SCORE Actions per round: 2

Marginal 13+ Ordinary 12 Good 6 Amazing 3

DURABILITY
Stun 9
Wound 9
Mortal 5

SKILLS RANK SCORE
STR
Athletics 9/4/2
DEX
Acrobatics 11/5/2
Dodge 1 12/6/3
Modern Ranged Weapons 11/5/2
Battle Gauntlet 1 12/6/3
CON
Stamina 9/4/2
INT
Knowledge 9/4/2
First Aid 1 10/5/2
WIL
Awareness 10/5/2
PER
Culture 12/6/3
Diplomacy 1 13/6/3
Deception 12/6/3
Bluff 1 13/6/3
Entertainment 12/6/3
Dance 3 15/7/3
Interaction 12/6/3
Seduce 3 15/6/3
Leadership 12/6/3
Inspire 2 14/7/3
Bonus –d20 | -d12 | -d8 | -d6 | -d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
Alternity is a registered trademark owned by Wizards of the Coast, Inc.
© 2000 Wizards of the Coast, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Weapons
Battle Gauntlet d6+1w / d6+3w / d4+1m
Range (S/M/L) 20/40/200 Type: En
Unarmed (untrained) d4s / d4+1s / d4+2s
Armor
Personal Defense Shield O O O O O O O O O O
Battle Jacket d6-1 (LI), d4+1 (HI), d4-1 (En)
Alternity
Science Fiction Roleplaying
Char ac t er Templ at e
Hero’s Name Mauser Player

Profession Tech Op Career Android
Ability Score Untrained Res. Mod.

Strength
Dexterity
Constitution
Intelligence
Will
Personality
ACTION CHECK SCORE Actions per round: 2

Marginal 11+ Ordinary 11 Good 1 Amazing 1

DURABILITY
Stun 10
Wound 10
Mortal 5

SKILLS RANK SCORE
STR
Athletics 11/5/2
Unarmed Attack 11/5/2
Brawl 1 12/6/3
DEX
Acrobatics 10/5/2
Fall 1 11/5/2
Modern Ranged Weapons 10/5/2
Laser Pistol 2 12/6/3
CON
Stamina 10/5/2
INT
Computer Science 12/6/3
Hacking 1 13/6/3
Hardware 2 14/7/3
Knowledge 12/6/3
Medical Science 12/6/3
Medical Knowledge 1 13/6/3
Technical Science 12/6/3
Juryrig 2 14/7/3
Repair 2 14/7/3
Technical Knowledge 2 14/7/3
WIL
Awareness 8/4/2
PER
Bonus –d20 | -d12 | -d8 | -d6 | -d4 | +d0 | +d4 | +d6 | +d8 | +d12 | +d20 | +2d20 | etc. Penalty
Alternity is a registered trademark owned by Wizards of the Coast, Inc.
© 2000 Wizards of the Coast, Inc. All rights reserved.
Permission granted to photocopy for personal use.
Weapons
Laser Pistol d6+1w / d6+3w / d4+1m
Range (S/M/L) 20/40/200 Type: En
Unarmed (brawling) d4+1s / d4+2s / d4+3s

Armor
Battle Jacket d6-1 (LI), d4+1 (HI), d4-1 (En)
9
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9
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13
4
5
4
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6
0
+1
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+2
11
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8
9
5
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+1
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+1
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A CLEOPATRA 2525 Fast-
Play Adventure

Cleo’s World: Background
In the year 2525, monstrous
heavily-armored airborne
creatures known as the
Bailies rule the surface of
the world and humanity has
been driven underground in
order to survive.

Over the centuries of Bailey
domination, mankind's sub-
terranean universe has
grown into an immense
labyrinth of shafts, corridors
and spaces on countless
levels within the Earth.

Housed on these levels are
distinctly different worlds,
ranging from beautifully
simulated surface environ-
ments to toxic waste
dumps. The human popula-
tions inhabiting these do-
mains have evolved inde-
pendently over hundreds of
years, giving rise to a vast
array of diverse cultures in
the underground grid.
Within the passing of gen-
erations, life in this complex
netherworld has become
increasingly chaotic. Fright-
ening part-human part-
animal mutants have prolif-
erated through uncontrolled
genetic experimentation.
Mercenaries troll the unsta-
ble levels looking for oppor-
tunities to cash in on the
black market. Bailey-
engineered Betrayer robots,
outwardly indistinguishable
from humans, live secretly
among the people at the
beck and call of their mas-
ters.

Though most of humanity
has abandoned hope of
ever reclaiming the surface
of the Earth, there are indi-
viduals within the subterra-
nean world still fiercely
committed to that cause.
Among these brave souls
are the female warriors Hel
and Sarge.

The exotic dancer, Cleo-
patra - cryogenically frozen
in the year 2001 - awakens
five centuries later only to
find herself in an organ-
harvesting lab. She is found
by Hel and Sarge whilst
they are being pursued by
a Betrayer robot, robots that
are outwardly indistinguish-
able from humans but are
at the beck and call of their
masters, the Bailies. In the
ensuing battle, Cleopatra's
acting skills prove unex-
pectedly useful, prompting
the two rebel heroines to
take her under their wing.

Armed with hi-tech weap-
ons, and with help from the
mysterious Voice that Hel
hears through a receptor
planted in her jaw, the three
join together to try and re-
claim the surface of the
earth for mankind.

In the year 2525…

S SS Special Rules: pecial Rules: pecial Rules: pecial Rules:
The Battle Gauntlets The Battle Gauntlets The Battle Gauntlets The Battle Gauntlets

The battle gauntlets of Cleopatra The battle gauntlets of Cleopatra The battle gauntlets of Cleopatra The battle gauntlets of Cleopatra
2525 seem to be all that stands 2525 seem to be all that stands 2525 seem to be all that stands 2525 seem to be all that stands
between the team and their between the team and their between the team and their between the team and their foes at foes at foes at foes at
times. They are indeed potent times. They are indeed potent times. They are indeed potent times. They are indeed potent
devices. Besides acting as cell devices. Besides acting as cell devices. Besides acting as cell devices. Besides acting as cell
phones they also have: phones they also have: phones they also have: phones they also have:

• •• • Laser blasts. Fast Laser blasts. Fast Laser blasts. Fast Laser blasts. Fast- -- -shooting and shooting and shooting and shooting and
packing quite a punch, the laser packing quite a punch, the laser packing quite a punch, the laser packing quite a punch, the laser
blast has all the properties of a l blast has all the properties of a l blast has all the properties of a l blast has all the properties of a la- a- a- a-
ser pistol but the damage of a l ser pistol but the damage of a l ser pistol but the damage of a l ser pistol but the damage of a la- a- a- a-
ser rifle as per the Alternity rules. ser rifle as per the Alternity rules. ser rifle as per the Alternity rules. ser rifle as per the Alternity rules.

