Tag Archives: SF

Alternity: The Poll

Let’s ask you for Alternity Week here on Geek Related – have you played Alternity?  Did you enjoy it?  Share your thoughts below in the comments!

Alternity “The Lighthouse” Session Summary 43

Forty-third Session – We infiltrate an External fortress ship to prevent them from getting away with their superweapon. We use our own superweapons to defeat them – the Red Queen, alien aphrodisiac crystals, a nuke, and a Thuldan Warlion! They never stood a chance. All this and more in this session of our Alternity Star*Drive campaign, The Lighthouse!

Last time, we’d basically gone down to Mantebron and found out that the aliens had stolen an Ancient superweapon and generally were all over things there. We were leaving with our tails between our legs after some light recon, but Markus the warlion convinced the rest of the group that with a clever plan, we could (albeit at the risk of our own lives) sabotage their effort.

Mainly, this involved clandestinely inserting into their fortress ship the Phlegethon, nuking the thaal cathedral where all their psychics are, and setting off the alien weapon so it shoots the other fortress ship, the Styx. The main goal being destruction of the weapon, but also sowing whatever chaos and destruction we can.

Many of the group had misgivings about the survivability of this plan. But Markus figures it’s war – gotta go big or go home.

And the plan worked!  This is one of those sessions where we spend as much time carefully laboring over every little detail as much as in execution – which ends up paying benefits in survivability. The main nail-biter was the precognition ability of the enemy psychics, which end up alerting them to potential attacks. We bypassed that by installing a nuke in their cathedral, given that they probably couldn’t escape the radius in time even with teleportation. Luckily this worked, and then when we fired off the superweapon we put a big albeit nonfatal hole in both fortress ships.

Markus got to march around the ship in power armor firing drum after drum of grenades from his Zeke-5 grenade launcher, which always gives him a warm feeling. Wily opponents try to move into melee range to escape the hail of grenades, whence they discover what real pain is like.

Enjoy the writeup!  More to come… We’re moving into the final stages of the war, looks like.

Alternity: The System

This week, we celebrate the Alternity sci-fi game that has given many gaming groups years of fun.  I’ve played in and run a number of Alternity campaigns over time – most recently our two year long campaign The Lighthouse, but a fair number of others too.  I even played in the Living Verge campaign – they had an RPGA campaign for Alternity back in the day.

Today let’s explore the Alternity system itself. It is an interesting departure from most systems, and especially for the D&D-haunted halls of TSR/WotC! In terms of other major systems it is probably most similar to GURPS (strongly skill based, roll under) but has a lot of unique aspects to it.

The Core Mechanic

The core mechanic of Alternity uses a d20, but to roll low under a skill. Die rolls are modified not by flat numbers but by die “steps” (d4, d6, d8, d12, d20) where a negative is a bonus. Therefore if you are rolling your skill at “-1” you roll 1d20 -1d4.

The Skills

Alternity sports a very detailed skill system which covers combat as well as other skill use, an approach much more appropriate for modern and future games than normal d20 in my opinion. First, there are general broad skills and then ranks in specialty skills, all based off a relevant stat. Let’s say you want to shoot someone and have no skill in it.  You roll versus half your DEX stat, with a one step penalty – in other words, 1d20 + 1d4 trying to get under 1/2 your DEX.  If you have the broad skill “Modern Ranged Weapons,” you roll against your full stat with a one step penalty. If you have a specialty skill such as “MRW: Pistol,” you roll 1d20 versus your Pistol skill, which starts at your stat and adds skill ranks.  This provides a nice differentiation of levels of mastery in the system, and since you have to buy the broad skill to get specialty skills, it helps ensure that you aren’t great at one skill and awful at another that are very, very closely related. In this case, if you have ranks in Modern Ranged Weapon: Pistol, you at least have the broad skill for firing rifles or SMGs. A common weakness of granular skill systems is that you are pathetically unskilled in otherwise logically clustered skills.

