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2
Table of Contents
Editorial: by Matthew R. Esch, Executive Editor
"Where We Were... Where We're Going" 4
"The Joy of Minis" 5
AlternaDrive: Vehicles
CSV Victory by Ivo Elezović 10
A General Alternity
A Dark Matter
A Gamma World
A StarCraft
A Star*Drive
A Tangents
3
fellow fans, players, and GM’s this issue lives up to the standards that
you expect from us.
predecessor, Daryl Blasi, look at LR. Action Check ran a whopping 16 game is ours to play with, mangle, fudge, finagle, crush, destroy,
issues, running monthly initially, then moving to bi-monthly before finally reshape, and otherwise do as we please. Games are meant to be fun, not
closing shop. LR initially attempted that same feat, only to learn that a vehicle for us to argue over whether such and such an action is do-able
such an undertaking with volunteer staff, artists, and editors requires a or not. As long as the will of those who use some of their free time to
dedication that volunteer efforts can’t really sustain. Believe you, me, we write and draw is there, along with a few sparks of creativity and
tried. imagination, Last Resort will be there, ready to compile, edit, streamline
and make it available to you.
Though we set our goals high, we inevitably run into I tip my hat to Action Check, for setting the standard,
the quandry of quality verse quantity. Though I’d love to promise both, I, and confidently look to the future as the Last Resort makes its next
as Editor-in-Chief, made the call of picking quality over quantity. Will LR contribution to the fans of Alternity to gobble up, devour, mangle,
ever reach the pinnacle that Action Check set? Have we approached destroy, play with, tweak, fudge and use. Brothers and sisters, enjoy!
their standard for quality? Only time will tell. This is merely our sixth issue
since inception, with Issue 1 being released in May of 2003. I would like
to think that with the attention and care to detail that we have put in as
4
to distribute or dice to roll and creating around this basic framework to
create an imaginary character for some story line of my, or someone
else’s, imagination. By the time I finished the final note on the character
sheet, I could practically envision that character standing before me,
The Joy of Minis living, breathing, much like any other great story character. My downfall
was that I would then shop with this preconceived notion of exactly
what I was looking for, and would rarely settle for less.
By Matthew R. Esch
I never attempted to paint a mini. Not once. Sorry, but I was already
Ok, I’ll admit it: I’ve gotten hooked on minis. I must admit, though, that devoting hundreds of dollars and countless hours of time in one hobby
the love affair for me has always been rather standoffish on my part. I (role-playing), that I could scarcely afford a second (mini-painting). I
was far more interested in the role-playing aspect of RPG’s than I was doubt that I have the skill or temperament to even try to paint that hazel
the logistical and representational aspect. Yes, I am fully aware of the shade onto a mini’s eyes. Again, my preconceived notions get the better
genesis of role-playing growing out of miniature wargaming, something of me, in that I already have down a set of ideas as to how Sir Geoffrey
that I never had been exposed to. My biggest beef back in the day about the Iron-Fisted’s battered and dented plate mail should look, that my
miniatures was that I could never find figures that accurately own insecurity in my painting skill would prohibit me from even
represented the characters I had in mind. Who decreed that all wizards attempting this.
needed pointy hats, anyway? One would think that a class based on
intelligence would have a little better sense, especially when the primary Herein comes the joy that I have found in this other game: the minis are
means of income was dungeon-delving, but I digress. already painted! Tada! And since the sculptures are done without any
preconception from me, I can accept them at face value. Problem
Presently, I’m still on an Alternity hiatus, but once again, my partner-in- solved, all around. I remember the lead-scare of the early 1990’s, with
crime, Mike Meechan, got me hooked on this lovely little game called some older gamers having young children who would be prone to want
Horrorclix. It runs on a smoothly elegant mechanic,
easily accessible, and easy to learn and pick up. My
son in kindergarten saw us playing our first game, and
I taught him that very afternoon. Needless to say, he’s
hooked, also.
5
computers and androids). To resist, a mental resolve check, with a 3 step
penalty, is required. Those communities of machines that enslave
biologicals invariably have at least one of these.
Powers- Molecular Transformation (A) Flamesticks are logs that burn much brighter and longer than wood. It is
Drawbacks- Compulsory Behavior (E) 10 cm wide and lasts one week per meter of length. The raw materials
are 25 cubic meters of wood per meter of flamestick and the oxygen in
This is a Created device that turns trash and soil into 2000 meals per day the air. While active, the machine makes the air within 20 meters of itself
of nutrious food and a certain chemical. Those that consume the food useless for animals to breathe. The machine can only run 4 hours in a day
must obey any command given to them by Live Metal (robots, and produce 10 meters of flamesticks.
6
Ghost Band them down.
Purpose- Transportation
Form- Bracelet Tandem X
Purpose- Defense
Powers- Dimensional Shift (O), Anti-life Touch (O), Displacement (G) Form- Armor
Drawbacks- Damping Field (S), Power Spike (S)
Powers- Armor (G), Probability Control (O), Stealth Field (O)
This silver bracelet has a display screen and 8 buttons. Pressed in the correct order, Drawbacks- Hostile Consciousness (M), Infamous (E)
they activate the functions of the band. Anti-life touch is identical to the ray form,
except an Unarmed Attack roll must be made. It uses power from its surroundings, What is considered the ultimate armor to many on Gamma Terra, the Tandem X
even while ethereal and can cause major damage to locations with powered (ten) was rendered useless to the Ancients because of its AI. It was created to
devices if the user passes through. augment the user and turned out to have a nasty personality. Before it could be
replaced, the bombs fell and the creators died or ran away. If a potential user can
The Gland sweet talk the AI, it will allow him or her to use both the augmentation and stealth
Purpose- Mental Enhancement field. Since it is so famous, any user will be marked as such in almost every
Form- Implant community.
Robot Override
Purpose- Control
Form- Gauntlet
This artifact allows the user to hack into any non-military robot's CPU from a
distance. There is no other device more desired by the Created and thus anyone
wearing it or using it near their spies will have a tidal wave of Live Metal hunting
7
ripples through the fabric of superspace. Output from the Transceiver
can be configured for reception on gravitic, laser, radio, and electro-
magnetic comm gear, but unless the recipent has a Transceiver of their
own, no two-way communication is possible. Communication between
Transtangential Technology two Transtangential Transceivers or other superspace comm gear
requires no such reconfiguration of the carrier signal.
of Kixil Station Innovations Limitations:
The Transtangential Transceiver has several inherent limitations to
by Michael Meechan (artwork by author) consider. The first is that it requires that the user vocalize his or her
message. Thus, it is prone to interferences such as other voices and
ambient noise. Language can be a barrier, since the message is
Transtangential Transceiver delivered to the recipient in its original tongue. However, this can be
overcome by the use of a
translate or similar translation
device. Another drawback of
the Transceiver is its lack of
obfuscation. Since the input
must be a vocalization, no
encryption is possible.
Although not a requirement,
the sender should know what
type of device the recipient is
using so that he or she can
configure the output format
appropriately. Otherwise, the
sender must switch the
Transceiver to multi-comm
operation. In this mode the
carrier signal is transmitted,
reconfigured, and transmitted
again several times in quick
succession, each time in a
different format. This
dramatically increases the risk
that the message may be
intercepted on any standard
comm gear within the
recipient's tangent. Use of the
Transtangential Transciever has
also been known to attract the
attention of some
extradimensional entities who
seem to have an innate ability
to detect its transmissions.
8
Result:
Critical failure- no connection. 10% chance of
attracting an extradimensional entity.
Failure- connection is established, but message
is incomprehensible.
Ordinary success- connection is established, but
message is garbled. Only 75% of the message
can be deciphered.
Good sucess- connection is made, message is
clear.
Amazing success- connection is made, message
is clear, -3 step bonus to further attempts to
communicate within that tangent.
Transtangential Transponder
Classification: Cybernetic
implant/communications
Progress Level: 8
Manufacturer: K.S.I. (Kai system)
Size: 4mm L x 2mm diameter
Weight: 78mg bad for anyone attempting to go unnoticed. Of course, the broadcast
Cost: C$ 75,000 could only be picked up by a Transtangential Transceiver, or by an
Required systems: extradimensional intelligence with sensitivity to superspace signals.3
Reflex circuitry, nanocomputer
Operation:
Overview: The Transtangential Transceiver activates automatically whenever the
The Transtangential Transponder is a tiny cybernetic implant which bearer sustains any mortal damage. Alternatively the user can opt to
emits a signal that propagates through superspace like ripples in a pond. activate the beacon at will with a command issued to his or her
This signal carries the dimensional traveler’s coordinates in superspace, nanocomputer. No skill check is required. The Transponder emits its
serving as a homing beacon for use in emergencies or other times of signal once per minute until the user shuts it off (via nanocomputer
distress. command) or until the mortal damage is repaired.
Theory:
The Transtangential Transponder is wired into the bearer’s reflex
circuitry or other cytronic network. It monitors the cyberneticist’s
system and automatically activates the distress signal when the user
sustains any grievous (mortal) injury. It can also be activated at will
through the user’s nanocomputer.
Limitations:
The output of the Transponder can only be detected by a
Transtangential Transceiver. It is not compatible with grid, holo, or other
electromagnetic formats. Falling unconscious or being incapacitated by
non-lethal means does not activate the beacon. Thus, the device would
be useless in cases such as poisoning by anesthesia, damage sustained
while brawling, overuse of an accelerator, etc. The Transponder
advertises the bearer’s location to all adjacent clusters, which may be
9
fleet, Solar Command decided to present Concord with a gift, in the
wake of many other nations that donated junk of all sorts "for the
betterment of humanity". Of course, Victory was on the top of the list of
things to be donated.