• •• • Personal defense shield. While Personal defense shield. While Personal defense shield. While Personal defense shield. While
the battle gauntlet is tuned to shoot the battle gauntlet is tuned to shoot the battle gauntlet is tuned to shoot the battle gauntlet is tuned to shoot
it’s own blasts out, a limited pe it’s own blasts out, a limited pe it’s own blasts out, a limited pe it’s own blasts out, a limited per- r- r- r-
sonal defense shield can be raised sonal defense shield can be raised sonal defense shield can be raised sonal defense shield can be raised
that absorbs any energy attack. that absorbs any energy attack. that absorbs any energy attack. that absorbs any energy attack.
The gauntlet can be set to a wider The gauntlet can be set to a wider The gauntlet can be set to a wider The gauntlet can be set to a wider
range to protect the weare range to protect the weare range to protect the weare range to protect the wearer and r and r and r and
one other person, at the expense one other person, at the expense one other person, at the expense one other person, at the expense
of draining extra power (2 units i of draining extra power (2 units i of draining extra power (2 units i of draining extra power (2 units in- n- n- n-
stead of 1). It can be recharged at stead of 1). It can be recharged at stead of 1). It can be recharged at stead of 1). It can be recharged at
the team’s lab. the team’s lab. the team’s lab. the team’s lab.

• •• • 3D Laser Tactical Generator. 3D Laser Tactical Generator. 3D Laser Tactical Generator. 3D Laser Tactical Generator.
Most of the explored territories that Most of the explored territories that Most of the explored territories that Most of the explored territories that
the te the te the te the team has been to have been am has been to have been am has been to have been am has been to have been
uploaded as a personal directory/ uploaded as a personal directory/ uploaded as a personal directory/ uploaded as a personal directory/
map that can be called up in a 3D map that can be called up in a 3D map that can be called up in a 3D map that can be called up in a 3D
laser hologram that pops up out of laser hologram that pops up out of laser hologram that pops up out of laser hologram that pops up out of
the gauntlet to help folks track the gauntlet to help folks track the gauntlet to help folks track the gauntlet to help folks track
other gauntleted members and other gauntleted members and other gauntleted members and other gauntleted members and
find their way. find their way. find their way. find their way.

• •• • Web Spinneret. The gauntlet can Web Spinneret. The gauntlet can Web Spinneret. The gauntlet can Web Spinneret. The gauntlet can
shoot forth a shoot forth a shoot forth a shoot forth a webbed lining/rope webbed lining/rope webbed lining/rope webbed lining/rope
that can stick to any surface allo that can stick to any surface allo that can stick to any surface allo that can stick to any surface allow- w- w- w-
ing swinging, pulling, and the like. ing swinging, pulling, and the like. ing swinging, pulling, and the like. ing swinging, pulling, and the like.
A single strand can support up to A single strand can support up to A single strand can support up to A single strand can support up to
400 pounds at a time. 400 pounds at a time. 400 pounds at a time. 400 pounds at a time.
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Story Synopsis
The team returns from a
scouting mission only to
find Mauser stunned and
their lab in a shambles.
They soon find out that their
data files were accessed. A
digital map representing a
certain classified level that
the team was meaning to
check out for Voice had
been downloaded and the
Bailiey weapon that the
team recovered in the first
episode “Quest for Fire-
power” stolen! In reality, the
Bailies want their weapon
back, and they found a dis-
tressed, paranoid lone
team member trying to find
his way. Doing their re-
search, the Bailies created
a betrayer robot to look like
the distressed team mem-
ber’s long lost brother, with
a plan to steal the weapon.
In their quest to return the
weapon and solve the mys-
tery, the team finds an
amusement park level and
plenty of action!

Section Objectives
• Swing across a shaft to
their lab.

• Discover what’s been
taken from their lab and get
started on the trail.

• The dangerous journey to
the amusement park.

• The amusement park in-
terior.

• The encounter with the
mad team member.

• The battle with the be-
trayer robot.
Each of these sections is
described in more detail
below. In all cases boxed
text should be read or para-
phrased aloud to the play-
ers, while the GM’s Notes
sections contain all the info
needed to run the scene.

Section 1:
Return to the Lab.

This first scene starts with
the team of Hel, Sarge and
Cleo just returning from an-
other mission. Mauser is in
the lab, and will make his
appearance in a moment.
They’ve made their way
through the tunnels and
have come out at a landing
opposite their lab across a
shaft. Read or paraphrase
the following to the players:

Your last mission com-
pleted, you took the long
way home, and even had
time to stop off at a bar
where Cleo insisted on in-
structing the bartender on
how to make a chocolate
shake. Now you come to an
open landing leading into
one of the many endless
underworld shafts. Across
the way from here is your
team’s lab. Suddenly Voice
crackles in Hel’s ear…

GM Note GM Note GM Note GM Note: Try to put a nice
British accent on this for ef-
fect. Heck, even a bad one
would do!

“Hel, hand Cleopatra one of
your gauntlets. It’s time she
gauged returning to the lab
herself. You and Sarge then
swing across.”

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S SS Special Rules: pecial Rules: pecial Rules: pecial Rules:
Combat Maneuvers in 2525 Combat Maneuvers in 2525 Combat Maneuvers in 2525 Combat Maneuvers in 2525