Degrees of Success

The most unique part of the skill system is the precalculated degrees of success that the rolling scheme makes possible.  If you roll under your skill, you get an “Ordinary” success.  If you roll under half your skill, you get a “Good” success and under 1/4 your skill gets you an “Amazing” success. These numbers are precalculated on your character sheet and don’t change, the die step modifiers just affect your roll.

So let’s say you have Modern Ranged Weapons: Pistol 14. You write this on your sheet “Pistol: 14/7/3”. You can then see at a glance which threshold you roll under.

Different skills behave differently in terms of degree of success; in the case of weapons they actually do different amounts and types of damage. Let’s say you are firing a 9mm pistol at someone, it does d4+1 points of wound damage on an Ordinary success, d4+2 points of wound damage on a Good success, and d4 points of mortal damage on an Amazing success.  You write this “9mm pistol: d4+1w/d4+2w/d4m”, matching the O/G/A format of your skill entries. For more techie skills, you often need a number of successes (perhaps before another number of failures) to accomplish a task, and Ordinary successes give you one, Good two, and Amazing three successes against the total, which lets you go faster the better you are.

As a result, the runtime complexity of the system is mainly figuring out the relevant die steps of bonus and penalty. Then you roll, get your degree of success, and look up the right result. This encodes a lot of complexity in the system while making most of it not burdensome at play time.

Effects

The theme of “three kinds” carries through the system.  As there are the three levels of success, there are also three types of damage – Low Impact (LI), High Impact (HI), and Energy (En). This is an innate characteristic of a weapon – an axe is always LI, a 9mm pistol is always HI, and a plasma gun is always En.

Similarly, there are three different degrees of damage a weapon can do – stun, wound, or mortal. (Characters have stun, wound, and mortal damage tracks.)

Armor is damage ablative and has three ratings, for LI/HI/En.  So a specific type of body armor might be statted as “Battle Vest: d6-3/d6-2/d4-2” which means it will soak e.g. d6-3 points of LI damage every time you get hit.

And still more – there are three different levels of quality of damage, Ordinary, Good, and Amazing, designed to level set personal vs vehicular vs starship combat.  So a 9mm pistol does HI/O (High Impact, ordinary) damage, a heavy machine gun does HI/G (High Impact, Good) and a starship’s rail cannon does HI/A (High Impact, Amazing). Armor is rated similarly, such that Ordinary damage against Good armor gets automatically degraded a level. It’s like a more well thought out version of Palladium mega-damage.

Once you get the hang of the triplet system it flows pretty quickly. Its strength is that it encodes a lot of the desirable complexity in a semi-crunchy science fiction system without depending on exception based design.

There’s a blowthrough aspect to damage; if you deal wound damage to someone and their armor soaks it, they take half the damage one level down. So if you shoot someone for 6 wounds, that actually does 6 wounds (minus armor) plus three stuns (not affected by armor). This prevents armor from making you invulnerable, a problem with some ablative armor systems (old WFRP being a good example of that).

All this may sound complicated, but in the end here’s a meaningful combat stat block for a street goon.

Skills: Modern Ranged Weapon 12/6/3, MRW: Pistol: 14/7/3
Weapon: 9mm pistol (HI/O): d4+1w/d4+2w/d4m
Armor: Battle Vest: d6-3/d6-2/d4-2
Durability: Stun 11, Wound 11, Mortal 6

It Gets More Complicated From There

Yeah, OK, so many skills have unique little “rank benefits” where you get feat-like abilities when you have a bunch of ranks, and using things like grenades turn into minigames of their own. They had to fill 250 pages of Player’s Handbook and another 250 pages of Gamemaster’s Guide with something I guess.