CSV Victory In 2501, reconstruction of Victory was finished. Old hydroponics were
thrown out, modern weaponry installed once again, brand new
by Ivo Elezović computer systems were rigged, and a crew of unsuspecting Concord
soldiers embarked onto CSV victory yet again. The mission? Simply board
The story of the corvette Victory begun a long time ago. Victory was Victory on Tendril and report to Bluefall command. It did not take long to
commissioned on Sol in year 2458 in anticipation of yet another power realize something was hideously wrong when on the first starfall out of
struggle during the war. As that struggle turned into a full-fledged Tendril the mass reactor started losing power. Moss at first, later bushes
military campaign , Victory did not sit in dry-dock idle. It's first mission and oranges started to grow from heavy particle beam coils. Quick
was to scout what is now knows as Concord Taurus for signs of any kind survey of the old plans did indeed show that there were hydroponics in
of invasion from any of the Old Space forces. However, it seems that the exact spot where flora started to appear now. But things got messy
fate was not on the side of the young and intrepid Solars. Three star once people started to appear, out of thin air and into wherever they
rises later, some 30 Light years away, Victory disappeared without a were before - half through walls and floors.
trace. In two attempts to find her, Solar forces sent small escort-class
scouts. Those ships had very poor scanners and could not find where It was indeed the original, doomed crew that started coming back form
Victory went in the vastness of space. As it was a small ship and of no the dead, though they were never found. The curse of Victory? Was it
apparent strategic value, it was quickly listed and MIA and bulletins were haunted? Some might say yes, though after a very, very careful search a
sent to all the Solar allies to report if anyone saw her. single small piece of blue crystal was found lodged inside the cerametal
plating, just below the fourth support line. So, how did the brave crew
Fifteen years later, victory was found just outside Pluto's orbit, with not solve their problem, the fifty year old mystery of ghosts aboard Victory?
a soul on board. There was nothing indicating where the crew may have The brave captain smith took the crystal, ran towards the docking
left, not whence the ship came. All the provisions were still accounted clamps, shoved the mysterious item into the cockpit and quickly pulled
for, dated fifteen years old, and even the personal belongings of the the "Release" throttle. While in drivespace.
crew were still in their quarters.
Indeed, that was a solution, one of
Hushing the fears of superstitious, many, and people did stop
Solar Command quickly assigned a appearing. Power was restored and
new crew to Victory, 25 brave souls many, many happy months passed.
were to take her to a front line near Victory was beginning to feel like
the borders of Sol space. Victory home to the still unsuspecting crew.
managed indeed to get there far, But can a curse ever be removed or
but as soon as it engaged with the rationalized? Was Victory a loyal
enemy the records show that ship? The crew found out soon
captain shot himself in the head, in enough, on a random encounter
his own quarters. Reasons unknown. with a pirate raider deep in the
Demoralized, first officer took Verge. The encounter was textbook,
command but lacking experience he the pirates were hostile. So the
barely managed to pull Victory out captain launched entire rack of
of the fight. Returning to Sol for plasma missiles towards the enemy,
repairs, Victory hit a mine in the and not a single missile hit.
dead of space, on an uncharted Astonished and in denial, the crew
minefield that still baffles some historians. Losing better half of dorsal watched helplessly as a single raider missile evaded all their attempts to
plating, entire crew was lost to decompression. shoot it down by defense weaponry. And then it hit. It was a relatively
low-yield nuclear missile, and only the front quarter of our corvette was
However, Victory's transceiver was still active so she was picked up by a incinerated and disintegrated. Yet, for some unknown reason, as if she
carrier that used the same route to Sol, and deposited her in Solar laughed at her own crew, Victory remained functional. Indeed, engines,
shipyards for repairs. In the following weeks entire innards were pulled power, computers, weaponry, it was all still online. The only breaches
out, a brand new mass reactor was installed, losing the hydrogen tanks, were - and this baffles the survivors to the day - all living quarters. Yes,
and some major reconstruction was done to incorporate more weapons that is correct, all people in living quarters of any kind were killed
on a what used to be a scout ship. instantly.
Fourth captain could not be found though. It took 4 years for Sol With her last shot Victory did indeed destroy the pirates, by hitting their
Command to find a crew of volunteers that would fly Victory back into magazine that apparently contained yet another nuclear missile. Though
the fray, so they resorted to picking less than the best and brightest. for CSV Victory the fight was over. It was hauled in a cargo ship back to
Unsurprisingly, 3 months later, the crew rebelled. Captain was shot to Aegis, where it was decontaminated, landed and placed in a Museum of
death, and the crew tried to defect. Their efforts were unsuccessful, to War Horrors, as a perfect example why nuclear weaponry should stay
say the least, for some reason life support gave out and Victory was yet banned.
again found floating lifeless.
For some mysterious reason, her fifth captain did not die in that battle.
As soon as the dead bodies were burned, victory was sealed and Perhaps Victory's blood-lust was satisfied.
returned to Sol to serve as a backup, in case the enemy came to Sol.
Years passed. War ended, and Concord was formed. Disbanding the old
10
CSV Victory Total HP: 88
Max power demand: 57
Power available: 49
System PP HP
Cost: ~ $40 M
FRONT:
Corvette
Passenger quarters / 2
Autosupport (F, S, FC) 1 1 Perks: Hardened Vessel
Recycler 1 1 Flaws: Cursed
Hi-res video (F) / 0.5
IR-detector (F) / 0.5 Hull Size: Light
Probe, advanced / 1
Maneuver Rating: 3, -1 resistance modifier
Acceleration: 3Mpp
Missile rack 1 2
Starfall distance: 10 LY, max 14 LY
FORWARD CENTER:
Weapons:
Heavy particle beam 8 6 Heavy particle beam; Acc -3, 2/4/6; En/L; d12+3s/d6+1m/d6+3m; F; Arcs: F
Laser, Turret, FB 3 2 Laser; Acc: -3; 1/2/3; En/S; d4s/d4w/d4+2w; FB; Arcs: A, P,ZP, S, ZS
Attack computer (Laser) / 0.5 Plasma missile x 8 (+4 extra); Acc: -3; En/L; d6+3w/d8+3w/d6+2m; F (8);
Comp. core (G) 1 1 Arcs: All
Nav. computer (G) / 1
Fire computer (G) (HPB) / 1 Armor: Cerametal light: d6/d6/d6 (Hardened vessel perk)
Sensor computer (G) / 1
Particle screen: d4/d4/d6
Mass detector x2 2 2
Stun/Wound: 20
Mortal: 10
STARBOARD: Critical: 5
Particle screen 12 8
Radio transceiver 1 0.5
EM detector (F, S) / 0.5
Hi-res video (S) / 0.5
IR-detector (S) / 0.5
Multiband radar (S, A) 2 1
Magazine / 1
PORT:
EM detector (P, A) / 0.5
Hi-res video (P) / 0.5
IR-detector (P) / 0.5
Multiband radar (F, P) 2 1
Lab / 2
Sickbay / 2
Fabrication facility 2 4
Spectroanalyzer 1 1
AFT CENTER:
Mass reactor +49 14
Stardrive 12 4
Autosupport (A, P, AC) 1 1
Command deck / 2
Mass transceiver 1 1
AFT:
Induction engine 7 12
Hi-res video (A) / 0.5
IR-detector / 0.5
Cargo bay / 2
Docking clamps / 2
Crew bunkroom / 2
Deep stores / 1
Cerametal, light / /
11
environment. Very long lifts (such as those linking the pole centres of
O'Neill colonies with the ground levels) have to be spiral in shape to
prevent people being pushed against one wall, for example. Dropped
objects fall in what appear to be curved trajectories, and ballistics is a
A Matter of Some Weight more subtle and complex art than on a planet or in space. Even running
and jumping has to be approached differently.
by Mark Peoples Still, for the most part rotational gravity behaves like planetary gravity
with respect to keeping liquids in their containers, balancing, and in
If Humanity is ever to live, work and thrive in space, there are some maintaining good health.
problems to which we will have to find solutions. One of those
problems is our dependence on gravity. People unused to either of these gravity regimes experience a +2 penalty
to certain skill rolls. They include:
Without gravity, we fall prey to a variety of physiological and Athletics-Jump
psychological problems. Most importantly, embryos can't develop Athletics-Throw
properly without a gravity field to orient themselves, and severe Acrobatics-Fall
abnormalities can result. However, the generation of gravity, often Acrobatics-Flight
sidelined in science fiction, carries with great potential for the Ranged Weapons, Primitive-All
enrichment of roleplaying opportunities. It will also present a Vehicle Operation - Air vehicle
considerable challenge.
Microgravity
This article looks at three “gravity regimes”. It doesn't focus particularly Microgravity is Newton's playground. Concepts of “up” and “down” are
on the strength of gravity, since this is already mostly covered in the meaningless: there is only “here” and “there”. Motions are fluid,
Gamemaster Guide. Instead, I'm going to look at ways in which gravity graceful, economic, and look almost like dancing. However, growing up
can be generated or simulated, and how that will affect the people who in microgravity exacts a stiff price. People raised in this environment
use it. One exception to the above is the focus on microgravity typically suffer from scratched corneas and stuffy noses. Their faces are
environments. generally slightly swollen from fluid retention, and a slightly broader
face is a common sign of microgravity acclimatisation. Their limb
Going Back to My Roots muscles atrophy, as do those of their spinal columns, and their bones are
decalcified and fragile compared to other humans. Even with cutting-
The gravitational environment in which a hero has been raised is edge medicine, the most an unadapted zero-g native can endure for
important, since it can affect how that hero responds to alien extended periods is G0. G1 can be endured for no more than an hour; the
environments. This is called the Grav-Natal Index, or GNI. A GNI comes hero receives four points of Fatigue damage per hour after that. G2 can
in two parts: the regime (see below) and the strength. For instance, a be endured for no more than a minute; the hero receives four points of
native of Earth would have the GNI P2. That is, Planetary, G2. A native of Fatigue damage per minute after the first. In either case, a microgravity
Mars would be P1, and someone brought up on an O'Neill habitat in native cannot stand under his or her own power in anything greater than
Lunar orbit would be R2. A belt miner living in the rings of Saturn who G0.
hasn't been in a gravity well since toddling age would have a GNI of M0.
In order to function in any gravitational regime, microgravity natives
Gravity Regimes: must purchase the appropriate regime skill as well as gravity adaptation.
However, zero-g natives begin the game with 7 free ranks in Acrobatics-
Planetary Gravity Zero-g Training.
This is the genuine, mass-generated gravity we all feel and take
completely for granted on Earth. Gravity is a monopole fundamental Gravity Strength:
force that decreases according to the square of the distance. This gives
rise to tidal forces, which are the difference in the strength of the force Gravity strength remains as described in the GMG. With the exception of
between an object's nearest and furthest edges. Dropped objects fall in the Microgravity regime, there is no difference. However, the Gravity
straight lines, and ballistic trajectories are of simple shapes. Adaptation skill can be used to negate the penalties involved in moving
to a higher strength gravity than normal for one's GNI.
Planetary gravity comes in various strengths, as defined by the mass and Important: Living in a G0 environment doesn't necessarily imply a
density of the attracting body. microgravity regime. G0 environments are simply very low gravity, but
even a little gravity is very different to none at all. To qualify as a
As relativity demonstrates, gravity can be flawlessly simulated by Microgravity native, the hero's home may be no more massive than an
constant acceleration; such accel-induced gravity is also counted as asteroid or similar body.
