Showing posts with label Alternity. Show all posts
Showing posts with label Alternity. Show all posts

Friday, May 20, 2016

Founders of the Concord: Aleerins (Mechalus) in Mythic Space


The Aleerins, also known as Mechalus, are a species of humanoids that blend flesh and metal unlike any other species. Orderly and logical, they hide passion in their hearts that strive to keep buried except around those that they fully trust.
            
The Aleerins made first contact with what was then known as the Terran Authority, or the Sol Systems Alliance now, not long after the First Contact Wars. Although relations where cool between the two parties at first, the emergence of the Illithid threat made them realize that it was better to be part of the galaxy instead of trying to survive alone.
            
Physical Description/Biology: An aleerin can be easily mistaken for a human at a distance or in poor lighting, for he bears the general shape and size of a human. Closer inspection, however, reveals veins of circuitry that weave with the aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair consists of combined protein strands and filaments of cable and wire. Even the aleerin’s skeleton has been reinforced with super-strong synthetic materials, and bony protective plates cover the bio-organic flesh at the shoulders and across the chest. The aleerins’ appearance has led to humans calling them “mechalus” (singular and plural), and the aleerins don’t seem to mind.

Aleerins are slightly heavier than humans, on average, but their builds are less varied. The average aleerin stands approximately 6 feet tall and weighs 175 to 200 pounds. Aleerins tend to have well-proportioned, athletic frames. Their lustrous turquoise eyes are opaque and have no visible pupils.

Aleerins share an affinity for computers. While they can easily employ standard computer interfaces, aleerins have the ability to personally connect with computer systems. Filaments can extend from an aleerin’s fingers, snake into a computer, and form a solid link between aleerin and machine. This link gives the aleerin speed-of-thought access to the computer system, with more precise control than any manual interface can provide.

Personality: Aleerins have ordered minds, which translates into a highly structured society and an equally organized outlook on life. Although they think with the precision and logic of a machine, they are deeply emotional people who work hard to subdue their negative emotions. They possess the same range of emotions as humans, although they downplay hostility or aggression. Aleerins have demonstrated violent tendencies in the past. Their early forays into space placed them at odds with another warlike race, which the aleerins ultimately annihilated. Appalled by this heinous act and jarred by an unexpected emotional backlash, modern aleerins have made a conscious and consistent effort to suppress or regulate their more primal nature.

In a tense or dangerous situation, aleerins are likely to remain calm and rational. They easily suppress their emotions when they deem such action appropriate or necessary. However, in a climate of relaxation and celebration, their emotional pendulum can swing to the other extreme—to other species, it seems as though they are making a special effort to appear cheerful or jubilant. The aleerins do not consider their behavior at such times to be exaggerated. Strong displays of positive emotion, when the situation permits, afford them the chance to demonstrate that they are not merely machines encased in biological bodies.

Homeworld: Aleerins hail from the highly advanced world of Davck in the Mehal system. They have not colonized other worlds, though they do maintain several space station in the system.

Religion: Officially, there is no religion in Aleerin culture. However, their connection to technology and their continuing desire for technological perfection reaches near fanatical levels. Some Aleerin express interest in the religious beliefs of other cultures, and may even take part in a religion for a while, but few ever stick with it.

Mutations: Aleerins have a very strong genetic makeup that is nearly as rigid as their personalities. Birth defects and genetic disorders are rare and mutation is unheard of.

Cybernetics: Aleerins are born with cybernetics as part of their bodies. There is more of a stigma of not being outfitted with cybernetics than there ever could be about having cybernetics installed.  To them, cybernetics are as common as jewelry is to most other species.

Psionics: Aleerins have little aptitude with psionics. Some individuals do have the ability for psionics, but it has been estimated that as little as .01% of each generation has the ability.

