Last update: 18/08/2012
Description
Let it be known I'm trying to resurrect an old TSR roleplay game called Alternity, released in 1998. It's a very open rule-set, being adapted for post-apocalypse (Gamma World) and modern day settings (Dark•Matter), through original mechanics, but later developed through proper settings rulebooks. Originally set for the heights of sci-fi and expanded through the Star*Drive campaign book, it features a healthy list of additional rulebooks, settings, campaigns and such, and was abandoned in roughly 2000 due to Wizards of the Coast (TSR's successor) concentrating on more profitable campaigns such as Greyhawk and Forgotten Realms.
A thread discussing detailed mechanics and trying to intrigue the existing global alternityrpg.net community can be found here
Detail
Other features include:
- Simultaneous combat: each character who acts in the same "phase" has their actions resolved at the same time - yes you can kill each other by shooting at the same time! (Each round is divided into four phases based on initiative, each phase occurs at the same time. Characters who are fast acting either mentally or phyiscally (will & dex) can act in multiple phases if initiative is good enough)
- Differing levels of success: Critical Failure, Failure, Ordinary Success, Good, Amazing, Automatic Success. Do you somersault over the chasm, overshooting it by 10 m and hit the ground running, or trip over on your run up, only to be left dangling over the drop... on the wrong side!?
- Four health stats: Stun, Wound, Mortal and Fatigue help to record how different types of damage affect people differently. Rubber bullets don't have much chance of killing you, but you can be knocked out by them. Meanwhile falling three stories onto spikes is going to make you bleed profusely, if not puncture major organs.
- Vehicular combat: build and create your own vehicles, from jeeps to starships, all with compartments and structural hitpoints.
- Cybertech: implanting characters with various things from bionic eyes to retractable mechanical blades.
- Comptuter hacking: hack into or defend yourself from comptuer attacks, or full cyber-combat with your internet "shadow".
- Additional Rulesets: fantasy, modern day, psionics, magic/divine powers/demonic powers (called FX), alternate realities - and all interchangeable.
Back on subject, if any of you have ever played this game, or want to, I'm looking for ideas and requests for features. These will not currently include polished/luxury features such as spell libraries or richly formatted forms. I know these are important to get people into a new (old) game, but let me walk before I can jump.
Link to Current Framework
http://forums.rptools.net/download/file.php?id=6281 v0.2
Link to Older Versions
http://forums.rptools.net/download/file.php?id=5767 v0.1
Brief quick-play guide for v1
Installation Instructions
- Edit -> Preferences -> Application (tab) -> Uncheck "Show Initiative Gain Message"
- Initiative Window Drop-down Menu (adjacent to "Next") -> Check Lock Movement
No compatibility with previous version.
Change Log
New features for this version v2:
- Complete tooltips for the attack macros and skill rolls from character sheet.
- Dual actions implemented for both in and out of combat.
- Complex skill checks also implemented for in and out of combat.
- Diplomat dual-classing.
- Combat Spec bonuses.
- Level up macro (does not cover purchaseable 'perks' upon levelling up, only converts achievement points to skill points and re-calculates health).
- Some more handier macros e.g. Stun Recovery lets you use First Aid / Treatment in combat easily.
- GM settings pane to control optional settings.
Currently planned features for first public release are:
- Weapon/Equipment list driven attack macros for ranged, melee and last resorts - Done
- Character "sheet" - Done
- Character creation - Done
- Implementing the four-phase rounds - Done
- Applying effects at the end of each phase - Done
- Macros to cover main features yet to be implemented, such as damage heals and skill-checks - Done
- Creating a small library of NPC tokens complete with statistics and equipment Postponed
- Designing a map or two to showcase the game Postponed
If a player changes token facing to non cardinal point (N/E/S/W) then all macros dealing with facing (attacks) will not function.
When a specific combination of ko, and active tokens in initiative, and the last token is also the first active token in the next round, may cause turn locking or turn skipping when using Next Initiative to end the round. Needs further diagnosis/investigation.
Notes:
When saving a token, you must first set refresh character sheet property to 0
Each token involved in combat must be owned by ONE player. The GM should own NPC tokens.
You'll find a couple of ready-made tokens to try combat with, but bear in mind, combat will not work unless each token has one owner, and last resorts will not work properly unless you are running a server with a different client connected. To begin combat, select all the tokens you require and press "Start Combat".
To Implement:
Automatic fire on multiple targets
Full level up table
Explosives
More GM options (house rules)
Stealth
Surprise checks
Lighting[/code]
Credits
- Xaelvaen - for helping me test prior to first release.
- The MapTool community, especially in the Macro sub-forum, for their continued support.