Planetary. A high-tech civilisation may possess the means to create a
force field that mimics planetary gravity. In most cases, just like gravity, Optional Rule:
this generated pseudogravity affects all materials equally, so objects Gravity adaptation can affect all heroes and SCMs, not just those training
behave exactly as they would in a natural gravity field. This is pretty for higher gravity. Leaving one's native gravity strength for a lower one
much the assumption of most space-opera settings, including can result in adaptation to lower gravity, requiring retraining to return to
Star*Drive. the hero's native gravity. Regime-based skills (Zero-g Training,
Rotational Gravity and Planetary Gravity) cannot be affected in this way.
12
foibles of rotational pseudogravity. Heroes lose a single penalty step per Mild: +5 points
rank.
The individuals' long bones have not quite formed properly, and neither
Acrobatics- Planetary gravity Cost: 3 has the spine. The problem is not immediately apparent; a slight limp
and stiffness in gait are all that can be immediately seen. Any DEX-based
Just as with the Acrobatics- Rotational gravity skill, this allows heroes skill or feat check is performed with a +1 penalty.
native to rotational or microgravity regimes to adapt to planetary
gravity. Again, heroes lose a single step penalty per rank acquired in the Major: +8 points
skill.
This is a more serious problem. Limbs are obviously curved or twisted,
Stamina- Gravity adaptation Cost: 7 and joints are poorly arranged and often inflamed. The spine may be
twisted and/or curved. Such infirmities are immediately apparent, and in
some societies may be a cause for social stigma. Any DEX-based skill
The Gravity Adaptation skill allows those with a Microgravity background
or feat check is performed with a +1 penalty.
to inure themselves to higher gravity regimes. A single G rating from the
GRAPH scale is nullified per rank gained in the skill. A training time of
Serious: +10 points
four hours per 24-hour day for no less then three weeks per skill level is
required before the skill is gained.
The individual is severely deformed, and the organs have suffered, too.
Multiple ranks may be purchased in one go as long as the training time is
Movement rates in gravity, even with full adaptation, are reduced by
adhered to. Four hour stints can be taken in several smaller sessions as
25%. Dex-based skill and feat checks suffer a +2 penalty, and STR-based
long as no session is less than half an hour.
checks suffer a +1 penalty. The character also suffers a +1 penalty to PER
Important: Gravity adaptation must be maintained or it will be lost. The
checks as per the Poor Looks flaw. Fatigue checks are made at twice the
hero must maintain his or her presence in the gravitational regime to
normal frequency.
which he or she has the appropriate GNI for a time ratio of at least 1:3.
That is, one week in three, one hour in three, etc. If this is not maintained
Lazy Bones - 5pt, CON
then after six weeks in a lower gravity regime a GNI strength rank is
A small number of people are unable to replace lost muscle and bone
dropped. If this goes on long enough, and if the new gravity is low enough,
calcium when returning from a low-g environment, or when attempting
the GNI level can drop to zero.
to train up to a higher one. Any low-gravity acclimatisation is
irreversible; gravity tolerance, once lost, cannot be regained.
Adaptation to high gravity must be maintained to be kept, but -The Lazy Bones flaw should only be taken in games where variable
adaptation to lower gravity occurs naturally as the body becomes gravity is likely to be an issue.
accustomed. Living things are naturally lazy. Don't forget that simply
living day-to-day in a gravity environment automatically maintains Technology:
adaptation to that environment.
G-suit (pl5-6), Mass 6/4, Cost 750
Example 1: A G-suit is a network of braces and servomotors linked to electrodes that
Michelle, a native to a zero-g asteroid mining colony, wants to adapt monitor the wearer's muscle activity. A small processor is detects
herself to Earth gravity. She must buy two ranks in the skill, and train for motion in the wearer's muscles before it actually occurs, and the suit
four hours per day for six weeks in order to be ready for her visit. She responds immediately. It allows a person to move and act normally in a
must also buy at least one rank in Acrobatics - Planetary gravity. After gravity regime one level higher than the wearer's GNI without recourse
spending an entertaining few weeks on Earth, she decides to visit the to training. A Mars native could use one to move about normally on
Moon for a while before heading home. A whirlwind romance on the Earth, for instance.
Moon leads her to spend two months there. She neglects her gravity
training and so loses two ranks, since the Moon itself only counts as G0. Late PL5-early PL6 models look like old-fashioned callipers and must be
She would find returning to Earth now all but impossible, and would worn outside clothing. They tend to make a whirring noise when used.
have to re-train herself again to do so. Late PL6 versions of the G-suit are much finer and stronger, and move
almost silently. They can be concealed beneath comfortable clothing.
Example 2:
Vijay, a human from Earth, is travelling to the high-gravity mining planet Microgravity Aids:
Ymir for a lucrative six-month contract. Ymir is a G3 environment, so he
will have to train for three weeks to buy a single extra rank in Gravity Heavy Chair (PL6), Mass 30, Cost 6,000
Adaptation in order to work there without penalty. Once he returns to A heavy chair allows its user to survive and function to a limited degree.
Earth, he will lose his high-gravity adaptation after six weeks. Legs can't be used, but the chair supports the user's spine, an active gel
cushion supports the internal organs and allows for relatively easy
Perks & Flaws: breathing, and a neck brace keeps his head upright. The user can use his
arms to a degree, albeit with the penalties outlined in table G18 on page
Grav-Resilient – 5 points, 63 of the Gamemaster'sGuide.
Some fortunate individuals are able to resist the insidious effects of low
gravity adaptation. Under low gravity or microgravity conditions, the Gravity Pod (PL6), Mass 50, Cost 18,000
GNI falls by one point every five weeks instead of every three. Microgravity natives can't use normal powered armour to negate high
gravity environments unless they're trained to at least G1. For the busy
Floater Baby - +5/8/10 bonus skill points, DEX/CON exec that can't afford the time to train, the gravity pod is an extreme
The hero was one of an unfortunate minority whose mothers were solution. It acts as a suit of powered armour, but with an important
unable to find suitable accommodation while they were pregnant. As a twist. Instead of the usual torso/helmet sections, there's a pod filled
result, organs and limbs haven't formed normally, and in some cases with supportive gel. The gel supports the wearer's body with an even
may be useless or even missing. pressure, allowing her to act and move normally. Pressurised air is
administered to the wearer (or is it pilot?) through a face mask, allowing
13
speech through a microphone. For extended stays, hydration and
feeding are accomplished intravenously and a catheter removes body
wastes. A gravity pod can be used in this manner for up to a week
before requiring recharging, sterilisation and replacement of
consumables.
A
Use of a gravity pod requires the Armour Operation broad skill, and
preferably the Powered armour skill.
14
Mutation Enhancements
by Derek Holland
This article is based on the idea of optional skill rank benefits put forward by Jim Clunie on this thread in the forums at AlternityRPG.net:
http://alternityrpg.net/onlineforums/index.php?showtopic=3755&st=0
A few years ago there was discussion of how mutants could improve the efficiency or use of their mutations on the Gamma World mailing list. With
Jim's idea, I think I have worked out one method. There are minimum levels for the enhancements which I suggest that the GM review for his or her
setting. All of the following entries are in alphabeticle order, except dual brain, which is a unique case.
Physical Mutations:
Dual Brain
This mutation is interesting. Each of the brains can study the other and determine ways of improving their contact and mental mutations. Unlike the
other mutations, these enhancements are in series of 3. The mutant decides which series to take, but the steps must be taken in sequence. Multiple
series can be taken, but this is very expensive.
15
Series Level Cost Description
A 3 8 Mutant gains a 1 step bonus to resist telepathic attacks.
A 5 12 Mutant gains a 2 step total bonus to resist telepathic attacks.
A 8 20 Mutant gains a 3 step total bonus to resist telepathic attacks.
B 4 8 Recharge times for mental mutations are reduced by 10%.
B 6 15 Recharge times for mental mutations are reduced by 25%.
B 10 30 Recharge times for mental mutations are reduced by 50%.
C 5 10 The mutant selects 1 additional Ordinary mental mutation. To use it, the mutation takes one point of fatigue
damage.
C 8 15 The mutant selects another additional Ordinary mental mutation. Use of either mutation still causes fatigue
damage.
C 18 45 Fatigue damage no longer applies to the selected mutations.
D 3 5 Mutant gains 1 additional skill point per level.
D 5 10 Mutant gains 2 additional skill points per level.
D 8 15 Mutant gains 3 additional skill points per level.
E 3 5 The mutant selects one specialty skill. That skill now has a 1 step bonus.
E 5 10 The selected skill now has a 2 step bonus.
E 8 15 The selected skill now has a 3 step bonus.
F 5 10 The mutant picks either intelligence or will. The resistance bonus is increased by 1.
F 8 15 The selected resistance bonus is increased by 2.
F 12 20 The selected resistance bonus is increased by 3.
G 5 10 The mutant selects one mutation. The effects are increased by 10%.
G 8 15 The selected mutation's effects are increased by 25%.
G 12 20 The selected mutation's effects are increased by 50%.
16
An epic campaign spans time and space, where characters are legends
doing legendary work, either for good or evil. Characters capable of
toppling entire empires single-handedly fight hordes of abyssal
Power Play creatures, and combat the gods themselves are all capable in this power
level tone. Of course, this should be after a few adventures in any
regard.
A Discussion on Power Levels in Alternity
To make characters more legendary you could award, at character
By Ryan Kershner creation, one additional Last Resort point over their maximum. Also,
you could raise species maximums by 1. Furthermore, instead of 3, you
Working on several heroic settings, I saw something in the Gamemaster can take 4 or 5 perks and flaws, but try not to tip the game out of
Guide that had got me thinking. It talked about power levels Realistic, balance too much.
Heroic, and Superheroic. The major difference in all of these is the
amount of Ability points you receive (if you go that route) of 48, 60, and Many of the optional rules abound in this setting, cybergear, mutations,
72 respectively, with a few minor changes, like human maximums at 12 FX, psionics, all of these play prominent rolls in the character’s everyday
instead of 14 for the Realistic. lives.
As I thought on this, making Alternity my game, I prefer the Heroic Author’s Note: This should be seen as different from the Superheroic tone
method personally, however, what about other power levels within and because in that tone super science gadgets, supreme demon overlords,
between these settings? What is it called when you allow 54 or 66 ability and winged people are common place, while in the Epic tone, its limited to
points? a few individuals. In short, the Superheroic tone takes the Epic one step
further.
