Core Mechanics
Welcome to the AAA (Alterated Alternity Alternative). This is my attempt to modernize and improve the Alternity Science Fiction Roleplaying Game, while keeping the spirit of the original game. This roleplaying game provides a framework for all kinds of contemporary to far-future science fiction adventures. Whether you are an explorer commanding the newest starship in the fleet, a scientist seeking a cure for a deadly alien virus, or a battle-weary space marine protecting the galaxy, you can experience the future—one adventure at a time!
While I will be focusing on PL 7 (Gravity Age), I will try to keep the rules modular, so you can easily add or remove rules as needed. I will also try to keep the rules simple and easy to learn, while still providing enough depth to allow for interesting and challenging gameplay.
Roleplaying Alternate Tomorrows
The Alternity game is a comprehensive system with a foundation of core rules that can be used in a variety of settings, each referred to as an alternate tomorrow. A campaign might revolve around modern-day high-tech espionage or be set 500 years in the future, where characters explore the galaxy in vessels capable of crossing vast distances in short spans of time.
Progress Levels (PL)
The state of technology in a society is defined by its Progress Level.
- PL 0 (Stone Age): Fire, domestication, stone tools.
- PL 1 (Bronze/Iron Age): Metalworking, durable tools and weapons.
- PL 2 (Middle Ages): Architecture, metallurgy, sea travel.
- PL 3 (Age of Reason): Scientific method, experimentation.
- PL 4 (Industrial Age): Steam/electric power, global communication.
- PL 5 (Information Age): Computers, fission power, the first Grid.
- PL 6 (Fusion Age): Fusion power, space colonization, virtual reality.
- PL 7 (Gravity Age): Mass reactors, star system colonization.
- PL 8 (Energy Age): Miniaturized stardrives, force screens, energy weapons.
In This Section
The action starts now! Welcome to the future.
Useful Tables
Useful Tables
TABLE P11: COMBAT MOVEMENT EFFECTS
| Movement | Action Penalty |
|---|---|
| All-out Sprint | No actions |
| All-out Swim | No actions |
| All-out Fly | No actions |
| Sprint | +3 steps |
| Run | +2 steps |
| Walk | No penalty |
| Easy Swim | No actions |
| Glide | +1 step |
| Fly | +2 steps |
In some cases, a character might try to sprint. Combat movement (as opposed to all-out movement, described below) works essentially like any other action. During a round, whenever a character has an available action, he can move for a single phase at his listed rate. However, it’s also possible for him to move and perform some other action in the same phase. That additional action usually receives a situation die penalty, as shown on TABLE P11: COMBAT MOVEMENT EFFECTS. Note that a character who is using his swim movement rate can’t move and attempt another action in the same phase, and a character who moves at a walk can perform another action with no penalty.