Flaws

Probably the single biggest frustration players find with the system is how granular the skills are.  There’s between 100 and 200 skills, of which  you only have a dozen or so, and sometimes it’s unclear what the right one is in a given situation.  And stats are not high – though the game uses the familiar 6 “D&D stats”, they don’t go from 3-18, they hover more in the 8-13 range. So if you are relying on broad skills with their one step penalty you usually have a very poor chance of succeeding. The main mitigations for this is the more generous optional skill point system we’ll discuss in my next post on Characters, and the GM being generous in letting related skills be used to achieve tasks. “I want to disconnnect the shuttle’s security computer” could arguably use Security: Security Devices, Technical Science: Juryrig, Computer Science: Hardware, System Operation: Defenses, and probably several more skills (Demolitions!). A GM that takes a very exclusionary approach and says “Security Devices is the right skill for that so it’s the only one that can be used” is likely to piss off players.

A slightly lesser concern is how effective and mandatory armor is. A lot of foes end up having good armor and it turns shootouts into whittling-down fests decided by secondary stun damage.  We’ve been known to joke after bombarding an enemy with attacks that do mortal damage but all get ablated by armor that “at least my bullets are making him sleepy!” On the other hand, it makes character death less frequent – Alternity has “levels” but you don’t get D&D style hit points as you go up, you have the same ~10 wound points at level 10 that you do at level 1, so it could be a very deadly system.  Well, it is a deadly system, it’s just that good armor is not a luxury, you have to have it. If you are wanting more of a Star Wars feel, you are probably out of luck; any sane player gets as much armor on as they can; even moderate armor takes combat from 1-2 shot kills to 5-10 shot stun takedowns. In our game we’ve mitigated this a little by making armor half as effective against mortal damage. Mortal damage is “worse” so usually the system does fewer points of it – like that pistol above that does “9mm pistol: d4+1w/d4+2w/d4m” – but that means that RAW, armor effectively almost always does away with  mortal damage, which is supposed to be the coolest Amazing result.

And the final concern is more of a packaging/formatting concern – they smattered a bunch of fundamental rules into the Gamemaster’s Guide instead of putting them in the PHB. You can see the standard TSR “well you need to sell them both a player’s book and a GM book right” philosophy fray in this game; a proper redesign would put a lot of the GMG content into the PHB and then turn the GMG into more of a resourceful campaign and opponent book.  As it is we ignore the GMG most of the time until we have to look up a picky splash diagram or range modifier table. Hell, you could do without the GMG just fine as long as you don’t mind off-the-cuffing some of that other stuff.

Conclusion

These two flaws can be worked around, and in the end provides a quite satisfactory system, in the same weight class as GURPS. I’ve played a variety of other SF systems – Traveller, Traveller d20, Star Frontiers, Silhouette, GURPS – and I put Alternity right up there next to all of them for overall quality and play experience. It was quite a departure for TSR, too, who then fell into the trap of “d20 Modern” and killed off Alternity when they got the Star Wars license.

Our Alternity Campaign Is Still Rockin’

Let’s hear it for science fiction gaming.  Our group has been running a campaign using the venerable TSR game Alternity for, goodness, nearly two years now!  The campaign is called The Lighthouse, as it is mostly set aboard the eponymous Galactic Concord space station in the Star*Drive universe. Paul is our faithful GM, who is using pretty much all the extant Alternity sources as part of one huge megacampaign.

It’s an interesting game that has a good bit of Babylon 5/Star Trek flavor.  Each player has two characters, in fact.  One is part of what we have taken to calling the “A Team” which is mostly command staff aboard the Lighthouse.  I play Captain Ken Takashi (since promoted to Admiral), the commanding officer. Patrick plays the faithful station pilot Commander Martin St. John, Bruce plays the eccentric mechalus engineer Taveer, Tim plays Haggernak, the weren station Concord Administrator (police chief). Chris was playing a CIB spy who died, and now it’s arguable which of his characters is “A team” – we’ll call it Drest, the Pict warchief who has come aboard with a task force of Picts from Lucullus who are flinging their bodies into the interstellar fray. You can check out our character sheets here.