Power Level: Realistic
Examples of the Epic Level in Movies:
The best tone for a low powered horror or suspense game, where Luke Skywalker (Mark Hamill) in Star Wars: Return of the Jedi (1983)
characters are regular people, with no definite skills to make them stand Richard B. Riddick (Vin Diesel) in The Chronicles of Riddick (2004)
out. Also, a gritty war drama, works well within the range of this
campaign tone. Power Level: Superheroic
With the least amount of ability points, weighing in at 48, characters are The penultimate in character ability, cinematic appeal, and possibly over
much more apt to failure, death, and maiming. However, this also brings the top goofiness, the superheroic can be the easiest, or hardest, tone
in a level of stark realism that can be very entertaining, and when there to portray. The superheroic power level gives up several physical laws,
is a major success it can give players a sense of pride in their characters. which can make or break a campaign. When done correctly, the
characters should have fun, be challenged, and employ several wild and
Examples of Realistic Level in Movies: crazy powers.
Capt. John Miller (Tom Hanks) in Saving Private Ryan (1999)
Jessica Martin (Kim Basinger) in Cellular (2004) Keep in mind, however, that not only special bad guys and players have
these powers, but everyone from underlings on up should have some
Power Level: Expert kind of special abilities.
In this tone of game play, some of the harsh glow of the Realistic game Examples of the Superheroic Level in Movies:
still hovers overhead, while leaving a layer of grit that could be used for Wolverine (Hugh Jackman) in X-Men (2000)
many a Horror and Conspiracy setting. Each of the heroes has some Blade (Wesley Snipes) in Blade (1998)
talent that makes them stand out among the average individual, be it
knowledge in the paranormal, slight alien powers, or just a good right While discussing power levels, the GMG gives several indications of rules
hook. However, regardless the specialty, the heroes are drawn, either changes from the standard, to make your Alternity game more of your
willingly or with their fingernails in the boards, into the depths of the own. Here are a few of my, and the Last Resort Team’s, ideas.
dark places.
A few rule modification suggestions for each tone:
To make things more realistic, the profession list cost -1 function can be
Realistic: 48 points for abilities, 12 for human ability maximum, no
removed to give the illusion that the characters had to work hard, if not
professions, no Last Resorts, No FX, No Psionics, No Mutations, No
harder, to become these experts.
Cybergear, 2 perk limit.
Examples of the Expert Level in Movies:
Expert: 54 points for abilities, 13 for human ability maximum,
David Levinson (Jeff Goldblum) in Independence Day (1996)
professions, Last Resorts (double buy-back cost), No FX, Limited Psionics
Ellen Ripley (Sigourney Weaver) in Alien (1979)
(talent at best), No Mutations, No Cybergear, 2 perk limit.
Power Level: Heroic
Heroic: 60 points for abilities, professions, Last Resorts as per standard
The standard, and probably most used, tone in the Alternity system, the rules, FX, Psionics, Mutations, Cybergear, 3 perk limit.
Heroic power level yields several laws of physics to the character. The
Epic: 66 points for abilities, 15 for human ability maximum, professions,
action is cinematic and the pace can leave you breathless. It is a good
Last Resorts (restore 1 point back per adventure), FX (1½ more points),
tone for many cyberpunk, space opera, and military style games.
Psionics (1½ more points), Mutations, Cybergear, 5 perk limit.
Examples of the Heroic Level in Movies:
Superheroic: 72 points for abilities, 16 for human ability maximum,
Frank Martin (Jason Stratham) in The Transporter (2002)
professions, Last Resorts (restore all per adventure), FX (double points),
John McClane (Bruce Willis) in Die Hard (1988)
Psionics (double points), Mutations, Cybergear, no perk limit.
Power Level: Epic
17
Cook's Guide To Open Space:
Captive somewhere en route to Karnath, via a layover on the outskirts of Tendril.
By Montgomery V. Cook IX
HELP!!!
After starrising in the outskirts of the Tendril system, my ship, whatever its name is, is being attacked
by cykotek pirates! I am even doubtful that I can get this message out. I was looking out my cabin
window to catch the colors of the starrise, and after being momentarily blinded, I saw these two
starships (and I’m being quite generous here… they looked liked rehabbed space junk that somehow
managed to hold together on its own gravity). The next thing was this omnious, clearly over-
mechanised voices coming through the ship’s intercom system: “Your vessel is now our property,
and under our complete control. Prepare to be boarded!” Then the lights went out, and the ship
jarred suddenly to a halt, spilling my martini.
I don’t know how much time I have, but this may be the work of some of Lord Hellis’s bunch. Some
otherwise riff-raff posing as modern day pirates… except for they’re all EXTREMELY DANGEROUS
CYKOTEKS!!!
[Editor’s note: For those unfamiliar, a cykotek is an individual who posesses a fair amount (at
minimum!) of cybergear, including the banned and illegal fast chip [PHB, p. 244], whose effects of
cykosis has completely taken over. In Star*Drive, cykoteks are rare, but do organize into bands, such
as Lord Hellis’s, the cykotek pirate leader in the Verge. [S*DAC1, p. 23-4]
Let me just say that if I don’t survive, I just want to let it be known that this “adventure” and
“excitement” of the Verge is really making me homesick for the Stellar Ring. Something to be said
for organized stellar nations: security! No pirate ship would be operating there, and certainly NOT
CYKOTEKS!
Montgomery V. Cook IX
Montgomery V. Cook IX
18
Ordinary: Athletics; Vehicle Operation, Melee Weapons; Stamina;
Knowledge-deduce; Awareness; Investigate; Culture-diplomacy;
Skills: # of Actions 2 2 2 3
Marginal: Athletics; Vehicle Operation, Melee Weapons; Stamina; Psionic Energy Points 16 18 19 21
Knowledge-deduce; Awareness; Investigate; Culture-diplomacy;
Deception; Interaction-charm.
Skills:
Marginal: Vehicle Operation; Knowledge-deduce; Awareness; Resolve,
Investigate; Culture-diplomacy; Deception; Interaction-charm.; Telepathy.
19
SCM Template (Fraal)
Telekineticist STR
M
9
O
9
G
10
A
11
DEX 10 10 11 11
by Matthew R. Esch
CON 9 9 10 10
The telekineticist career often appears to be the most powerful of the INT 9 9 10 13
opportunities open to Mindwalkers, especially from the standpoint of WIL 11 11 12 13
highly visual abilities. This character serves as a psionic soldier. His
abilities cause lots of damage, and most non-Mindwalkers think twice PER 12 12 13 14
about tangling with a character who can fire lightning bolts or command Action Check 11+/10/5/2 11+/10/5/2 12+/11/5/2 14+/13/6/3
the very air to burst into flame. Any Combat Spec skills are applicable to # of Actions 2 2 2 3
the telekineticist. Usually, the character’s psionic abilities serve as a
Psionic Energy 16 16 18 19
backup or to pull off a surprise attack; a telekineticist doesn’t like to
Points
wear himself out early in a battle. When the telekinetic seeks another
mental discipline, he often looks to Telepathy, which provides a few
other mental attack forms, a psionic defense, and the ability to mentally Skills:
communicate with allies on other parts of the battlefield. (PHB, p. 237) Marginal: Modern Ranged Weapons, Vehicle Operation; Knowledge;
Awareness; Resolve; Interaction; Telepathy, Telekinesis.
SCM Template (Human)
Ordinary: Modern Ranged Weapons-pistol; Vehicle Operation;
Knowledge; Awareness; Resolve; Interaction; Telepathy; Telekinesis-
M O G A kinetic shield 2, -levitation, -psychokinetics, -pyrokinetics.
STR 11 11 12 13
Good: Modern Ranged Weapons-pistol; Vehicle Operation; Knowledge;
DEX 11 11 12 13 Awareness; Resolve; Interaction; Telepathy-contact, -datalink, -mind
CON 9 9 10 11 blast, -mind shield 2; Telekinesis-electrokinesis 2, -kinetic shield 3,
-levitation 2, -photokinetics, -psychokinetics 2, -pyrokinetics.
INT 9 9 10 11
Amazing: Modern Ranged Weapons-pistol; Vehicle Operation;
WIL 11 11 12 13 Knowledge; Awareness-intuition 2, -perception 2; Resolve-mental 2;
PER 9 9 12 13 Interaction; Telepathy-contact 2, -datalink 2, -mind blast 3, -mind shield 4;
Telekinesis-electrokinesis 2, -kinetic shield 4, -levitation 2, -photokinetics
Action Check 12+/11/5/2 12+/11/5/2 13+/12/6/3 14+/13/6/3
2, -psychokinetics 4, -pyrokinetics.
# of Actions 2 2 2 3
Equipment: Battle jacket, pistol, rations, survival gear.
Psionic Energy 11 11 12 13
Points
Skills:
Marginal: Athletics; Modern Ranged Weapons, Vehicle
Operation; Stamina; Knowledge; Awareness; Interaction;
Telekinesis- kinetic shield.
20
Leadership-inspire 3, Monotheism-either cure or vision
Exorcist
Monotheists Many religions have allowed for the special spiritual function of
combating the influence of evil spirits and of magic, recognising the
unique profession of the exorcist. In the Catholic Church, for example,
by Jim Clunie exorcism fell to separate religious orders who may not, in the past, have
been fully ordained priests - though the most learned and holy of men,
such as Pope John Paul II, have been known for their skill in exorcism as
Monotheist Supporting Cast well. The GM may treat an exorcist as a borderline crackpot or charlatan
(a Diplomat or Free Agent), a figure of truly impressive spiritual gifts (an
The beliefs that support Monotheist FX abilities, though simple at their
Adept) or quite possibly both.
outset, quickly became central to well-organised congregations who
spent much time in expanding the faith and debating its tenets,
providing a life's work to a great many dedicated and passionate M O G A
individuals. STR 9 10 11 11
Deacon INT 8 9 10 11
WIL 10 11 13 14
A healthy Church requires the support not only of inspiring figures, but
of strong and mature members who are willing to take responsibility for PER 10 11 12 13
the many and constant less-glamourous tasks that keep the activities of
the faith running. Such a person may be recognised formally by the title Marginal Skills: Investigate, Lore-occult lore, Interaction-intimidate
of deacon or simply known and respected as a person of faith, but in
either case, the support of the most respected members of the Ordinary Skills: Unarmed Attack, Stamina-endurance, Knowledge-
congregation is vital to any church leader. This description covers Church language (specific), scripture 2, Law, Medical Science, Awareness-
functionaries such as bursars (those who administer scholarships) and intuition, Investigate-interrogate, search, Resolve-mental resolve,
sextons (caretakers of churches) as well. Interaction-charm
A Marginal or Ordinary deacon usually remains a non-professional while Good Skills: Unarmed Attack-brawl, Acrobatics-dodge, Manipulation-
Good or Amazing SCMs may follow either the Tech Op or Diplomat specific skill, Knowledge-2 x language (specific) 2, scripture 3, Life Science,
profession. Physical Science, Awareness-intuition 2, Investigate-research, Lore-occult
lore 3, psychic lore 2, Resolve-mental resolve 3, Teach, Entertainment-sing,
M O G A Interaction-interview 2, Leadership-inspire 2, Monotheism-exorcism
21
religious leaders to the secular authorities, need very similar skills,
perhaps dropping a Science skill and adding more languages and Culture M O G A
skills.
