Alternity
"Space" für AD&D: Das Alternity-Rollenspielsystem schleudert die Spieler in eine phantastische Zukunft¸ in der sie zwischen den Galaxien reisen. Mit Hilfe der zu dieser Zeit gerade neu erfundenen Raumfahrttechnologie¸ mit der sie schneller als das Licht reisen können¸ treffen die Spieler auf seltsame Aliens¸ eigenartige Planeten und andere Wunder des Universums. Die Rassen von Alternity: Humans. Council members who wish to learn more about these creatures can study my earlier briefings. Mutant humans. While genetically compatible with humans¸ mutants are treated as a separate species for certain game mechanics. Particularly¸ humans in Alternity lack the sort of exceptional abilities other races have; but they have more skill points. Mutants¸ however¸ have special abilities¸ but fewer skill points. Fraal¸ a race of psionicists that have been stranded on Earth for millennia¸ and have hidden from humans. (Note: I have searched for these creatures¸ to see if they are more than speculation. I am suspicious¸ because someone seems to be actively thwarting my search.) T"sa¸ a fast moving reptilian race. Aleerin¸ an entire race of cybernetically enhanced humanoids (called the Mechalus by the species-centric humans). Sesheyans¸ a low-tech semi-humanoid race of hunters with the power to glide. (Note: Recent reports indicate that they are actually fully capable of flight¸ not just gliding.) Weren¸ a hairy¸ primitive warrior race¸ with surprisingly sophisticated philosophy.
Ein generisches Science-Fiction-Rollenspiel. Es verwendet ein auf Fertigkeiten basierendes System mit festgelegten Berufen (ähnlich wie Rolemaster). Die Charaktererstellung erfolgt durch begrenzten Punktkauf¸ mit 5 Klassen. Die Abwicklung erfolgt standardmäßig durch einen Wurf mit einem 20-seitigen Würfel unter Attribut + Fertigkeit¸ mit einer Besonderheit. Anstelle fester Modifikatoren¸ wird der Wurf durch einen zweiten Stufenwürfel modifiziert¸ der variiert (z. B. -d4¸ +d4¸ +d6¸ +d8¸ usw.). Erfahrung wird in Stufen unterteilt¸ kann aber frei auf die Fertigkeiten verteilt werden. Das Spiel behandelt außerdem Aliens (5 Arten)¸ Raumschiffe¸ Psionik¸ Mutationen und Ausrüstung in unterschiedlichem Umfang. Zu den Spielwelten gehören "Star*Drive"¸ "Dark*Matter" (Verschwörung) und "Gamma World" (basierend auf dem früheren Spiel). - Eine Beschreibung von https://darkshire.net/jhkim/rpg/encyclopedia/ mit freundlicher Genehmigung von John H. Kim
Es ist der Beginn des 26. Jahrhunderts. Die Menschen haben Raumschiffe gebaut und eine Zivilisation gegründet¸ die sich über
Hunderte von Lichtjahren in der Galaxie erstreckt. Neue Abenteurer und neue Gefahren sind überall¸ und
warten nur darauf¸ entdeckt zu werden. Und das Beste daran¸ ist¸ dass du der Held bist¸ der die nächste große Entdeckung macht¸ die nächste
heimtückische Bedrohung für die Menschheit abwendet¸ oder die nächste atemberaubende Rettungsaktion trotz
unmöglicher Chancen durchführt!
Du bist ein Entdecker¸ der das neueste Raumschiff der Flotte befehligt¸ oder . . . ein brillanter Wissenschaftler¸ der nach einem Heilmittel für einen tödlichen außerirdischen Virus sucht¸ oder . . . ein kampfesmüder Weltraum
A generic science-fiction RPG. It uses a skill-based system with restrictive professions (similar toRolemaster). Character creation is by limited point-buying¸ with 5 classes. The resolution is standard roll d20 under attribute+skill¸ with a twist. Rather than fixed modifiers¸ the roll is modified by a second step-die which varies (i.e. -d4¸ +d4¸ +d6¸ +d8¸ etc.). Experience is divided into levels¸ but experience can be divided freely among skills. It also covers aliens (5 types)¸ starships¸ psionics¸ mutations¸ and equipment to varying degrees. You"re an explorer commanding the newest starship in the fleet¸ or . . . a brilliant scientist seeking a cure for a deadly alien virus¸ or . . . a battle-weary space marine fighting to protect the galaxy¸ or . . . any other SF hero you can imagine! Experience the Future - One Adventure at a Time! This roleplaying game provides a framework for all kinds of contemporary to far-future science fiction adventures. As the scene opens . . . hostile alien vessels converge on a starship in the distant reaches of space . . . scientists and doctors examine the dying victim of a mutant strain of bacteria . . . heavily armored space marines discover an ancient artifact on a desolate world . . . Imagine the Future One Epic at a Time! This roleplaying game provides a framework for all kinds of contemporary to far-future science fiction adventures.
Settings include ""Star*Drive""; ""Dark*Matter"" (conspiracy); and ""Gamma World"" (based on the earlier game). - A description from https://darkshire.net/jhkim/rpg/encyclopedia/ with kind permission of John H. Kim
It"s the dawn of the 26th century. Human beings have built starships and founded a civilization reaching
hundreds of light-years across the galaxy. New adventurers and new dangers are everywhere¸ just
waiting to be discovered. Best of all¸ you"re the hero who makes the next big discovery¸ stops the next
insidious threat to humankind¸ or carries out the next heart-stopping rescue in the face of
impossible odds!
My apologies to the Council for being unclear on this. No¸ the Alternity rules are not the same as those for AD&D; nor are they an extension thereof. The rules are similar in nature¸ and should be very comfortable to those already familiar with AD&D. The Stats that represent a character are very analogous to those in AD&D¸ but are rated on a different scale. And there is a much heavier emphasis on skills than even in the latest editions of AD&D. In AD&D¸ a character"s capabilities are largely defined by his profession and level of achievement. In Alternity¸ a character"s capabilities are defined by his skills and ranks therein. Again¸ if a gamemaster wants Alternity to have these features in her campaign¸ it will. If another gamemaster does not want it to have these features in his campaign¸ it will not. Council members should clearly understand: Alternity is designed to support all forms of adventures in a technological setting¸ from those set in Earth"s current culture and level of technology¸ to intergalactic cultures that exceed our own technology level. Different campaigns and adventures will have different rules and decisions for these and other elements of subgenres of science fiction. There is no one official rationale for any of these features¸ because each campaign should have an explanation consistent with the campaign. it is mainly geared toward present¸ near future¸ and far future science fiction campaigns. Well¸ the CORE game mechanic is sometimes called "The Most Important Rule": Not every action a hero performs requires a player to roll dice. Players and gamemasters are frequently urged to remember this¸ so that there can