Dodging: Most team members and Dodging: Most team members and Dodging: Most team members and Dodging: Most team members and
some of their foes have a skill some of their foes have a skill some of their foes have a skill some of their foes have a skill
called dodge, here’s how called dodge, here’s how called dodge, here’s how called dodge, here’s how it works it works it works it works
in play. It doesn’t matter what the in play. It doesn’t matter what the in play. It doesn’t matter what the in play. It doesn’t matter what the
dodge actually is (be creative, Hel dodge actually is (be creative, Hel dodge actually is (be creative, Hel dodge actually is (be creative, Hel
jumps around a curved section of jumps around a curved section of jumps around a curved section of jumps around a curved section of
wall, Sarge le wall, Sarge le wall, Sarge le wall, Sarge leaps over to a line of aps over to a line of aps over to a line of aps over to a line of
rolling barrels, etc.), the effect is rolling barrels, etc.), the effect is rolling barrels, etc.), the effect is rolling barrels, etc.), the effect is
basically the same. The player in basically the same. The player in basically the same. The player in basically the same. The player in
question forgoes her attack for th question forgoes her attack for th question forgoes her attack for th question forgoes her attack for that at at at
action and instead rolls her dodge action and instead rolls her dodge action and instead rolls her dodge action and instead rolls her dodge
skill. On an Ordinary success foes skill. On an Ordinary success foes skill. On an Ordinary success foes skill. On an Ordinary success foes
must add a +1 penalty to try and must add a +1 penalty to try and must add a +1 penalty to try and must add a +1 penalty to try and
hit her. On a Good suc hit her. On a Good suc hit her. On a Good suc hit her. On a Good success +2, cess +2, cess +2, cess +2,
and on an Amazing success +3. If and on an Amazing success +3. If and on an Amazing success +3. If and on an Amazing success +3. If
a 20 is rolled, the dodge failed a 20 is rolled, the dodge failed a 20 is rolled, the dodge failed a 20 is rolled, the dodge failed
quite badly, leaving the hero vu quite badly, leaving the hero vu quite badly, leaving the hero vu quite badly, leaving the hero vul- l- l- l-
nerable, and opponents get a nerable, and opponents get a nerable, and opponents get a nerable, and opponents get a – –– –2 2 2 2
bonus to hit her! bonus to hit her! bonus to hit her! bonus to hit her!

Firing Two Weapons: You’ve seen Firing Two Weapons: You’ve seen Firing Two Weapons: You’ve seen Firing Two Weapons: You’ve seen
in the Cleopatra 2525 show where in the Cleopatra 2525 show where in the Cleopatra 2525 show where in the Cleopatra 2525 show where
some charact some charact some charact some characters fire 2 weapons at ers fire 2 weapons at ers fire 2 weapons at ers fire 2 weapons at
the same time. If a hero is wearing the same time. If a hero is wearing the same time. If a hero is wearing the same time. If a hero is wearing
2 battle gauntlets, for example, 2 battle gauntlets, for example, 2 battle gauntlets, for example, 2 battle gauntlets, for example,
they are certainly welcome to try to they are certainly welcome to try to they are certainly welcome to try to they are certainly welcome to try to
fir them both at the same time. But fir them both at the same time. But fir them both at the same time. But fir them both at the same time. But
it’s not as easy as it looks! The off it’s not as easy as it looks! The off it’s not as easy as it looks! The off it’s not as easy as it looks! The off
hand shot gets a +4 penalty and hand shot gets a +4 penalty and hand shot gets a +4 penalty and hand shot gets a +4 penalty and
the skilled hand shot the skilled hand shot the skilled hand shot the skilled hand shot gets a +2 gets a +2 gets a +2 gets a +2
penalty. penalty. penalty. penalty.

Amazing Acrobatics: You’ve seen Amazing Acrobatics: You’ve seen Amazing Acrobatics: You’ve seen Amazing Acrobatics: You’ve seen
some of the amazing flips, jumps, some of the amazing flips, jumps, some of the amazing flips, jumps, some of the amazing flips, jumps,
and graceful maneuvers tried on and graceful maneuvers tried on and graceful maneuvers tried on and graceful maneuvers tried on
the show the show the show the show. This is one place where . This is one place where . This is one place where . This is one place where
the Alternity Engine truly shines the Alternity Engine truly shines the Alternity Engine truly shines the Alternity Engine truly shines
making itself a perfect tool for making itself a perfect tool for making itself a perfect tool for making itself a perfect tool for
pla pla pla play yy ying Cleopatra 2525 adve ing Cleopatra 2525 adve ing Cleopatra 2525 adve ing Cleopatra 2525 adven- n- n- n-
tures. The Gamemaster has free tures. The Gamemaster has free tures. The Gamemaster has free tures. The Gamemaster has free
reign to ask for a die roll for the reign to ask for a die roll for the reign to ask for a die roll for the reign to ask for a die roll for the
player who wishes to try something player who wishes to try something player who wishes to try something player who wishes to try something
creative. creative. creative. creative.

For example, H For example, H For example, H For example, Hel is being pursued el is being pursued el is being pursued el is being pursued
by a mutant. She wants to run up a by a mutant. She wants to run up a by a mutant. She wants to run up a by a mutant. She wants to run up a
wall and leap backwards to land wall and leap backwards to land wall and leap backwards to land wall and leap backwards to land
behind the mutant. The GM checks behind the mutant. The GM checks behind the mutant. The GM checks behind the mutant. The GM checks
Hel’s sh Hel’s sh Hel’s sh Hel’s sheet and decides that’s an eet and decides that’s an eet and decides that’s an eet and decides that’s an
acrobatics check. Or maybe it’s a acrobatics check. Or maybe it’s a acrobatics check. Or maybe it’s a acrobatics check. Or maybe it’s a
dodge. Or maybe just a Dexterity dodge. Or maybe just a Dexterity dodge. Or maybe just a Dexterity dodge. Or maybe just a Dexterity
check. It’s your call! check. It’s your call! check. It’s your call! check. It’s your call!
Challenge Scene
The team members must
swing across the chasm to
the illusionary wall landing
that leads to their lab. Let
Hel and Sarge go first. They
are very used to doing this,
and are very skilled at us-
ing their gauntlets. Allow
them a –3 step bonus (d20
minus d12) to succeed.
Although Cleo has tried her
hand at this once or twice
before, it is hardly a routine
maneuver for her. But she
has done it before. Allow
her a +0 modifier to her
gauntlet skill roll (an un-
modified d20). In the event
that Cleo’s player makes
the roll, encourage her to
gloat all she wants! If she
falls in the shaft, encourage
screaming instead!

The other team members
should try to rescue Cleo.
They have had to do this so
often before assume they
succeed at the roll and
hoist her back up to the lab.

Section 2:
A wrecked room.

Read or paraphrase the fol-
lowing to the players:

Stepping through the com-
puter generated illusionary
wall your eyes fall upon a
terrible sight. The lab is
nearly wrecked! Pieces of
equipment are smoking in
places while many contain-
ers and drawers are pulled
open and ransacked. In the
far corner lies Mauser just
about to awaken.

GM’s Note GM’s Note GM’s Note GM’s Note: Describe to
Mauser at this point how 2
men came into the lab. One
had a hand-held disruptor
that caused many of the
machines to overload. One
of the men wanted to kill
Mauser, but the other man,
one wearing a battle gaunt-
let, wouldn’t let that hap-
pen, and simply stunned
Mauser instead. He can
then relay that to the team if
necessary.