Our second characters come from the seedy underbelly of the station. Disaffected diplomats, criminals, and other miscreants.  I play Markus the retired warlion shock trooper (who is bartender of the station bar/casino The Corner, and deals arms on the side), Patrick plays Lenny the T’sa “diplomat” (a semiretired master thief), Bruce plays Lambert Fulson the demented illegal merchant, Tim plays Ambassador Peppin (a dissolute professor who spent most of his career preying on coeds), and Chris plays Ten-zil Kem (apparently a VoidCorp diplomat but really a sleeper agent for an opposing faction).

The Lighthouse is a space station with a stardrive, and it wanders the Verge, a poorly populated part of space cut off from the main galactic civilization by a galactic war some time ago, spreading the law of the new Galactic Concord. We have been caught up in a holy war spearheaded by a variety of demented alien races who seek humanity’s death and/or enslavement. Unfortunately, they did not count on our resourcefulness, tenacity, or enormous capacity for violence.

We write up each of our adventures in some detail; you can read each session’s delightful mix of adventure and in-jokes on our session summary page.

This week will be Alternity Week here on Geek Related; we’ll celebrate the the game with some in depth looks at the system, characters, and campaign. Chime in with your experiences if you’ve played it too!

Alternity “The Lighthouse” Session Summary 42

Forty-second Session – Tendril falls to the Externals. We send the Red Queen to Mantebron to figure out what the Externals want with the Glassmaker artifacts there – apparently they’ve extracted an alien superweapon. We risk our lives to go down to the ruins ourselves, and find out nothing that wasn’t already obvious. Then we weigh the odds – two alien fortress ships against one party of PCs.  The B Team decides “We can take ’em!” All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

I missed the first part of the session, resulting in the rest of the party getting chewed up by alien dogs. When a glass spider asks which one of them it should implant with horrid alien devices, Peppin and Taveer both fall all over themselves volunteering. On the basis that Peppin “sounds like you already have at least two people in there already,” Taveer is chosen and as usual plays it up to the hilt. Finally I arrive and the grenades start flying, and we finish out crawling the Glassmaker ruin, for all the good it did us.  We got a lengthy description of how unstoppable the obviously unstoppable weapon the Externals got is, which we knew already, and that they are gathering Ancient artifacts for some fell purpose, which we knew already, and that they want to make the Deepfallen on Bluefall disintegrate everyone on the planet, which we knew already.

Finally we head out, and Markus talked everyone else into taking a run at the fortress ship.  If it gets out of here with that weapon then there’s no way we can ever take it in a space combat. The ship is still partially splayed open to install it so I figure if we can get on there and sabotage it, fire it off before it’s well seated and have it rip the ship apart, or set off a nuke by it, or shoot it into the other fortress ship, or something, then we can remove the threat. And the B Team is the group of people to do it!

Alternity “The Lighthouse” Session Summary 41

Forty-first Session – The Lighthouse is going to Cambria to meet the Medurr, but is knocked out of drivespace early and has to head off an alien setup. Then we throw our Picts into battle against the kroath! Under 50% losses is a victory in our book. The Medurr sign on to the Verge Alliance, and we plot strategy. All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

Bruce (Taveer, Lambert Fulson) has taken to attending the game via Skype, because he’s too much of a wuss to drive from Dallas to Austin every weekend. Since we upgraded to a HD camera it works pretty well, and when he starts gibbering we can mute him, which makes the game go smoother than previously even.

We discover the Medurr have a drivespace denial weapon, which we thought was impossible, in addition to the riftships we had thought were impossible. The N’sss conduct a transparent “We’re attacking the Medurr and we must be treacherous humans” ploy, which we foil by blowing up one of their ghost ships.  Then they dump a bunch of kroath on the Medurr, and the big tough Klingon centaurs start whining like bitches. So we finally pop the tab on all those insane Pict warriors we brought on board in Lucullus and start the kill.