Aleerin Species Traits
·         Hardy: Aleerins start play with a d6 in Vigor.
·         Cybernetic Adaptability: When calculating the character’s maximum strain, treat the higher die (Vigor or Spirit) as one die higher than it actually is to a maximum of d12). Also, when having a Street Doc install and remove cybernetics, Aleerins suffer only a -2 penalty during installation, and a -1 penalty during removals.
·         Computer Link: An Aleerin can make a Computers check to connect to a computer by touch. This connection allows an Aleerin to control the computer via speed of thought rather than relying on manual coordination. This link can be severed by the Aleerin or whenever he cannot reach the computer any longer.
·         Quirk: All Aleerins try to keep their stronger emotions (anger, hatred, frustration, even laughter and love) in check.
·         Rigid: Aleerins tend to be too “stiff” to many other species. When dealing with non-Aleerins, an Aleerin character suffers a -4 penalty to Charisma checks. 

Aleerin Species Traits (Rogue Space)
Archetypes: Soldier or Technician, and add +1 to either Fighting or Science
One with Machines: Aleerins start play with the Brainware implant that allows them to interface with computers easily. In addition, they can install two pieces of cybertech before having to lower their Empathy by the typical -1. 
Psionics: Aleerins cannot be Espers. 

Wednesday, January 28, 2015

Guilty Pleasures

I have a confession to make, I love late-night talk radio. Shows like Coast to Coast AM and Ground Zero are a couple of my favorites. They often delve into realms that no typical radio show would ever dream of touching for fear of appearing, well, unbalanced at least or outright insane at worst. Aliens, Bigfoot sightings, secret cabals, and so forth are constantly given airtime to anyone within the distance of the signal. Oftentimes when I listen to these shows I get the itch to make notes for a Dark Matter campaign I'll likely never run (again) as they are an excellent source of bat-shit insane ideas just begging to be added to a game.

Dark Matter was the first Alternity campaign I ran. From the moment I picked up Alternity, I worked on a space opera setting (much of that material turning into what is now coalescing into Mythic Space), but Dark Matter inspired me to get out from in front of my computer to the table with friends. During this time, X-Files was at the height of popularity and so it was easy to convince some friends to join in for a game. While it only lasted for a handful of sessions, it remains one of the more memorable campaigns I ever GM'ed or played in. I often look at it sitting on the shelf and get the hankering to run it again, and those feelings only get stronger whenever I catch a good episode of late night talk radio.

Tonight's episode of Ground Zero was "Synarchy" from the viewpoint that the world's empires and nations are following the guiding hand of extra-terrestrial or divine beings. "Evidence" was being presented in the form of quotes from people like Winston Churchill, to former Canadian Defense Minister Paul Hellyer, to even Meryl Streep supporting the idea that aliens (or angels and demons) are either working with world leaders or actually are the ones in charge of the world we live in and are behind everything that goes on. While the idea is laughable, these are the makings of a great Dark Matter (or Paranoia for that matter) game.

I'm not likely going to start detailing any such campaign, though I might dust off some of my old notes from my old Dark Matter campaign and post them here. Mythic Space will remain my primary focus, but it's nights like tonight that the ol' gamer ADD really kicks into high gear...

Friday, October 11, 2013

SWN/Alternity/D20 Future Hack: Character Creation Overview

This is still very much a work in progress, so things will likely change several times before I feel like it's truly ready for full-on play.

Character Creation Process
1. Generate Ability Scores: Roll 3d6 six times and apply those scores to the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This can either be done in order or by rolling the six scores and then assigning them to the desired stats to fit the player's vision for the character (this is, of course, up to the GM).

2. Select a Species: Choose one of the species available for play (if the campaign allows more than just humans, that is). Apply any ability score modifiers listed for the species, and make a note of the species' six free broad skills and any other special rules that may exist for that species.

3. Select a Class: Choose one of the classes available for play (Combat Specialist, Diplomat, Freelancer, or Technical Operative, Psions are also available for campaigns that allow the use of Psionic skills). Either roll for starting Hit Points, or apply the maximum (depending on which option the GM prefers for the campaign) to the HP total. Make a note of the class' Base Attack Bonus, Initiative bonus, Saving Throw bonuses, and Special Ability.