STR 8 9 10 11
Today, many major religious groups, from the Greek Orthodox Church to
DEX 9 10 10 11
the Southern Baptist Conference, occasionally need to assemble and
dispatch such specialists. CON 9 10 11 12
INT 9 10 12 13
A religious investigator in the Islamic world might have the title of qadi,
or jurist. In mediaeval Europe they might represent the Inquisition or the WIL 9 10 11 12
witch-finders of the English-speaking world. Given sufficient worldly
influence in the hands of the Church, an investigator might command a PER 10 11 12 13
squad of soldiers or even a specialist criminal investigator or
executioner.
Ordinary Skills: Stamina-endurance, Knowledge-specific language 2,
Social Science, System Operation, Awareness-intuition, Resolve, Teach,
M O G A Culture-etiquette (specific), Interaction-charm 2
STR 8 8 9 10
Good Skills: Movement-swim, trailblazing 2, Knowledge-deduce 2, first
DEX 8 9 10 11 aid, scripture 3, any two specific languages 2, Life Science-botany 2,
zoology 2, Technical Science, Administration-management, Investigate,
CON 8 9 10 11 Lore-occult lore, Teach-tech op 2, Culture-diplomacy, first encounter 2,
INT 10 12 13 14 Deception-bluff 2, Entertainment, Leadership-inspire 2, Monotheism-aura
22
Marginal Skills: Knowledge, Awareness, Interaction-charm, intimidate Theocrat
Ordinary Skills: Business-small business, Knowledge-scripture 2, From a religious school's leadership to a town council to the highest
Administration-management, Awareness-intuition, Lore, Resolve-mental office in their respective countries, if Zealots are the bloodied jackboot
resolve, Leadership of Monotheist extremism, Theocrats are the silk-clad foot that guides
the boot home. In the past, though, religious leaders have ruled many
Good Skills: Knowledge-computer operation, first aid, scripture 3, communities more wisely and fairly than their secular rivals might have
Administration-management 2, bureaucracy, Awareness-intuition 2, done and preserved much knowledge and moral authority through ages
Resolve-mental resolve 2, physical resolve, Street Smart, Teach, of violence, darkness and ignorance.
Interaction-interview 2, Leadership-inspire 2, Monotheism-guidance
M O G A
Amazing Skills: Unarmed Attack-brawl 2, Stamina-endurance 4, Business-
corporate, small business 3, Knowledge-deduce 3, any two specific STR 8 9 10 10
languages rank 2, Administration-management 3, Awareness-intuition 4, DEX 9 10 11 12
Investigate, Lore-occult lore 3, Resolve-mental resolve 4, Teach-diplomat
3, Culture-specialty skill 2, Deception-bluff 2, Interaction-bargain 3, charm CON 8 9 10 10
4, intimidate 4, Leadership-inspire 5, Monotheism-either aura or blessing, INT 9 10 11 12
vision
WIL 10 11 12 14
Preacher PER 10 11 12 14
This Diplomat believer has a particular gift for encouraging and teaching Marginal Skills: Business, Knowledge-scripture, Law, Interaction
the faithful (and others who are willing to listen) by giving inspiring
public sermons. Because a preacher's words are often disputed both by Ordinary Skills: Stamina, Vehicle Operation, Business-corporate,
the unbelievers and by those in the Church who differ with his Knowledge-computer operation, language (specific) 2, Security,
interpretation, he must also become a skilled debater. A preacher might Administration-bureaucracy, Awareness-intuition, Investigate, Lore,
be a member or the leader of a local congregation, but many of the most Resolve-mental resolve, Street Smart, Deception-bluff, Interaction-
notable preachers instead travel widely, giving their message to as many bargain, charm, specific skill, Leadership
listeners as possible. The organisers of the Church may help to spread a
preacher's words by publishing tracts, books or more recently audio and Good Skills: Unarmed Attack, either Melee Weapons or Modern Ranged
video recordings. Weapons-pistol, Stamina-endurance, Manipulation-lockpick, Stealth-
sneak, Business-corporate 2, illicit, Knowledge-language (specific) 3,
To describe a Faith Healer, optionally make the character an Adept and scripture 2, Law-specific skill, Security-security devices, System Operation-
make the following changes to skills: add Monotheism at Ordinary communications 2, Administration-bureaucracy 3, Awareness-intuition 2,
grade, revise Good Monotheism skills to aura and cure 2, at Amazing perception, Investigate-research 2, Lore-conspiracy theory 2, occult lore,
grade add Medical Science and revise the Monotheism skill to cure 6. Resolve-mental resolve 3, Teach, Culture-etiquette (specific) 2, Deception-
bluff 2, bribe, Interaction-charm 3, intimidate 2, Leadership-inspire 2,
Monotheism-aura
M O G A
STR 8 9 10 10 Amazing Skills: Stamina-endurance 2, Acrobatics-defensive martial arts 2,
dodge 2, Modern Ranged Weapons-pistol 2, Stealth-sneak 2, Business-
DEX 8 9 10 11 corporate 3, Knowledge-computer operation 3, language (specific) 4,
scripture 3, Law-court procedures 2, law enforcement 3, Social Science-
CON 9 10 11 12
history 2, System Operation-communications 3, sensors, Administration-
INT 10 10 11 13 bureaucracy 4, management 2, Awareness-intuition 4, Creativity-creative
writing 2, Investigate-interrogate 2, research 3, Lore-occult lore 3, Resolve-
WIL 9 10 11 11 mental resolve 4, physical resolve 3, Street Smart-criminal elements 2,
PER 10 12 13 14 street knowledge 3, Teach-diplomat 2, Culture-diplomacy 2, Deception-
bluff 3, bribe 2, Interaction-intimidate 4, taunt 3, Leadership-command,
inspire 3, Monotheism-signs and portents, vision
Marginal Skills: Knowledge-scripture, Interaction-charm
Zealot
Ordinary Skills: Stamina, Interaction-charm 2, intimidate, Entertainment,
Leadership-inspire 2 Those Combat Specs who yearn to deal mayhem for the supremacy of
their religion organise into such notorious groups as the Kahanist Jewish
Defence League, the Army of God and the various affiliates of al-Qaeda.
Good Skills: Stamina-endurance 3, Business-small business 2, Knowledge-
Their urge to destroy those who are unlike themselves binds their cause
deduce 3, scripture 4, specific language 2, either Life Science or Physical
closely to exponents of racial hatred (such as the Phineas Priesthood
Science, Social Science, System Operation-communications or sensors,
movement) and of certain strains of ultra-nationalist politics. However,
Lore-specialty skill 2, Resolve, Street Smart, Teach, Culture, Interaction-
in difficult times, the faith of Zealots has been vital to defend the
charm 4, seduce, Monotheism-aura, vision
community of believers from the violent hatred of equally committed
foes and often to shelter nonbelievers, also, from pillage and slaughter
Amazing Skills: Stamina-endurance 4, Acrobatics-dodge 3, Business- by the ungodly.
corporate 2, either Life Science or Physical Science-specialty skill 3,
System Operation-communications 2, Lore-specialty skill 3, Resolve- Mature and experienced Zealots are a threat to any foe - tough, cunning
mental resolve 3, Teach-diplomat 3, Culture-diplomacy 2, Deception, and highly trained - but even the most fragile of Zealots can carry the
Leadership-inspire 5, Monotheism-cure death of dozens of innocents in an explosive-packed vest.
23
M O G A annotated version of the scripture gives a -2 bonus, but the result can
only be an Ordinary success.
STR 10 12 13 14 > Keen Understanding: At rank 4, the hero gains a -1 bonus to
Monotheism skill checks. This bonus increases to -2 at rank 10.
DEX 9 10 11 13
> Spiritual Warfare: At rank 6, the hero's resistance modifier against
CON 10 11 12 13 Diabolism FX attacks, any other FX skill specified by the GM as evil and
ungodly magic and against all attacks or skill checks by demons increases
INT 8 9 10 10
by +1. The increase in the hero's resistance modifier is +2 from rank 11
WIL 9 10 11 12 upwards.
24
FX Events: Appearance of the Second Kind (Our Lady of Sorrows): This broad
category covers paranormal events associated with images of the Virgin
Appearances of the Blessed Virgin Mary
Mary (including appearances of the first kind) - especially images that
weep with unexplained fluids such as salt tears, blood, anointing-oil or
Increasingly as the Dark Tide rises, the focused emotions of believing
wine, or miraculous healings.
communities create favourable conditions for seemingly miraculous
manifestations - or perhaps a greater than Earthly power has decided to
Provided that the image remains in the same location where the event
show its presence in the world for the transformation of humanity.
occurred, it acts as a minor holy relic, granting a -1 bonus to Monotheism
FX checks. Residue of the event, objects that have touched the image, or
Then again, considering the recurring relationship of some of these
photographs or copies of any kind do not have special properties.
images with funguses and molds, perhaps any such entity is not as
Appearance of the Third Kind or Major Appearance: To believers, these are
numinous as Monotheists would like to think.
events of extreme and lasting significance, promoting the sites of such
visitations (such as Lourdes, Fatima and Medjugorje) to worldwide fame.
Although the paranormal is infinitely unpredictable, manifestations of
Non-believers prefer explanations such as epilepsy, mass hysteria,
belief show certain identifiable patterns that may or may not be related
nationalist politics or fungal toxins.
to a common cause. One such cluster involves the image of the much-
beloved Virgin Mary.
The Blessed Virgin first appears to one or a small group of innocents,
such as early-teenage children or the mentally disabled, though later in
The forms of appearance described here (divided, for convenience, into
the event - since it is a hallmark of such visions that they are repeated
appearances of the first, second and third kinds) are specific to the place
many times - she may be seen by adults as
where they first appeared. Generally the
well, accompanied by many other strange
sacredness of the event dissipates if the
occurrences (such as apparent shifts in the
object affected is moved, but may persist
position or colour of the sun, or the
to a lesser extent in the case of certain
unexplained appearance of doves or other
adjuncts of major appearances.
symbols, as at Asyut, Egypt) and some
phenomena may even be photographed.
Prominent figures of certain other faiths,
She appears within a bright light, perhaps
such as the name of Allah formed by plants
visible as a faintly-defined figure. Likewise
or rock features, the Buddha or the major
the messages that she gives are very
Hindu deities, may appear in similar
simple and uplifting, but carry a sense of
events. The sites of unexplainable events,
profound importance.
such as a miraculously preserved mosque
in the area of a natural disaster, may retain
Anyone visiting the site may make a
spiritual power in the eyes of believers.