GM’s Note GM’s Note GM’s Note GM’s Note: If Mauser’s
player objects to being
stunned, remind him that
although he went for a
weapon, they used some
sort of disruptor that imme-
diately effected his android
systems.

Challenge Scene
The group needs to find out
what happened and what
the men wanted. If Mauser
asks what they looked like,
tell them:

Well, they were both fairly
tall. Similar features, dark
hair and square jaws. One
of them wore a battle
gauntlet. That one was
paranoid and fidgety while
the other one was calm and
calculating.

GM Note GM Note GM Note GM Note: This describes
the paranoid, delusional
team member and the be-
trayer robot, but don’t con-
firm any suspicions at this
time, let the group consider
these facts.

At this point the group
should decide to find out
what the intruders came for.
If they don’t pick up on this,
remind them that things are
in disarray as if someone
was hurriedly looking for
something. Perhaps Voice
can suggest this. If some-
one suggests looking for
clues, allow them and any
other an Awareness-
Perception roll. Only Sarge
has the specialty skill Per-
ception, so the others will
have to make rolls against
their Awareness scores with
the customary +1 penalty
(+d4) for using a broad
skill. Sarge’s player can roll
hers on an unmodified d20.
The best (lowest) score
finds the hardest clue:

There are some dirty finger-
prints across the keypad of
the main computer. It looks
like someone was access-
ing your main database.
You power up the device
and within minutes you dis-
cover the computer’s log,
showing that a map was
accessed. With a few com-
mands, you bring up a 3D
holographic map of an
area. Someone charted out
the quickest way through
the tunnels from the lab to a
large door.

GM’s Note GM’s Note GM’s Note GM’s Note: Voice speaks to
Hel again:

Hel, that door leads to the
very level you were sup-
posed to investigate next
week. The level with the
amusement park. How odd.
It seems as though the in-
truders specifically sought
out that level, the news re-
garding it was spreading
fast. It’s possible the infor-
mation was leaked.
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If anyone questions the
amusement level, tell them
that it’s a level where a
nighttime amusement park,
circa year 1955 on earth, is
simulated in perfect detail
for the folks who live there.

The person who gets the
next best score while
searching discovers that
the safe that the Bailiey
weapon that the team liber-
ated a few weeks back has
been cut open with a laser
torch. The Bailiey weapon is
missing! Upon hearing this,
Voice speaks again:

Hel, things have changed.
Normally we would do
some more planning, but
this is serious and we need
to get that weapon back
right away. I want you to
take Mauser with you.
These folks sound danger-
ous, and Mauser is the only
one who really knows the
Bailiey weapon inside and
out. Prepare your team.

At this point, allow the team
to roleplay getting ready.
Remind them of the tight
deadline if they start to
dawdle. On the other hand,
if Cleo hears they are going
to a 1950’s amusement
level, she may want to try
and dig up a short skirt or
two, some sidesaddles
shoes, and some bubble
gum! Although some of that
might be hard to find, let
her player improvise what
she can. When the team is
ready to roll, describe the
team at the ledge and
jumping down the shaft just
like they do in the show.
Section 3:
A dangerous trek.

Read or paraphrase:

You freefall down the shaft
heading towards the
amusement level. It won’t
be easy, as it runs through
a particularly seedy section
of tunnels inhabited by mu-
tant outcasts. But what
could be that hard when
you’re falling down a
nearly infinite chasm!?

Challenge Scene
Although there is no real
danger due to the practice
the team has (and the fact
that they all have the Acro-
batics-Fall specialty skill...
except Cleo), it could be fun
to ask Cleo to make an un-
trained Dex check (d20
+d4) to see if she starts to
tumble.

Currently, Sarge has both
her gauntlets and Hal and
Cleo each have one. It’s al-
ready assumed one of them
team would pick up Mauser
when the landing came. If
Cleo starts to tumble, the
team again may have to
straighten her out to fly
right. Let whoever helps
make an Acrobatics-Fall
check to set Cleo straight.
Then read the following:

Dusting yourself off from
the long fall, you find your-
selves staring down a deso-
late tunnel. Cleopatra sees
this as the worst part of a
big city subway system. Oil
and muck cover the floor,
the lighting is bad, and rub-
bish is scattered about.
There are even some squat-
ters laying around. Quite a
nasty sight to be sure.

Describe a short journey
through a few more twists
and turns. The group
should not get lost, but if
someone thinks to use their
gauntlet’s 3D holographic
mapping program all the
better. Soon, they come to
the illusionary wall that
Mutant Goons Mutant Goons Mutant Goons Mutant Goons
Nonprofessional Brawlers Nonprofessional Brawlers Nonprofessional Brawlers Nonprofessional Brawlers

STR STR STR STR 10 10 10 10 INT INT INT INT 8 88 8
DEX DEX DEX DEX 9 99 9 WIL WIL WIL WIL 9 99 9
CON CON CON CON 10 10 10 10 PER PER PER PER 8 88 8


Durability: 10/10/5 Durability: 10/10/5 Durability: 10/10/5 Durability: 10/10/5 Action Check: 9+ / 8 / 4 Action Check: 9+ / 8 / 4 Action Check: 9+ / 8 / 4 Action Check: 9+ / 8 / 4 / 2 / 2 / 2 / 2 # of Actions: 2 # of Actions: 2 # of Actions: 2 # of Actions: 2

Attacks Attacks Attacks Attacks
Unarmed Attack: Brawl: 11/5/2 Unarmed Attack: Brawl: 11/5/2 Unarmed Attack: Brawl: 11/5/2 Unarmed Attack: Brawl: 11/5/2 d4s / d4+1s / d4+2s d4s / d4+1s / d4+2s d4s / d4+1s / d4+2s d4s / d4+1s / d4+2s
Melee Weapons: Bludgeon: 11/5/2 Melee Weapons: Bludgeon: 11/5/2 Melee Weapons: Bludgeon: 11/5/2 Melee Weapons: Bludgeon: 11/5/2 d4+1s / d4w / d d4+1s / d4w / d d4+1s / d4w / d d4+1s / d4w / d4+1w 4+1w 4+1w 4+1w

And 2 of them should have laser pistols And 2 of them should have laser pistols And 2 of them should have laser pistols And 2 of them should have laser pistols
Ranged Weapons: pistol: 10/5/2 Ranged Weapons: pistol: 10/5/2 Ranged Weapons: pistol: 10/5/2 Ranged Weapons: pistol: 10/5/2 d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m

No other skills of measuarable No other skills of measuarable No other skills of measuarable No other skills of measuarable worth. worth. worth. worth.
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hides the entrance to the
amusement level. Unfortu-
nately, the Betrayer robot
bribed a few mutants to
keep ‘Any women that
come by here wearing bat-
tle gauntlets’ out of the way,
by any means necessary.

