Introduction (4 pages)
Explains what the game is about, what roleplaying is, how to use the book, how to start playing and the most important bit - It's all about having fun.
The Alternity game mechanics are intended to allow you to play any type of science fiction story you can imagine.
Chapter 1: Fast-Play Rules (10 pages)
Explains the role of the players, the key concepts of the game, the different aspects of science-fiction heroes in the game and how to play the game. This section will get you into the game FAST, it also provides eighth pre-generated heroes to use in the fast-play adventure provided in the Game Masters Guide.
Chapter 2: Hero Creation (24 pages)
This chapter is all about creating your heroes, developing a concept, choosing a species, profession, career, choosing attributes, assigning ability scores and purchasing skills, perks and flaws. Filling out your hero sheet is also explained.
Chapter 3: Heroes In Action (18 pages)
Most of the mechanics and core rules of the game are in this chapter. From how to roll the right dice, actions, damage, recovery, combat and different types of situations. The concept of the control die and the situation die are introduced in this section.
Chapter 4: Skills (42 pages)
Skills are the backbone of the Alternity role playing game system, much of the game mechanics rely on the correct use of skills to reflect the heroic actions of players and enemies - so learn this chapter!. The difference between Broad Skills and Specialty Skills is explained, as well as the skill point system for purchasing skills, skill ranks and increasing skill ranks with skill points after gaining experience levels. Skills are divided into sections based on the related ability they fall under.
Chapter 5: Perks and Flaws (8 pages)
When creating a hero the player may be allowed to choose up to 3 perks and flaws from this chapter. The perks and flaws option is can help to create unique and interesting characters for the game.
Chapter 6: Sample Careers (8 pages)
A list of example careers divided by the four major professions give the players guidelines as to what skills to choose and what signature equipment to pick if they wish to fit into a certain career. The Game Master decides what is and isn't available in their game world, they may also create new careers unique to the setting they will be running for the players.
Chapter 7: Attributes (6 pages)
Attributes are the equivalent of Alignment in most other role playing games, attributes define the motivation, moral attitude and unique traits that make
up each hero. The player chooses these for their hero and through good role playing of these attributes the hero can attain bonus achievement points.
Chapter 8: Achievements (4 pages)
Achievement points are explained in this chapter, basically they are what you earn for playing the game and role playing your attributes well. Achievement points turn into skill points when your character has
accumulated enough of them. This chapter includes a list of benefits which you can spend your skill points on to enhance your hero - skill points are also used to increase and purchase new skills.
Chapter 9: Goods and Services (32 pages)
How to equip your hero, how much money they start with and what you can buy are all in this chapter. Some equipment is only available at certain times throughout the ages and these ages are called progress levels. Each piece of equipment or service lists price, progress level, a description and weight if applicable.
Chapter 10: Computers (20 pages)
Computers through the ages and into the future. A complete system for computer use and the evolution of the 'Internet' into 'The Grid' is presented, as well as prices of components, programs, artificial intelligence units and robots. Combat and interaction in 'The Grid' is explained and uses the same system as the rest of the game, which is easy to learn.
Chapter 11: Weapons & Armor (22 pages)
One of the most used chapters of any role playing game, melee weapons, ranged weapons, heavy weapons and armor are all here. The lists are fairly short compared to most role playing games, but each is balanced and useful in it's own age and usually still useful a few decades after invention. Weapons & Armor are also given an availability rating which mean that extremely dangerous and powerful items are very expensive and hard to obtain for those who are not supposed to have them.
Chapter 12: Vehicles (20 pages)
Vehicle and Spaceship combat is explained here, with lists of vehicles, prices and descriptions. The vehicle combat system is easy and related to skill system in a way which ensures there is action, suspense and, fun rather than lots of dice rolling and statistics.
Chapter 13: Mutants (14 pages)
An optional aspect of Alternity games, mutants can choose advantageous mutations and drawback to balance out their special abilities. Lots of weird mutations are listed which cover most of the mutations you may come across in Sci-Fi genres.
Chapter 14: Psionics (12 pages)
Another option part of Alternity is Psionics, one of the most interesting aspects of the game, from mind blaster psykers to mind reading telepaths - Psionic powers can add a mysterious and at times dangerous element to any game session. Psionics are handled using the skill system and are easy to use and understand, characters must purchase Psionic skills from their skill point pool - so are overly powerful compared to other heroes.
Chapter 15: Cybertech (8 pages)
Cybertech is an optional aspect of the game, rules for installing cybergear, using and fighting with cybergear are all here. Along with rules for people who use Cybergear too much and become Cykotek maniacs.
Compiled Tables, Index and Hero Sheets (9 pages)
All important tables are compiled in the back of the book for easy access, a complete index lists everything in the game and some blank hero sheets for you to photocopy and use are included.
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