Willpower feat check to determine if they
will experience a possible vision (the GM
Belief in the literal occurrence of miracles
may place modifiers to this check or a
is controversial, but by no means absent,
minimum time between checks). On an
in modern-day Judaism.
Amazing success, the visitor experiences a
vision of the Blessed Virgin and becomes a
Appearance of the First Kind (Our Lady of
visionary of that site. Visionaries
the Hearth): Images that are said to
experience repeated visitations on only an
resemble the Blessed Virgin Mary
Ordinary success, as often as once per day
sometimes can be perceived in the shapes
when they return to pray at or near the
of common objects, with a strong
site, giving the effect of a Monotheism-
correlation to items of domesticity and
vision check or other appropriate
comfort, such as kitchen walls, baked
Monotheism skill (such as cure) without
foods or domestic gate-posts.
spending FX points. A visionary can gain
the Monotheism FX broad skill for 2 skill
An appearance of the first kind gives a -1
points less than the normal cost. If he
bonus to checks for the Faith perk,
attempts to use a Monotheism specialty
assuming the believer considers the
skill within a kilometre of the site, he gains
subject of the image as sacred to his faith.
a -4 bonus.
In addition, one believer may petition the image for healing of a loved
Other users of Monotheist FX and Enochian FX gain a -2 bonus when
one, making a Monotheism-cure check as a Willpower feat (a character
attempting to use such powers at the site of a major appearance, but
may not apply his ranks in Monotheism-cure even if he happens to have
Diabolism skills suffer a +2 penalty (though the site is not, in itself,
the skill). The supplicant may attempt to cure disease as if he had that
necessarily holy ground).
rank benefit of the cure skill, but a hamburger bun in the shape of the
Virgin Mary unfortunately cannot regenerate limbs or raise the dead.
Nonliving matter, such as water or earth, taken from the site of a major
This is a one-time-only opportunity - if the cure check succeeds, the event
appearance, or images made at the site and blessed by a visionary, can
becomes an appearance of the second kind, but if failed no other
maintain heightened spiritual energy when taken away. The GM may
petition can succeed.
specify that an item sourced from a particular site grants a -1 bonus to
Monotheism checks if the substance is used in a prayer or ceremony,
The image loses all of its properties if moved from the place where it
and individual items may potentially have other powers, such as a
first appeared (small portable items can be safely moved within the
chance to heal the sick – as for an Appearance of the First Kind, a
same room). Photographs, sketches or other copies of the image do not
believer may make a single Monotheism-cure check, but if this check fails
have any special properties.
the item forevermore has no special properties.
25
eggs, and mantle armour, but can survive as omnivores for a time. A full
grown Jinthar is around 4 to 6 metres in length covered in leathery grey-
green skin and moves by rhythmic waves of muscular contraction on the
underside of its body, rather like a snake or snail. It can simultaneously
Jinthar / Fachan secrete a layer of mucus on which it travels over hazardous terrain, to
help prevent damage to its tissues. When it stands up it is around 2.5
metres tall. A Jinthar has mantle plates providing natural armour around
by Malcolm E Birtwell the vital organs. Its brightly coloured face; yellow in immature of either
sex, red in adult females and blue in adult males, has a large single light-
Once I got past the wind and wave blasted pinnacles of the breathtaking sensitive eye and a yellow beak and radula. Around its head are strong
Cliffs of Defiance and landed safely within the Patronage cave-port of finger-like tentacles; three on its brow and one on its chin which it uses
Suul-an-TaaI I got my first glimpse of Jinthar on their home ground; and as a hand. It also has a single arm protruding from the middle of its
they certainly were not the bloodthirsty, cultureless monsters I was ventral area, below the head, with a similar hand like arrangement of
expecting. They did, however, still look butt-ugly. – Master Jel J. Cannon, fingers. This physiological appearance gave rise to its Fachan nickname;
ISS 11.07.2A2347 after the Scottish creature of folklore. Males also have blue crest, which
is their penis, which they expand when aroused; usually when courting
DARKHEART-11A is an approximately Jupiter-sized temperate EuGaian or fighting.
planet with turbulent climate, abundant oceans and varied surface
landforms. It is the principal planet of the Darkheart (Lashek) Syndicate. Jinthar Ecological Data:
It is not the original Jinthar home world. Biochemistry: Series I
Environment: Class 1 - 3
DARKHEART IV-11A or Luutlashek GRAPH: G1-3 R0-1 A2 P2-4 H1-2
Parent Star and Darkheart IV Globular Cluster, Star DARKHEART-11 Lashek-an-Lashek or Biome: Cool, twilight, damp Terran
Planet: Lashek Star; G-Class Main Sequence, Planet DARKHEART IV-11A
Luutlashek (5772LY from Lopac)
Encounter Chance: Unusual
Orbital Radius: 1 AU Group Size: Solitary, pair or small group d4+1
Orbital Period: 270 days Organization: Meritocracy
Rotation Period: 20 hours
Axial Tilt: Minimal 3.2°
Niche: Civilization
Diameter: 142,555km Intelligence: Sentient
Density: 1.2
Surface Gravity: G3 1.4g
Atmospheric Gases: N, O2, CO2
Encounter:
Atmospheric Pressure: 4.5 standard atmospheres Jinthar avoid contact with others because of their fearsome reputation
Median Temperature: 10°C so appear shy, retiring and mysterious. Their GNMC nickname is Slug
Satellites: None
which demonstrates the usual contempt with which Jinthar are treated.
GRAPH: G3 R1 A2 P3 H2
Class 1 Where individuals are known, however, they are trusted and even liked.
They are most likely encountered on board ships
Introduction: or at spaceports. Because the social
Few people have encountered the Jinthar apart from fringers, concept of patronage is instilled in
prospectors and explorers as Luutlashek is far beyond the galactic fringe Jinthar from hatching they may regard
in the Darkheart IV Globular Cluster. Jinthar are commonly their boss and friends as a patronage
perceived as violent, untrustworthy, xenophobic, cannibalistic and will therefore do all in their
slavers and are often bracketed in with space orks and power to assist or protect them.
suchlike. The large Lashek Syndicate on the
far fringe of the 70th Mentaraean Centesimal is
Description: fairly peaceful and tolerant of outsiders, whereas
Jinthar are a race of large sentient cephalopod other Jinthar are far less friendly.
molluscs, evolved from squid-like animals that
moved onto the land from the oceans to Initially if possible Jinthar will use their
compete with their worm-like cousins. Due to uncanny mimicry skill to confuse aggressors,
their former aquatic habitat Jinthar but if a fight is unavoidable Jinthar generally
are much more adapted to rely on their Korzuk Quantum SMG until melee
environmental extremes and can ensues, at which point they may use the Tolzuk
operate without difficulty in some Shock Spear in combination with
environments which would prove their frighteningly strong bite.
hazardous to unprotected humans. Although slow, Jinthar are tough
Jinthar can breathe on land and opponents hand to hand. Around 2%
underwater equally. Their single eye is of Jinthar retain their primeval spray
light sensitive and performs defence mechanism which can be used
much better in low light to devastating effect in melee and
conditions but their around half of these individuals (1% of total)
sense of hearing and retain their camouflage defence as well.
smell is enhanced to
compensate. They Habitat/Society:
are primarily Their original home world is, as yet, unknown, but their
carnivores, using primeval habitat is assumed to be the Mesopelagic (twilight)
their beak and radula ocean zone from 200 metres down to around 1,000 metres. It is
to eat bones to thought that Jinthar left the oceans owing to a natural ecological
produce calcium for their disaster on their home world forcing them to seek prey in the
26
shallows and eventually on land. form is an obstacle to a patronage or syndicate goal. It is unusual but
non-Jinthar are reported as having risen up through patronage and
Jinthar females are inseminated by males in a courtship lasting 2d6 hours syndicate ranks.
and then lay d4 eggs after a similar respite. The eggs are very hard, white
and rugby ball sized. The eggs hatch in one year and the hatchlings are Jinthar society is a cutthroat meritocracy. A powerful Jinthar matron or
fed and protected by both parents for around another year before being patron fosters young Jinthar to indoctrinate into the way of their
released, fostered or sold. At one year old the fosterlings are around half matronage or patronage. Those who show merit are rewarded by
the size of a full grown adult and reach full size after another d4 year’s moving up the hierarchy which is not dissimilar to that of a corporate
growth. In their last year’s growth the fosterlings’ sex is determined and structure. Some matronages and patronages are allied together in large
syndicates. Fosterlings are implanted with a subdermal comlink as a
mark of their acceptance into a patronage. It is patronage law that
Jinthar must not enslave or eat someone from their own patronage or
syndicate but must assist or protect them when asked. There are small
numbers of Jinthar young who are released free and not as fosterlings or
who leave a patronage. These are known as the Aimless, ranked only just
above slaves, and are the most likely Jinthar to be encountered. How the
un-fostered Jinthar acquire the subdermal comlink is unknown.
Zuk-an-Yeldaa
These Aimless Jinthar are the exception to the patronage rule. They are
loners or pairs; a master and apprentice, but held in very high regard by
Jinthar society as a whole, as they hunt FX users and kill them. Through
years of self discipline they have gradually reduced or overcome their
fear of FX and become skilled assassins. These Jinthar are usually
Combat Specs and have the following special Achievement
Benefits available to them:
It is widely held that the Sathar and Jinthar have a common ancestry, Jinthar Shock Spear Tolzuk (one-handed)
much like early Homo sapiens and Neanderthal man. Their home world, Description: 1.8m long and 2.5cm in diameter, made from shiny silver
according to Jinthar accounts, is sadly a radioactive wasteland in the grip metal with rounded ends and a sliding three position button 60cm from
of perpetual nuclear winter following their great war. Jinthar would one end. Button in central position is off, button forward is full charge
have overrun their weaker Sathar cousins had it not been for deep- and button back is stun only.
rooted Jinthar superstitions and their inability to tolerate or withstand
any kind of FX (Yeldaa). Jinthar are invariably found wearing numerous Accuracy: -1
talismans, amulets and charms designed to protect the wearer against Actions: 3
the supernatural. Jinthar attained their current progress level, PL8, Type/Firepower: En/O
before the Sathar and used it to colonise new worlds and encounter new Damage: 2d4s/d6+2w/2d4+1w [or stuns]
species. As a result they are less xenophobic than Sathar and consider Hide: N/A
their cousins barbarians for their constant aggression towards others. Clip Size: 20 strikes
Jinthar are also more creative and appreciative of art and culture in all its Mass: 1kg
forms and are very acquisitive as a result. They often collect jewellery Skill: Melee Weapons-powered
and fine art and love to create beautiful artefacts and designs in all areas Special: Ordinary damage to self on all attacks,
of their lives. Jinthar consider themselves superior to other life forms unless wearing insulated gloves.
and are active slavers, but are not necessarily aggressive unless the life
27
Essentially a staff-sized pulse baton, this weapon is much meaner. The Psionic/FX Skills :
combat battery is larger and thus it can deliver a bigger-sized jolt while Not applicable
having the same or even superior capacity than the ordinary pulse baton.