We finished that up pretty quickly, and then burned two hours debating where to send our various battle groups to in order to defend the Verge from the “alien fleets so massive you can’t beat a single one of them,” to hear the GM tell it.  Sigh.

Alternity “The Lighthouse” Session Summary 40

Fortieth Session -The B Team takes the Red Queen to Ptolemy and has to whip the crazy cyber-lovin’ women manning her into shape. Once we get there, the pirates are shacked up with the aliens, so we set an inescapable trap for them. And we buy Taveer a lap dance. All this and more in this fortnight’s session of our Alternity Star*Drive campaign, The Lighthouse!

The Red Queen is as crazy as ever – the ship from the Last Warhulk, but run by a crazy “Alice” AI who thinks everything is in fantasyland.  Her new “handmaidens” are a bunch of Nariac cultists with so much cyber that they go nuts from cykosis at the drop of a hat. They are pacifists, but conveniently have all sorts of hideous weapons implanted for when they go bugfuck crazy. Which they do.

Then we infiltrate the pirate flagship. My favorite part was when we burst onto the bridge, where the pirate captain and his External handlers were chilling.

Markus shouts out, “Alien collaborator says what?” and flings a pulse grenade into the midst of them.

Exciting!

We laid a good trap for the pirates. We figured that if we just jumped a battle group in, the pirates would jump right out.  But then their stardrives need to recharge. So we figured out their rally point, staged a diversionary attack so they’d flee, and had our battle group waiting for them at their rally point. Whap!

Alternity “The Lighthouse” Session Summary 39 Posted

Thirty-ninth Session – It’s large scale war planning as Lucullus falls, we win at Ignatius, and a new alien spills a load of historical beans. We’re sick of always playing defense, so the Lighthouse heads out to Medurr space to get them on board one way or the other, and the B Team takes the Red Queen to go pacify some alien-collaboratin’ pirates.

We didn’t actually do all that much this session – the B Team took some autistic kid off Lucullus, and then that system promptly betrayed the Alliance.  Then we interrogated a new alien called an Evrem, and used our alien communication artifact to talk to everyone we know. More out of luck than anything we send a battle group to Ignatius and they take out an External fleet there – the aliens split their forces, bad idea for them. It was a long series of planning and events we weren’t there for.  But we’ve set the stage for violent anti-pirate combat at Ptolemy and violent diplomacy with the Medurr next time.

If we get the Medurr to chip in, and our captive kararan scientists can reverse the klick egg-bioengineering so that the klicks will turn on the i’krl, we just might have a fighting chance!

Alternity “The Lighthouse” Session Summary 38 Posted

Thirty-eighth Session – The B team hunts dinosaurs and fights a pretty large number of draconic centaur Klingon type aliens.  We hit them until they like us. Diplomacy is just like dating!

We had a lot of fun this session. The dinosaur hunt was entertaining.  Peppin missed the whole attack by the Medurr assassins, but he was having fun trying to ride around on a riding dino. Markus always shines in the more savage locales – intrigue on the space station is challenging for him, but as a genetically engineered shock trooper, if a situation calls for beating the living crap out of something, he is the man to do it.  Lenny got to be referred to as ‘our female’ all the time – the Medurr are matriarchal and we figured that we’d get more cred if we claimed Lenny was our female (he’s a lizardlike alien called a T’sa, and we figure there’s no way they can tell one way or the other).  Lenny wasn’t consulted on this plan, which was hatched by a throwaway line last session, so he protested every time it happened, but no one paid that any mind. Lambert, Ten-zil, and Peppin all got to shoot up the landscape a lot. Ten-zil especially had some great additions to our tactical plans.