4. Determine Cybernetics and/or Mutations: If the campaign is making use of Cybernetics and/or Mutations and if those options are available for starting heroes, determine these options now and make a note of them and their effects on the character sheet. Characters that start play with cybernetics wave the cost in credits, but must still pay the skill point cost to ensure that their bodies are properly prepared for the installation of cybergear (see the Cybernetics section in the Equipment chapter for more information).

5. Purchase Skills: Starting characters have a number of skill points to spend on their starting Broad and Specialty skills based on their Intelligence score. Free Broad Skills listed for each species are considered automatic, so no cost is applied to those Broad Skills (though any Specialty skills will need to be purchased as normal). Specialty skills are capped at Rank 3 for starting characters. Make sure that if the character's species is one that allows a bonus to skill points or Broad Skill selections that you factor those into your purchase plan for the character. Also, make sure you note which skills are considered class skills for your character based on his class. Class skills cost one less skill point than the listed cost. Note that not all skill points need to be spent during character creation and can be saved for later.

6. Select Perks and Flaws: Starting characters may purchase (with Skill Points) up to three perks and select up to three flaws.

7. Select Attributes: Select one motivation, one moral attitude, and up to two personal traits for your character. These attributes help to define your character's personality.

8. Purchase Equipment: Each class has a number of credits (either generated randomly or by a preset number up to the GM) that they can spend on starting personal equipment.

9. Finish the Character Sheet: Make a note of the character's weapons and/or armor stats. Figure up the character's Defense Score and Attack Bonuses for their purchased weapons/attack forms. Make a note of the character's Psionic Energy Points, if playing a Psion or Diplomat/Psion. Name the character, and get ready for adventure!


There you have it, the Character Creation Process for my "Frankenstein's Monster" of an RPG system. A few things that I want to point out: the system of advancement for characters is the Alternity system. Characters will gain 1-3 points per adventure with a possible 1-2 bonus points depending on GM fiat based on in-game performance (clever play, great roleplaying, etc...). Once the character has accumulated enough Achievement Points, he/she can then spend those points on skills or bank them for later. Upon reaching an Achievement level, the character rolls for additional hit points, and may see an increase in one or more Saving Throw Bonuses.

There are three Saving Throw categories: Fortitude, Reflex, and Willpower.

Attacks are rolled against the target's Defense Score, which is 10 + Dexterity Modifier + Armor Modifier. If an attack rolls is equal to or higher than the target's Defense, damage is rolled. If the target is wearing armor, the Armor Score is subtracted from the damage before it is subtracted from the character's HP total.

Purchasing skill ranks conveys a +1 bonus to a skill roll using that skill. Broad Skills do not convey a bonus, but instead allow the character to use their Ability Score modifier on a general skill roll. For weapons and martial arts skills, ability score modifiers are always applied, but having a Broad Skill allows the character to use his Base Attack Bonus to modify the attack roll. Therefore, a character using a blaster pistol who does not have the Ranged Weapons Modern broad skill would only be able to apply his Dexterity bonus to the roll.

Most everything else will essentially stay as written in SWN except where it needs to be tweaked to be brought in line with the skill system.

Wednesday, March 13, 2013

Tinker, Tinker, Tinker...

I spend way more time tinkering with systems than I actually get to play. With two young boys at home, a full work schedule (for both myself and my wife), I tend to get most of my gaming fix either through video games or tinkering with table-top games.

Like many gamers, I have my favorite system for each genre I enjoy. Swords & Wizardry (though I have hacked it up quite a bit and I'm constantly adding more material to it) for fantasy, Marvel Superheroes (TSR) for supers, Boot Hill 2nd Edition or Savage Worlds for Westerns, Savage Worlds for modern games, and Stars Without Number for Sci-Fi. However even though I enjoy most of the mechanics of SWN, I'm not a fan of the setting, and there are things mechanically I would do differently, with those reasons playing a big part in the tinkering around with hacking SWN into a system a bit more palpable with my personal tastes for a sci-fi RPG.