The extra reach also makes it a very accurate weapon. On the downside, Jinthar as Heroes
since there is no insulated handle and the current runs along the whole
length of the staff, a pair of insulated gloves is required or the non-
The GM may allow Jinthar to be played as heroes. Jinthar can be any
Jinthar wielder suffers Ordinary damage on every phase he is in contact
profession but have no FX or Psionic ability. A Jinthar hero gains the
with the weapon. Even with the gloves, it's possible to shock oneself,
following free broad skills: Unarmed Attack, Stamina, Knowledge,
suffering Ordinary damage on a Critical Failure for trained users, or
Awareness, Creativity and Interaction.
Ordinary damage on a Failure and Good damage on a Critical Failure for
Jinthar toughness is represented by Durability x 1.2 and slowness by
untrained users.
reduced movement (80% of standard) and action check (+d4).
Jinthar Quantum SMG Korzuk
Jinthar Flaws:
Description: Small conical pistol sized weapon weighing 1kg attached by
FX Susceptibility - Penalty to all rolls versus all FX +3.
gravitic cabling to a 5kg cylinder magazine 30cm in length and 15cm in
Obsessed - Will pursue own selfish or patronage aims ruthlessly.
diameter. The cylinder is a fast power converter and can be recharged to
Phobia - Terrified of FX and users and so penalty to all rolls in their
full capacity in around 3 hours from any power source. Jinthar weapons
perceived presence +3.
are usually beautifully decorated and personally customised.
Jinthar Species Abilities:
Accuracy: 0
Night Vision - Reduce low-light penalties up to 2 steps; no effect in total
Actions: 3
darkness.
Type/Firepower: En/O
Natural Armour - d6+1 / d4+1 / d4 CaCO3, chitin & conchin plates.
Damage: d4+3w/d6+4w/d6+1m
Light Sensitivity - +1/+2/+3 step penalties in light
Range 60/150/300m
FX Susceptibility - Saving roll versus any FX is at +3
Hide: N/A
Superior Audio Recognition - -d4 to Perception Track and Search rolls
Clip Size: 30 Bursts or 10 Full Auto
Superior Olfactory Senses - -d4 to Perception Track and Search rolls
Mass: 6kg
Sound Mimicry - -d4 to Mimic skill
Skill: Modern Ranged Weapons –SMG
*Defensive Odour - Can be used d4+2 times in 10 day period and is
Special: Rechargeable integral cylinder
effective in air or water. ALL beings within 10m must make a Stamina –
magazine
Endurance roll at penalty as follows: within 2m +2 penalty, within 5m +1
penalty and within 10m no penalty. Results A = no penalty to actions, G =
Typical Level One Jinthar Free Agent Spacehand:
+1, O = +2, F = +3, CF = +4. Penalty lasts d4 hours. Initial odour can be
STR=12
detected up to 1km away. Odour can still be detected on any in 10m
DEX=11
contact area d4+2 days later.
CON=9
Durability: 10/10/5/5
Jinthar GRAPH Tolerance:
Move: Sprint 18, Run 12, Walk 4, Easy Swim 2, Swim 4
Gravity G1 G2 G3 No penalty
Reaction Score: Ordinary/2
Radiation R0 R1 No penalty
PEP/FX Points: N/A
Atmosphere A2 No penalty (Can also survive underwater)
Pressure P2 P3 P4 No penalty
Attacks:
Heat & Cold H1 H2 No penalty
ATTACK FORMS Base Range (S/M/L) Damage
Brawl +d0 Personal d4+1s/d4+2s/d4+3s
Jinthar heroes must meet these Ability Score limits:
Bite +d0 Personal d4w/d4+2w/d6+1w
Shock Spear Tolzuk +d0 Personal 2d4s/d6+2w/2d4+1w
STR DEX CON INT WIL PER
[or stuns]
6-14 4-12 8-16 6-14 9-15 4-14
SMG, Quantum +d0 60/150/300 d4+3w/d6+4w/d6+1m
A
Korzuk
*Defensive Odour N/A 10 Special
Defences:
+2 STR resistance modifier vs. melee attacks
+1 DEX resistance modifier vs. ranged attacks
+1 INT resistance modifier vs. encounter skills
+0 WIL resistance modifier vs. encounter skills
Armour type: Natural Armour [d6+1 / d4+1 / d4]; CaCO3, chitin & conchin
plates
Skills:
Athletics (12) –Climb 4 (16), Melee Weapons (12) –Shock Spear 1 (13),
Unarmed Attack (12) –Brawl 1 (13), Modern Ranged Weapons (11) –SMG 1
(12), Stealth (11) –Hide 1 (12) –Sneak 1 (12), Stamina (9) –Endurance 1 (10),
Awareness (10) –Perception 1 (11), Creativity (10) –Mimic 2 (12),
Investigate (10) –Search 1 (11) –Track 1 (11), Knowledge (11) –Language
Common (12), Systems Operations (11), Technical Science (11) –Juryrig 1
(12), Interaction (7) –Bargain 1 (8),
28
Good, Con, Permanent
The mutant has an organ that is normally not found on his species. It
Arcanomorphs provides a 1 step bonus to a broad skill, a 2 step bonus to a specialty skill,
can replicate any Good physical mutation or any two Ordinary ones. The
exact organ is decided by the player with GM approval. It may be
antennae, tentacles, tail or altered skin. An example:
by Derek Holland
A physical gill is a structure that allows some invertebrates to obtain
The idea of magical genetic engineering has had my attention ever since
oxygen underwater. Almost all involve hairs used to capture air. A
I read the Merlane kit in Dragon magazine issue #237. Using Jim Clunie's
mutant with a physical gill would have a large mat of hair somewhere on
optional rank benefits concept and Red Dragon's FX rules, I have finally
his body (or over the whole thing). The hair allows the mutant to
developed a FX skill rank benefit that I find acceptable for this theme.
breathe underwater and provides a 1 step bonus to resisting the effects
of cold conditions.
Alteration- transmute
Greater New Body Parts
Alter Life (12 points): At rank 10, the caster can alter creatures
permanently. Every time the spell is cast, the mutations new body parts
Amazing, Con, Permanent
or minor physical change is added. At rank 12, these are replaced with
The mutant is more alien than those with the Good version. The organ
greater new body parts or major physical change. The spell takes 8
provides a 2 step bonus to a broad skill, a 4 step bonus to a specialty
hours to cast and costs $15,000. At rank
skill, can replicate any Amazing physical mutation, any two Good
12, the time required increases to 16 hours
mutations, any four Ordinary mutations or a Good mutation and two
and the cost is $50,000. This rank benefit
Ordinary ones.
does not charm the creature (that
requires Enchantment- charming).
Multiple castings upon a Physical Change (Major)
creature can result in
something that does not Moderate (Extreme), Con,
look anything like the Permanent
original. Any living These defects are mirror images of
creature can be affected the new body parts mutations.
(though the GM might Where there was a bonus, it is now
want to exclude things a penalty.
like demons and
elementals). The resulting Don't forget this article is
creatures, called about fantasy and that the
arcanomorphs, are sterile. mutations could have a
Mental mutations may not be added fantastic result. Using new
with this spell; it is thought body parts to cover the skin
there may be a divine version of the creature with lead or
that allows that. copper, in replicating the dermal
armor mutation, is perfectly
If 20 points are acceptable. Using greater new body
spent on purchasing parts to grow a second head or
this rank benefit, or 8 crystal wings is also acceptable. Unless
points are spent later, the GM rules otherwise, of course.
fertile creatures can be
created. This is a much more Here are some examples of
complex process that requires organisms that a caster could
months of planning and create:
execution- one for every point of
constitution the resulting creature will An improved guard dog has a patch of
have plus the number of alterations (ie. the number bioluminescent skin between its shoulders. If the dog
of new body parts mutations added). This also allows the scents something it wants to eat, the patch glows
caster to make creatures that go through metamorphosis. Add the green. If it scents an intruder, the patch glows yellow. If the dog senses
final constitution of the grub stage to the constitution of the adult to something it fears, the patch glows red. Treat this as minor new body
determine how many months it takes to plan and execute. The cost is parts.
$50,000 per month.
One typical trick casters use to increase their income is to cause the
The GM will have to decide on if this can affect humans and other affected creature to age rapidly. They explain that it is due to the
sapient species. magical stress the creature is under and that it will cost a lot more for
one that ages normally. Inflicting a minor physical change causes the
Since not everyone has the Gamma World book for Alternity, here are creature to age 20% faster. Major physical change halves the life span of
the descriptions for new body parts and physical change (the latter I the creature.
redesigned):
Casters can also to the opposite and make a great deal of money by
slowing the aging of humans and other sapient creatures. Note that the
New Body Parts gods do not like mortals interfering with their affairs like this, so the
29
caster might be cursed or have clergy hunt them down. that eliminates the penalties for moving and acting underwater). These
people live on the bottom of the ocean and because of their changes,
Another favorite money maker is very fancy birds or dogs. With a couple live in a style very similar to surface dwellers. They can swim well, but
castings, the birds could have songs that sound like an instrument and usually prefer to walk or ride along the abyssal plain.
the dogs might gain gold fur and silver teeth.
Cloud walkers have environmental adaptation (G, cold) and levitation
To deal with orcs, weren or other potentially dangerous or annoying (Amazing version with 10 times the duration of the Good mutation).
creatures, casters have been know to alter predators so that they can These people live on mountain tops, magical clouds and floating cities.
only digest the meat of the target species. This obviously doesn't keep They can not fly, but are not in danger of falling either (at least while
them from attacking others, but with training, this can be minimized. awake).
This is a major physical change.
Dust dwellers have flight and size change (much, much smaller). These
To provide living space for an overcrowded kingdom, casters have people are so small that impacts with objects that humans use doesn't
altered humans so that they can live underground or underwater. cause them damage. They still try to find locations far from humanity
and out of direct sun.