Markus got a lot of screen time since, as the most violent, the Medurr considered him the person to talk to. I felt bad that our ambassador didn’t have much to do, but Tim spent a lot of the time cutting up with Georgina anyway, so that worked out fine. I especially liked the scene after we fought off the assassins that had lured us in with a trapped dinosaur – Markus stalked over, terminated the dinosaur with a sabot pistol round point blank to its head, and whipped out his knife and carved a huge “IX” in its side to mark the spot. I was happy that Chris got the reference (Markus was in the Thuldan Empire’s IX Legion and has a big IX tattoo, I try to mention it from time to time).  Bruce was all “what the hell” when it happened but Chris explained it to him.  I like when everyone’s into it enough that they remember stuff like that about each others’ characters. Then later when Stykor asked Markus his “clan” I was momentarily at a loss, and Chris suggested “Clan Nine,” and that was a marvelous idea.

There were a lot of little jokes that didn’t make it into the summary but we were all in rare form. Having the entire group there was nice.  Next time, Bruce is going to try to Skype in rather than driving from Dallas, we’ll see how well that works out, it’s an interesting idea if the tech is up to the execution.

Alternity “The Lighthouse” Session Summary 37 Posted

Thirty-seventh Session (9 page pdf) – The B team goes to make contact with some new aliens, potential allies who really like and respect violence. If they like violence, they’re going to love us!

Bruce and Patrick were out, so there were just three of us to handle the diplomatic mission to the Medurr, a new alien race of matriarchal warlike draco-centaurs. Tim ran Ambassador Peppin, the Borealin dissipation-friendly academic, and Chris ran Ten-zil Kem, the dissipation-friendly VoidCorp exec. I ran Markus, the only sober member of the party.

It was an interesting session.  There was the expected fight with the Medurr to prove we weren’t wusses – and Markus was firing on all cylinders.  I beat the entire squad of Medurr down in two rounds (with some help from Peppin and Ten-zil).

Then we do a little clandestine research on them mainly with some of their many slave races – some cute little groundhog guys with exploding collars, mainly good for smacking around and getting you drinks, and the octopus people, who seem to have all the marketable skills but a fatalistic outlook that keeps them from rebelling.  The Medurr seem like they can be a great ally against the Klicks and i’krl but there’s a high chance that like, say, every single Central American and Middle Eastern country, that if we arm them and train them too much we’ll just be fighting them in ten years. So we’re trying to strike a deal while planting seeds for future destabilization.

Funny note, with the D&D 4e lameness that is the Dragonborn in mind, we asked whether the female Medurr have breasts – they don’t.  We were relieved.  But then there was a picture of the octopus people and they are quite busty.  We laughed sadly.

Next time, we go on a dinosaur hunt!  Markus always welcomes an opportunity to generate some maximum overkill.

Alternity “The Lighthouse” Session Summary 36 Posted

Thirty-sixth Session (8 page pdf) – We sweep and clear the alien lab ship and take loads of freakydeak alien prisoners, and recover the Admiral, or at least his brain in a jar. Concord Marines FTW!

The External War is in full swing as our Alternity StarDrive campaign The Lighthouse enters its second year.

Sadly, I missed this session due to Christmas break. It’s funny that I had already posited that the Admiral would be just a brain in a jar by the time we rescued him.  Turns out that’s exactly the case.  I have Detect Plot Point as a supernatural ability.

I don’t have much else to say, except that our squads of Concord Marines come in real handy in these kinds of situations – we have a couple combat-monster characters but the rest really aren’t up to much alien shooting.

Alternity “The Lighthouse” Session Summary 35 Posted

Thirty-fifth Session – It’s silent running in Hammer’s Star until we get wind that Admiral Rastad might still be alive aboard a lab ship. Then we reconnaissance in force that mother!

The entire session was us infiltrating the External ship and laying waste to the aliens in it. We successfully mixed stealth with ultraviolence and so have avoided bringing down the wrath of the entire ship on us, but haven’t found the Admiral yet.

Not much else to say that isn’t in the summary; we were on task and things were going by the numbers. Read on!