As I was working on skills for my SWN hack, I found that I just wasn't crazy about how skills are set up and even got to the point that the three classes left me wanting. I've long been a big fan of Alternity. I played it for several years before getting swept up in the D20 wave. I like the professions in Alternity and got to playing around with the idea of porting the basic profession structure into an old school framework. What I ended up with was 5 classes instead of three, and a bigger emphasis on skills. Here's what I've got so far:

Warrior: These are the soldiers, bounty hunters, mercenaries, security forces, and "fighters" of the galaxy. Their skills are largely based on combat (weapons, armor, martial arts, etc.) and they are the toughest of the tough. They get a +3 bonus to Initiative, Veteran's Luck special ability (as found in the warrior class in the SWN core rules), +1 bonus to skill rolls to one selected skill from the following list (list not set in stone yet, so it will come later).

Freelancer: Freelancers are the jack-of-all-trades kind of characters. They rely on guile, skill, and cunning. They are capable fighters, but not as proficient as warriors. They have access to a wide array of skills, but tend to have a wide array of skills, and therefore are not masters like Experts. They get a +2 bonus to Initiative, Like a Charm special ability (as found in the Expert class in the SWN core rules), and a +1 bonus to all saving throws from any one saving throw category.

Diplomat: Diplomats are the deal-brokers, ambassadors, and "face-men" of the galaxy. They use their charm and personality to sway others to do what they desire...for both good and ill. +1 bonus to Initiative, Speaker's Voice special ability (as found in the Speaker class in Other Dust), Secondary Profession: diplomats pick one of the other classes as their secondary profession and can purchase skills from that other class' skill list without having to pay the cross-class price).

Expert: Experts are the technicians, scientists, engineers, and other mechanical/techinical/medical specialists in the galaxy. Their skill list is heavy on knowledge and technical skills, but light on just about everything else. +1 bonus to Initiative, Accelerated Learning (bonus skill points per level that increase as the character gains levels), Flawless Skill special ability (as found in the Scrounger class in Other Dust).

Psion: Psions are those that have unlocked the potential that many species have to tap into mental energies to affect the world around them. They are both feared and awed throughout the galaxy. +1 bonus to Initiative, Can learn psionic powers, Choose one psionic category and gain a +1 bonus to activation rolls to powers in that category (yes, this would mean a change to the Psioncs rules posted here)

I'm considering going with skills in the style of Alternity as well, with expensive broad skills, but cheaper and more precise specialty skills, but I may also just use the skill list I already have generated here, but with some possible tweaks. If I did go with the Broad/Specialty format, I would likely give each species some suggestion broad skills that fit their backgrounds. I do know that all characters would get a certain amount of skill points (with a bonus for higher Intelligence scores) and would get more skill points each level. This would allow characters to branch out a bit more.

Now, all of this is still in the very early stages of planning, more akin to brainstorming than anything else, and may very well change when I get down to actually statting everything up and running the numbers. It's also very possible that I may just scrap the entire idea altogether.

Saturday, February 27, 2010

The Return of Alternity

For some reason, I've been on a big "get back to my roots" slash "find lighter systems" kick.  I've gotten sucked into Mutant Future.  I'm working with Dungeonslayers to see if that will be a good fit for lighter fantasy games. However, light sci-fi just never feels right.  Star Wars Saga is a great system, but it does suffer from the game issues as most D20 system based games: bloat.  Even just sticking to the core rules, there can be a lot to keep track of.  Compared to games like 3E D&D and D20 Modern, Saga is much lighter, but there's also the issue that it's so tied to Star Wars that it's tough to separate the system from the setting.  Well, it's not tough, just more work than I care to do.  I'd much rather focus on writing setting material or the occasional stats. 

That brings me to Alternity.  Alternity was a great sci-fi game put out by TSR in their dying days.  It had and interesting die mechanic of rolling a control die (d20) and a situational die (which was anything from 1d4 to 3d20).  It played pretty quick once you got the hang of it, although damage was a little funky.  It was my RPG of choice for several years until I fell into the D20 craze. 

After I started brainstorming on making a more generic setting using the Saga rules, I opened up my old Alternity Player's Handbook on a lark.  I had forgotten just how much I liked the system.  It has everything I'm looking for: cybernetics, psionics, robots, and aliens.  Space Lords is switching gears and moving into Alternity mode!