In warfare, living weapons that can breed can be of great use. Casters
might even figure out how to make living bombs or creatures that are And then there is the idea of creating symbiotes.
artillery. GMs should be ready for this if he or she wants to exclude
them. Parasites could inflict
defects, flaws or even
Using the idea of reduce an ability score. In an
metamorphosis, small, FX rich setting, penalties to
catlike animals are created resisting magic is a fairly
as to ingratiate themselves common result of certain
into a community. After a parasite arcanomorphs.
few months, they
metamorphosis into a lion- Commensalists (or phorids)
like animal which then are scenery- they just ride
attack the locals. along on their host without
causing harm. Unless there
Buildings can be created this is some very large creatures
way. Hollow gourds or trees, in the GM's setting, human
giant snails or even on the based arcanomorphs are not
back of a giant turtle. Of that likely.
course the animals still have
to be fed, or allowed to Mutalists would provide
forage, and can be mutations, perks, but not
stubborn. heightened ability scores (at
least not without some
Bioluminescent creatures or penalty). Keep in mind they
fungi can provide lighting may or may not be socially
and waste disposal. acceptable if visible.
Abyss walkers have gills, sonar and unhindered (an Amazing mutation
30
Scratch: Ive played around with other games...but very minimally. I loved
Spelljammer. The fact that you could literally change the "physics" of
how different spheres worked was great fun. And then theres the
Alternity Fan Spotlight Spelljammer itself, I thought that was great fun
LR: So when did you start playing Alternity? And more specifically, how
did you eventually come around enough to drink the proverbial Kool-
Harry "Scratch" Bandoian Aid?
Conducted by Last Resort Staff
Scratch: I can't remember exactly when...but I took a jaunt through a
LR: Hello...? bookstore and while looking through the different rpgs they had
stocked I came upon an Alt book. I really liked the mechanic. I hated
Scratch: heya! Non-Weapon Proficiencies. With my limited experience with rpgs alt
seemed to me as the first game that actually handled it realistically.
LR: Long time, no chat, brother, how's it going? Course...later on I discovered it wasn't exactly new, but Alternity was far
more rule moderate than those other systems.
Scratch: Indeed, not bad at all. Just trying to make it through each day as
it comes. Yourself? Scratch: There was that....and I liked the pictures
LR: Can't complain much... Taking a little break from the Pens v. Flyers LR: Yeah, the art's freakin' fantastic... I, too, loved the way it handled
game to help the cause of getting LR6 out to the community. skills. Is the realism, or rather the approximation of realism within the
game mechanic what drew you in?
LR: Are you ready to begin?
Scratch: I liked the way it was realistic, but yet not so much so that it got
Scratch: big fan, eh? in the way of the game. Take GURPs for instance...I've always thought
you needed a math degree just to figure out how to play. Alt on the
Scratch: sire other hand was simple and effective. Yet at the same time you didn't
have a rule for every little task. I'm a bit of a minimalist, the less rules I
Scratch: sure have to remember the better. That's what I hated about D20, actually.
Too many rules
LR: Most definitely. It was a tough call on this, but I owe it to the
community to get LR6 out there... LR: As much of a critic of D20 as I have been, I've never actually bought a
Scratch: haha I like a man with dedication. single book or even played a single game. I was spent out on upgrading
my AD&D library, which is extensive enough as-is, thanks. Let's shift
LR: You know it... gears here a bit: What are your past contributions to the Alternity
community?
LR: First question: When did you start playing RPG?s (not necessarily
Alternity)? Scratch: I'd say I'm lacking a bit in that regard. Other than the occasional
neat idea or game I haven't done much. I guess you could say my only
Scratch: I picked up my first rpg when I was round about 7. My cousin real contribution has been playing the game and loving every minute of
told Dave me and my other cousin Gary about this game he had. It it. Whether it might be a claustrophobic doctor who hates space ships or
turned out to be a DnD 2ed boxed set. That first game was as silly as it the tried and true flirty fighter jock...and maybe the occasional
could come. If I remember correctly we ended up with excalibur in the malevolent gm.
first level. Been playing ever since.
LR: LOL... yeah, that claustrophobic doc is a fond memory of mine. I
LR: Excalibur? Wow... can you say "Monty Haul"? sheesh... must've missed that flirty fighter-jock... which game was that?
Malevolent GM? Should I be worried here?
Scratch: That's nothing. We found magic chewing gum that could clone Scratch: Oddly enough they're both named Byron...I do so like recycling
items....we made a copy of Excalibur. Looking back, I don't know how names. The pilot I play in Trailblazers Unwritten Age. As for the
we took it at all seriously. It was fun though. malevolent gm...have you ever met a gm that you shouldn't be worried
about?
LR: LOL... Well, I guess that's to be expected... it is a game after all...
LR: Ah... my Mrs. also, when she gets a minute to play, recycles the
LR: So, did you branch out to other RPG's? names... usually females whos names both begin & end with "A", just
like her own real name (Angela). For context for the readers out there,
Scratch: For a while I stuck with DnD. I didn't know any players after my the other Byron was Dr. Byron Cordell of the legendary Escape Velocity
cousin stopped playing, but I found out that the local toy store sold 2503 (EV2503) game. You're also currently running a game on A.net...
some boxed sets for cheap. I'd buy it mostly as reading material, but
when I got the net I joined a Spelljammer campaign. I remember how Scratch: Yup, my own homebrew game, Echoes after the Fall. Maybe
opposed I was to Alternity when I first heard about it. Course, I never another if life permits. I've got some fun things planned for you boys.
saw a book and when I did...well...I could see exactly what I was wrong
about. LR: Oh dear... I'm glad I went with the big bruiser-type... Is this the first
Alternity game you've run on A.net?
LR: Ah, SpellJammer... good times... I ran a few games of SJ back in the
day. Always had great, sweeping story arcs... never enough players with Scratch: No, I ran another game, Empire of the Mind. It was my take on
time to invest. *sigh* Earth: Final Conflict with a Alternity twist. Unfortunately, life kicked up a
notch and I couldn't keep it going. That game had a heavy base on
31
Psionics, which I tend to focus on in my games. samurai sword wielding hacker?
LR: So, I'm guessing that "Mindwalking" is an essential piece to your LR: Not too terribly unlike Hiro Nakamura from NBC's "Heroes"... LOL.
Alternity library, huh? Feeding off of that, what sci fi/fantasy character in a book, television
Scratch: I like it and I have it sitting next to my desk...but I haven't used it show, video game, or movie would you most like to be and why?
much. A lot of the powers in there are way more powerful than what I
want to deal with both thematically and rule wise. Scratch: Oh man, if I started listing off characters I wanted to be I'd have
you here all night. If I had to pick just one though I think it would be
LR: Really? Huh... What about some of the other ideas in there, like Richard Mayhew from Neverwhere. Being an office drone myself I
psionic items or whatnot? wouldn't mind just stumbling into a strange world like the one he
managed to fall into
Scratch: Those were cool. That sort of thing always reminded me of
Darksun. You might find some of those in Echoes...if you all live long LR: Hmmm... I'll have to check that one out... Speaking of work &
enough professions & such... What profession/career and level are you in Real
Life and what is your highest skill rank?
LR: Dark Sun is a AD&D setting I'd love to run tabletop sometime...
again, same problems as plagued my SJ games. I'll have to keep my eyes Scratch: I worked at Bear Stearns on the Credit Derivatives desk as part
open for that sort of thing in Echoes, as a player... my hero would be of an IT team, but now that Bear has been acquired by JPM I've been
more likely to simply try to smash the damned thing to bits... So, aside doing various odd jobs relating to the transition. Sounds exciting, don't
from "Echoes After the Fall", what other Alternity projects are you it?
currently working on? Anything we can expect to see your unique stamp
on in the resources section of A.net? LR: Certainly in this day & age with the credit crisis, it's in the news. So if
you were an Alternity hero, what would your profession or career
Scratch: Oh I've got plenty cooking...Just a matter of how long it can package be? How about that skill rank? (These are the fun questions!)
keep my attention. I tend to get bored with an idea round about the
time it takes for me to start reading a new book or watch a new movie. Scratch: Hmm I'd probably be a free agent with a 20 lv rank in Athletics -
Though I am writing up a setting where a test bed for a new FTL drive sleeping...maybe a few ranks in Power Martial Arts too.
gets lost in a far removed region of space.
LR: ROFLMAO,,, Athletics-sleeping...
LR: Ooo... will this possibly become another Alternity game on A.net?
Scratch: Maybe. I'm trying to figure out how it would work without it LR: Thanks, brother.... you'll see this in LR6!
falling into "find planet a get what we want, move on to planet b and
repeat" Scratch: I guess that's my 15 minutes of fame! Wouldn't want to spend it
anywhere else.
LR: I'll have to keep my eyes peeled... What project would you most like
to see accomplished for Alternity? LR: Aw, shucks, man...
LR: Not necessarily one you are involved with... LR: Catch you in Echoes...
Scratch: Aside from reviving it? I think the cybernetics book by Kzin (I
believe it is). I've had a bit of fondness for Cyberpunk. Scratch: Going back to your pens game?
LR: Ah, yes.... my favorite layout-kitty... I'm sure he'll take that positively. LR: Yeah... it's in shoot-out... real nail-biter...
What is the most recent RPG-related book/item that you
have acquired? Scratch: Watching the tail end of cool hand luke myself, gotta love
netflix
Scratch: Well, I recently bought the fourth edition of Dnd since my friend
decided to start running a campaign again. I hope to get Martial Power LR: Well, enjoy. I'll catch you later.
for Dnd once Wizards is kind enough to actually send out copies. I keep
looking at my Amazon order and it's not going anywhere. Scratch: Later man, thanks for the opportunity!
LR: Oh, man... you drank the D&D4e Kool-Aid... I'll have to clear my LR: Thank YOU!
schedule for you on my couch... (Just kidding, bro.) Any good (Alternity
A
or other) websites to recommend (other than the late TS.net or the
venerable A.net)?
Scratch: Not really, there used to be some really good sites back when
Alternity was still in print, but those seem to have fallen off the grid or
I've lost the links to them. Anet, however, is my savior when work gets
really dull and tedious.
LR: I hear you on that one... You mentioned your penchant for reading...
what is your favorite sci-fi/fantasy book(s) and why?
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Kixil Station Innovations
Air Board™
Availability: Uncontrolled, special order
Catalog Number: KSIAB
List Price: C$ 4995
Mass: 9 kg
Skill: Daredevil
Performance Characteristics
Drive: -2
Acceleration: 100m/ph/ph
Cruising Speed: 150 kph
Max speed: 320 kph
Type: Ordinary
Durability: 3 / 3 / 2
Not for the faint of heart, the Air Board™ from Kixil Station Innovations
(K.S.I.) was designed with the extreme sports enthusiast in mind.
Magnetic boots keep the rider firmly in place on the board as it races at a
top speed of more than 300 kph.
33