Combat Scene
In this scene, a handful of
mutants pop up out of no-
where intent on battle!
Show the enclosed map on
this page to the players to
let them see the scene. Roll
for initiative and conduct
the battle. Try to keep the
battle fast and loose. These
are unshielded mutants,
and are typically made fast
work of in Cleopatra 2525.
Mutant stats are included
on the previous page.

GM’s Notes GM’s Notes GM’s Notes GM’s Notes: There should
be 8 mutants who attack, 2
for each of the team. While
this might seem overwhelm-
ing, the team has many ad-
vantages. If any mutant
takes any mortal hit, or any
Amazing hit, he flees if he’s
still alive. On the other
hand, with two of the goons
having laser pistols, the
team might want to try to
take them out first so they
don’t deplete their personal
defense shields too early.
Remember that Mauser has
no battle gauntlet and does
not use one, and that the
personal defense shields
deflect energy attacks only,
the mutants fists and clubs
will go right through them!

The mutants don’t know The mutants don’t know The mutants don’t know The mutants don’t know
about the secret entrance about the secret entrance about the secret entrance about the secret entrance
and the team should not and the team should not and the team should not and the team should not
give that away! give that away! give that away! give that away!

Section 4:
The amusement park.

Read or paraphrase:

Making sure no one is
watching, you all carefully
step up to the illusion and
activate the code. It shim-
mers as you step through to
a breathtaking sight. Neon
lights, a star-filled sky and
the smell of popcorn as-
saults your senses. It ap-
pears to be a cool summer
evening, and in the dis-
tance kids are yelling on a
ride. People are every-
where, dressed in the fash-
ions of the 1950’s. Kids are
running with balloons and
clowns are everywhere.

Integrate whatever feels
comfortable here for you
and your players. Let Cleo’s
character take a breath of
nostalgia. She wasn’t even
alive in 1955 but her grand-
parents were and surely
they had pictures and such.
Plus TV of her time had
plenty of visuals. And surely
a carnival is still a carnival!
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While the team tries to lo-
cate the missing thieves, a
number of interesting things
may happen:

Encounter Scenes

• If the group passes by a
shooting gallery, let Cleo
challenge another member
if she wants. Could be fun.

• Clowns passing by jug-
gling things and trying to
take a coin out of a random
team member’s ear.

• A little girl is lost. As the
crowd got thicker, she sim-
ply mistook a skirt of an-
other woman as her mother
and wandered off in the
wrong direction. If the
group searches for a few
minutes they should find the
thankful mother. If asked,
she might remember see-
ing a man ‘wearing a thing
on his arm just like you’.
She’s referring to the rogue
team member. She remem-
bers seeing him near the
funhouse.

• If any member of the
team thinks to start asking
folks about the thieves,
have them make appropri-
ate Personality-Interaction
or applicable checks.
Sarge for example has In-
timidate. Cleo has Seduce
(flirting would do). Poor
Mauser just has his good
looks and isn’t very skilled
at interaction.

Encourage the players to
act out how they’ll ask. As
soon as one of them makes
a success, they are pointed
towards the fun house.

Section 5:
The un-fun house.

By now the team will have
come to the fun house.
Within are their objectives:
Harrin Jex, the paranoid
team member, the betrayer
robot, and the bailie gun.
Read the following:

Working through the crowd,
you come to the fun house.
A giant insect head made of
wood glares down upon all
who would enter, as a
caller and ticket man tries
to lure folks to his attraction.

The team won’t be able to
enter without buying a
ticket, unless the team
wants to try to convince him
using an Personality-
Interaction or applicable
skill. He’s not too interested
in loosing money, so the
team will need a Good suc-
cess or better. Still, if they
draw a weapon or threaten
him, he’ll back down quick!

As you enter the gloomy
tunnel, your senses are
aroused by flashing lights,
creaking noises, and
strange wax figures. It’s
fairly dim.

In general describe a few
scenes from your own
i maginati on. Passi ng
B BB Betrayer Robot etrayer Robot etrayer Robot etrayer Robot

STR STR STR STR 13 13 13 13 +2 +2 +2 +2 INT INT INT INT 9 99 9
DEX DEX DEX DEX 12 12 12 12 +1 +1 +1 +1 WIL WIL WIL WIL 8 88 8
CON CON CON CON 20 20 20 20 PER PER PER PER 8 88 8

Durability: 20/20/10 Action Check: 14+ / 7 / 3 / 2 # of Durability: 20/20/10 Action Check: 14+ / 7 / 3 / 2 # of Durability: 20/20/10 Action Check: 14+ / 7 / 3 / 2 # of Durability: 20/20/10 Action Check: 14+ / 7 / 3 / 2 # of Actions: 2 Actions: 2 Actions: 2 Actions: 2

Attacks Attacks Attacks Attacks
Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s

Ranged Weapons: laser arms: 13/6/3 Ranged Weapons: laser arms: 13/6/3 Ranged Weapons: laser arms: 13/6/3 Ranged Weapons: laser arms: 13/6/3 d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m d4+1w / d6+1w / d4m

Special: The betrayer robot makes 2 attacks each time it’s turn to Special: The betrayer robot makes 2 attacks each time it’s turn to Special: The betrayer robot makes 2 attacks each time it’s turn to Special: The betrayer robot makes 2 attacks each time it’s turn to
act comes up. It is so skilled it get act comes up. It is so skilled it get act comes up. It is so skilled it get act comes up. It is so skilled it gets no penalty for firing 2 shots. He s no penalty for firing 2 shots. He s no penalty for firing 2 shots. He s no penalty for firing 2 shots. He
may aim them at 2 different target or both at one target. may aim them at 2 different target or both at one target. may aim them at 2 different target or both at one target. may aim them at 2 different target or both at one target.

Armor: Ceremetal Equivalent d6+1 Armor: Ceremetal Equivalent d6+1 Armor: Ceremetal Equivalent d6+1 Armor: Ceremetal Equivalent d6+1 (LI) / d8+1 (HI) / d6 (En) (LI) / d8+1 (HI) / d6 (En) (LI) / d8+1 (HI) / d6 (En) (LI) / d8+1 (HI) / d6 (En)

Other skills: Acrobatics [12] Other skills: Acrobatics [12] Other skills: Acrobatics [12] Other skills: Acrobatics [12]- -- -dodge [13]; Stamina [13]; Awareness dodge [13]; Stamina [13]; Awareness dodge [13]; Stamina [13]; Awareness dodge [13]; Stamina [13]; Awareness
[8] [8] [8] [8]- -- -perception [9] perception [9] perception [9] perception [9]

Mission: This Mission: This Mission: This Mission: This betrayer robot is on a special two betrayer robot is on a special two betrayer robot is on a special two betrayer robot is on a special two- -- -part mission. First part mission. First part mission. First part mission. First
off, he’s to get back the weapon stolen from the bailies by Hel’s off, he’s to get back the weapon stolen from the bailies by Hel’s off, he’s to get back the weapon stolen from the bailies by Hel’s off, he’s to get back the weapon stolen from the bailies by Hel’s
team. team. team. team. Second, he wants to bring Harrin Jax to the surface to be Second, he wants to bring Harrin Jax to the surface to be Second, he wants to bring Harrin Jax to the surface to be Second, he wants to bring Harrin Jax to the surface to be
turned into a betrayer to then infiltrate the resistance unde turned into a betrayer to then infiltrate the resistance unde turned into a betrayer to then infiltrate the resistance unde turned into a betrayer to then infiltrate the resistance under- r- r- r-
ground. Convincing the paranoid Harrin to get the bailiey weapon ground. Convincing the paranoid Harrin to get the bailiey weapon ground. Convincing the paranoid Harrin to get the bailiey weapon ground. Convincing the paranoid Harrin to get the bailiey weapon
to keep them both safe has been all too easy. to keep them both safe has been all too easy. to keep them both safe has been all too easy. to keep them both safe has been all too easy.
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through a hall of mirrors is
certainly a must! The team
should get a real kick out of
that. Eventually they’ll hear
a whimpering sound. Fol-
lowing it though a few tun-
nels they come to a per-
fectly circular room!

Sitting in the center of the
room, curled up in a ball, is
Harrin Jex, wearing a team
battle gauntlet. Standing
over him is another man
who looks similar to him,
but is carrying the Bailiey
weapon. It’s he who speaks
first, in even, steady tones:
“Come, brother, we are
safe here. We’ll wait a few
days to be certain we were
not followed and then try to
work our way to the sur-
face.”

That’s when the sitting man
speaks (wild-eyed):

“The surface! Yes! No! No!
It’s too dangerous! I lost my
whole team on the surface.
I must never go back!”

The standing man rebuffs:
“It will be fine. You will be
safe with me.”

What do you do?
It’s up to the team to take
action. It’s obvious to them
that the whimpering man is
actually the last survivor of
another freedom fighting
team that had a bad experi-
ence. And why the other
man should claim the sur-
face is safe must sound bi-
zarre too. Regardless if the
team steps out to negotiate
or comes out blasting, the
result is the same. Read the
following:

The larger man standing
tall looks up as you make
yourselves known. With a
coy smile, he holds up his
arms, which morph into
deadly blasters right before
your eyes!

Combat Scene
In this scene, the team must
fight the betrayer robot. The
man, Harrin, will no doubt
panic when he realizes he’s
been tricked. He won’t fight
unless one of the team can
think of something inspiring
to say to him to get him to
help, otherwise it’s a battle
to the death!

The betrayer robot can’t
make use of the Bailie’s
weapon, but Mauser can (if
the players think of this on
their own). The team can try
to get the weapon away
from the betrayer in any
creative way if they think
about it (shoot it out of his
hands, try and grab it, etc).
Mauser then has a potent
new weapon:

Bailie weapon:
d4+3w / d6+4w / d6+1m

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H HH Harrin Jex arrin Jex arrin Jex arrin Jex

Former professional team member Former professional team member Former professional team member Former professional team member

STR STR STR STR 12 12 12 12 +2 +2 +2 +2 INT INT INT INT 10 10 10 10
DEX DEX DEX DEX 11 11 11 11 +1 +1 +1 +1 WIL WIL WIL WIL 7 77 7
CON CON CON CON 10 10 10 10 PER PER PER PER 10 10 10 10

Durability: 10/10/5 Action Durability: 10/10/5 Action Durability: 10/10/5 Action Durability: 10/10/5 Action Check: 13+ / 6 / 3 / 2 # of Actions: 2 Check: 13+ / 6 / 3 / 2 # of Actions: 2 Check: 13+ / 6 / 3 / 2 # of Actions: 2 Check: 13+ / 6 / 3 / 2 # of Actions: 2

Attacks Attacks Attacks Attacks
Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 Unarmed Attack: Brawl: 14/7/3 d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s d4+2s / d4+3s / d4+4s
Ranged Weapon Ranged Weapon Ranged Weapon Ranged Weapons: s: s: s:
Battle gauntlet: Battle gauntlet: Battle gauntlet: Battle gauntlet: 13/6/3 13/6/3 13/6/3 13/6/3 d6+1w / d6+3w / d4+1m d6+1w / d6+3w / d4+1m d6+1w / d6+3w / d4+1m d6+1w / d6+3w / d4+1m

Armor: Armor: Armor: Armor: Battle Jacket d6 Battle Jacket d6 Battle Jacket d6 Battle Jacket d6- -- -1 (LI), d4+1 (HI), d4 1 (LI), d4+1 (HI), d4 1 (LI), d4+1 (HI), d4 1 (LI), d4+1 (HI), d4- -- -1 (En) 1 (En) 1 (En) 1 (En)

NOTE: NOTE: NOTE: NOTE: Harrin’s gauntlet personal defense shield was used up a Harrin’s gauntlet personal defense shield was used up a Harrin’s gauntlet personal defense shield was used up a Harrin’s gauntlet personal defense shield was used up a
while ago, just one more reason he’s poranoid. while ago, just one more reason he’s poranoid. while ago, just one more reason he’s poranoid. while ago, just one more reason he’s poranoid.

NOTE: Harrin has suffered some traumatic battle moments r NOTE: Harrin has suffered some traumatic battle moments r NOTE: Harrin has suffered some traumatic battle moments r NOTE: Harrin has suffered some traumatic battle moments re- e- e- e-
cently, and it’s still hard for him to deal with. Each round of co cently, and it’s still hard for him to deal with. Each round of co cently, and it’s still hard for him to deal with. Each round of co cently, and it’s still hard for him to deal with. Each round of com- m- m- m-
bat, he must make a Will test on a d20. If he makes it, he can act bat, he must make a Will test on a d20. If he makes it, he can act bat, he must make a Will test on a d20. If he makes it, he can act bat, he must make a Will test on a d20. If he makes it, he can act
normally. If he fails, he can act, but with a +2 penalty to all his a normally. If he fails, he can act, but with a +2 penalty to all his a normally. If he fails, he can act, but with a +2 penalty to all his a normally. If he fails, he can act, but with a +2 penalty to all his ac- c- c- c-
tions. On a critical failure (20) he drops to the ground and covers tions. On a critical failure (20) he drops to the ground and covers tions. On a critical failure (20) he drops to the ground and covers tions. On a critical failure (20) he drops to the ground and covers
his head for the rest of the battle! He does not mean the re his head for the rest of the battle! He does not mean the re his head for the rest of the battle! He does not mean the re his head for the rest of the battle! He does not mean the resistance sistance sistance sistance
any harm but may do so if the betrayer’s plans succeed. He saw any harm but may do so if the betrayer’s plans succeed. He saw any harm but may do so if the betrayer’s plans succeed. He saw any harm but may do so if the betrayer’s plans succeed. He saw
his team slaughtered under his command, and simply “lost his team slaughtered under his command, and simply “lost his team slaughtered under his command, and simply “lost his team slaughtered under his command, and simply “lost it”. it”. it”. it”.

Other skills: Acrobatics [11] Other skills: Acrobatics [11] Other skills: Acrobatics [11] Other skills: Acrobatics [11]- -- -dodge [12]; Stamina [10]; Awarenes dodge [12]; Stamina [10]; Awarenes dodge [12]; Stamina [10]; Awarenes dodge [12]; Stamina [10]; Awarenes
[7] [7] [7] [7]- -- -perception [8], Knowledge [10] perception [8], Knowledge [10] perception [8], Knowledge [10] perception [8], Knowledge [10]- -- -computer operations computer operations computer operations computer operations [11] [11] [11] [11]
Wrapping up
Once the battle is over, Harrin
will be very distraught, but
thankful. If he dies, the team
may be quite disappointed, but
in the long run perhaps Harrin
wasn’t suited to be a good
team member after all. If he
lives and the GM is feeling
corny, let him catch the eye of a
nice girl at the carnival and de-
cide to stay. Of course Hel will
have to relieve him of his gaunt-
let.

As an interesting twist on this
tale, you can add in one more
interesting hooks: What about
Harrin’s own “Voice”. After his
team was slaughtered did it
think him dead too and aban-
don him? In a battle with Bailies
did his receiver get damaged
and so he lost contact? Or
worse, was his “Voice” compro-
mised by the agents of the Bail-
ies and used to set him and his
team up? The choice is up to
you.

For the team’s trek back home,
the GM is encouraged to make
it quick and simple, using vis-
ual descriptions from the show
for reference. Cleopatra 2525 is
a vibrant world with a specific
visual attached to it. Transfer-
ring that to the game helps eve-
ryone imagine the setting!

What’s Next?
Ask the players if they had fun.
More important, would they like
to try another adventure? With
the full Alternity rules you can
make full-fledged Cleopatra
2525 heroes and design your
own adventures. Read on to
see what this game system has
in store for you and why it’s the
best engine for the job!
THE ALTERNITY GAME
Tomorrow is out there. It can be
as close as the next dawn or as
distant as humanity's twilight,
when the Earth expends its last,
dying gasp. What tomorrow
waits beyond the dawn? The
possibilities are as endless as
your imagination -- and that's
what the Alternity Alternity Alternity Alternity game is all
about. The fast-play rules have
introduced you to the system.
But the Alternity has a lot to of-
fer you in expanding your Cleo-
patra 2525 game. Here’s a brief
look at what's contained in the
two hardcover rulebooks, the
Player's Handbook and the Ga-
memaster Guide!
HERO CREATION
The material in Chapter 2 of the
Player's Handbook allows you
to create any type of modern to
far-future hero you can imag-
ine. The process is much more
detailed than the fast-play
rules, providing you with more
choices and plenty of decisions
to make as you create your
hero. After developing the con-
cept of what you want your
hero to be, you select a spe-
cies. Five alien species are pre-
sented in the Player's Hand-
book, and the Gamemaster
Guide offers guidelines for de-
signing new species of your
own. Next, you assign Ability
Scores and purchase skills.
The important thing to remem-
ber throughout the hero crea-
tion process is that you're in
charge. All of your hero's char-
acteristics and attributes -- the
qualities that make him differ-
ent from every other character
in the world -- are the result of
decisions you make.

SUPPORTING CAST
One of the Gamemaster's re-
wards is the opportunity to cre-
ate and portray intelligent sup-
porting characters. Chapter 6
of the Gamemaster Guide de-
scribes supporting characters
that serve an array of purposes
in your game. Realistic motiva-
tions, appropriate game stats,
and believable personalities
are all crucial components of a
supporting character.
Villains concoct schemes, ob-
stacles, and complications.
Sidekicks, controlled by the
players, and allies, controlled
by the Gamemasters, contrib-
ute extra skills and firepower.
Employees and followers han-
dle jobs that heroes and villains
don't have time for. Experts
tackle questions and problems
that heroes cannot. Finally, ex-
tras add spice, color, and detail
to your world.
The last section of Chapter 6
provides a selection of support-
ing character templates that
can be used to quickly intro-
duce all sorts of supporting
cast members, complete with
Ability Scores and skills, into
the adventure.

HEROES IN ACTION
Chapter 3 of the Player's Hand-
book begins with a general dis-
cussion of the different styles
you can use to portray your
hero in action, and moves into
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full explanations of some of the
concepts that were introduced
in the fast-play rules. You'll get
another level of detail in the Al-
ternity game system -- compre-
hensive rules for dealing dam-
age and recovering from dam-
age, movement, throwing gre-
nades, and getting the drop on
the bad guys, to name a few.
The corresponding chapter in
the Gamemaster Guide dis-
cusses the most commonly
used rules of the game. You'll
find ways to resolve actions,
combat, and hazards. This
chapter also contains a discus-
sion of planetary environments
(gravity, radiation, atmosphere,
pressure, and heat) and their
effect on characters during
play.

SKILLS
Skills are the heart of the Alter-
nity game system. Most of what
a hero is capable of doing --
fighting an opponent, piloting a
spacecraft, closing a big busi-
ness deal, developing a vac-
cine for a deadly virus -- is gov-
erned by what skills the hero
possesses and how accom-
plished he is at using those
skills. Chapter 4 of the Player's
Handbook begins with an ex-
planation of how skills are used
and how they are organized.
After that, each separate skill is
described in detail. The Game-
master Guide provides addi-
tional detail on the use of skills.

ROLEPLAYING EXTRAS
Perks and Flaws provide a hero
with advantages and disadvan-
tages. Each perk and flaw
represents one extra handle for
a skilled player to use in bring-
ing his character to life. No one
remembers the Combat Spec
who plunges into battle -- that's
what Combat Specs are for.
But everyone remembers the
Combat Spec who purchased
Celebrity and enjoys galaxy-
wide fame, and no one can for-
get the Free Agent created with
the Powerful Enemy flaw who's
constantly being hunted by his
lifelong nemesis. Descriptions
of perks and flaws appear in
Chapter 5 of the Player's Hand-
book.
Careers, complete with con-
cepts, suggested skills, and
"signature" equipment, appear
in Chapter 6 of the Player's
Handbook. Careers represent
specialization of focus within
each profession introduced in
the fast-play rules. For exam-
ple, possible careers within the
Tech Op profession include
doctor, pilot, engineer, and sci-
entist.
Attributes -- motivation, moral
attitude, and character traits --
are tags and hooks that pro-
vide definition and detail to a
hero. They're used to make he-
roes and the supporting cast
more than just an accumulation
of statistics and equipment, to
flesh out these individuals and
give them depth. Attributes also
serve as an aid and an encour-
agement to good roleplaying,
which should be the goal of
every player. Attributes are de-
scribed in Chapter 7 of the
Player's Handbook.

ACHIEVEMENTS
As heroes complete adven-
tures, the Gamemaster awards
them achievement points
based on the magnitude of
their accomplishments and
how well they succeeded in ro-
leplaying their characters.
Players and Gamemasters
need a way to measure how
well the heroes have done.
Chapter 8 describes the Alter-
nity rules for achievement lev-
It’s quite possible that all 3
members of the team have a
perk called ‘Good Looks’...and
is it possible that Cleopatra has
a flaw called ‘Spineless’ while
Sarge may have a flaw called
‘Temper’!
Didn’t agree with some of the
skills assigned to the 4 main
characters in this fast-play
game? To teach the basics,
they were boiled down to their
basic forms, with the Alternity
Players Handbook you can as-
sign any skills you see fit for
the character to have.
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els and achievement points.
EQUIPMENT
A big part of what makes a
hero distinctive is the gear he
owns or carries. The hotshot
star pilot needs a ship and a
reliable sidearm to complete
his image, just as the gun-
fighter in an old Western needs
a horse and a trusty .45 re-
volver. Of course, a hero can
still be a formidable character
if he loses his pistol or his com-
puter gauntlet or his trauma
pack in the course of a story,
but his trademark equipment is
as much a part of his makeup
as his physical features and his
attitude. Chapters 9, 10, and 11
of the Player's Handbook de-
scribe the fundamental tools,
equipment, services, com-
puters, weapons, armor, and
other accessories that heroes
can purchase. Chapter 9 also
provides an overview of Pro-
gress Levels, which is the
framework the Alternity game
uses to define when and if a
certain piece of equipment is
available.

VEHICLES & SPACESHIPS
Adventures often require
travel -- across cities, countries,
or galaxies. Chapter 12 of the
Player's Handbook describes
some of the vehicles available
in the Alternity universe, from
primitive rafts to star-spanning
spaceships. Each of the land,
water, air, and space vehicles
is a stock vehicle, with average
characteristics. You'll find rules
for using these vehicles in
chases and in combat. Chap-
ters 10 and 11 of the Game-
master Guide contain rules for
customizing vehicles and con-
structing spaceships with
weapons, sensors, defensive
systems, and many other ac-
cessories.

GAME OPTIONS
The Alternity game system in-
cludes several options you can
use to add diversity to any
game style or genre. Chapter
13 of the Player's Handbook
contains rules for mutations
and mutant heroes. Chapter 14
includes psionic powers, skills,
and mindwalker heroes. Chap-
ter 15 covers cybernetic gear
and rules for acquiring it and
using it. In the Gamemaster
Guide, Chapter 16 has guide-
lines to help you decide which
game options to use in your
campaign.
CAMPAIGN &ADVENTURE
DESIGN
One of the Gamemaster's most
creative exercises is the con-
struction of an imaginary world
or universe. In your universe,
you decide everything. What
genre does your setting fall
into? Which Progress Level or
technical innovations can de-
fine it? What kinds of aliens are
present for use as heroes or
potential villains? How is the
world organized? Who's in
charge, and why? Although an-
swering these questions could
seem to be a complex and diffi-
cult task, an organized ap-
proach to campaign design
lightens the load considerably.
Chapters 13 and 14 of the Ga-
memaster Guide contain ad-
vice on building an exciting set-
ting and administering it over
the lifetime of your campaign
setting. They also have infor-
mation on putting together the
physical details of your setting:
galaxies, planets, and civiliza-
tions. Chapter 15 follows this
discussion with suggestions for
the design of your own adven-
tures, filled with exciting begin-
nings, compelling action, and a
satisfying resolution for every-
one.

Special tools also used in
creating this package:

• Profantasy Map Making software:
http://www. profantasy.com

• The Alternity Character Manager:
http://www.thecastle.com/walter.html

Special thanks:

• The Unofficial Cleopatra 2525 page:
http://cleopatra2525.katgyrl.com/
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Alternity
Science Fiction Roleplaying Game

Fast-Play Rules
The Alternity game offers:

Player-driven character creation that gives you a choice of
six character species, five professions, dozens of skills, and
optional materials such as psionics and cybernetics.
One adaptable core mechanic used for resolving all combat
and skill checks in the game.
Broad and specialty skills to reflect any kind of hero, from a
combat specialist to a fast-talking diplomat.
Weapons, armor, equipment, and computer tech to reflect
any technology level from the modern day to the far future.
A vehicle and spaceship construction and combat system
that works in both roleplaying and tactical situations.
Gamemaster guidance for creating campaigns and settings
from modern-day espionage to starfaring exploration and
combat!

These Fast-Play Rules give you a chance to take the Alternity
game system out for a test-drive. These rules are intended to get
you playing the Alternity game right away. You'll get the basics of
what goes into an Alternity game hero, how the core mechanic of
the game works, and how the game plays in combat, challenge,
and encounter scenes.