Story 2000 Jeff Ibach
CELLSCAPE!
A short convention adventure for the Alternity science-fiction roleplaying game. By Jeff Ibach
Based off the Alternity Player’s Handbook and Gamemaster Guide by Bill Slavicsek and Richard Baker. Alternity is a registered trademark of Wizards of the Coast, Inc. Page 1 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
CELLSCAPE! Basic Overview For various reasons detailed on their character sheets, the PC’s have been sentenced to Red Rock 8, a corporatecontrolled maximum security prison world for criminals to spend their lives in captivity. Although it started as a good idea to keep dangerous criminals out of society, it got even better when the Corp that owned it found the planetoid they chose also had a high mineral content! They had a set group of miners to work for free: the prisoners. In this adventure, the PC’s must react to the chance given them to initially get free of their guards. From there, the goal is to negotiate the tunnels and security of the prison, hijack a shuttlecraft to the orbital space station above, and smuggle themselves away from there to the freedom of society. Cellscape is not set in any particular game world, but assumes a late PL7 tech level similar to Star*Drive.
Introduction Cellscape is an Alternity “Convention” adventure designed for 4 to 6 pregenerated characters of 1st – 3rd level, who must try to escape from a prison planet. While there is an interesting mix of combat, negotiation, and problem solving, the adventure has more combat scenes than your average adventure; after all it’s a prison break; but that’s not always the way to defeat your foes… Part of the flavor of this ‘dark’ scenario is in the different PC’s enclosed, each with their own information and their own secret. The adventure is presented as a “Spontaneous Adventure” not a “Planned Adventure” (see page 209 in the Alternity GMG). In other words, it gives you all the tools to judge the PC’s escape attempts but does not lead them neatly from one encounter to another. In fact as the PC’s discuss their main plan before the game starts, they will surely think of a few things not covered here. Stay on your toes. This may not be a good scenario for beginning GM’s! If used in an ongoing campaign, the adventure is still useful, your home PC’s could be the prisoners wrongfully accused or they could try to break IN to get someone OUT! This adventure was written to include everything needed to fully play the game, including PC and GM worksheets and handouts. Enjoy.
Red Rock 8 Red Rock 8 is a maximum-security prison world, a barren planetoid. The corporation that owns it is known as Megalith Unlimited, Unlimited a corporation that hires out private security, trains mercenaries and bodyguards, and delivers law enforcement tests and certifications. The complex was constructed in a modular design to be built on an orbiting station and then transported to the hostile environment of the dead moon below. It’s surface makes it hard for any space craft with more than six compartments to attempt a landing, so the main link to the outside world is a shuttle service to and from the orbiting station. While the station, Alpha Dawn Dawn, had an original purpose, it’s since grown. Megalith discovered, soon after construction began, that a fair amount of an important and somewhat rare mineral called illedium was in abundance around the area where the prison was to be constructed. Three things
GM NOTE: This adventure does contain a number of combat scenes which could be quite challenging for inexperienced players who don’t know the ins and outs of the Alternity system. As a convention adventure, it’s assumed a familiarity with the system. In campaign play, if this is your first adventure, it’s suggested that you stage a practice unarmed combat down in the cells between the PC’s and Mott the Boils’ gang to familiarize them with the Alternity Engine. Page 2
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CELLSCAPE!
“Communications” The system where the planetoid Red Rock 8 is located has no other habitable planets, but surveys have been brief, and are therefore ongoing. The communication center here is capable of reacting with the station above (although most uncoded transmissions are monitored), it’s drivesat, and other starships in the system (usually corporation science vessels). It also controls the stations defenses. About once a month, Red Rock 8 is bombarded by a minor meteor shower. From here, defense screens with limited power shields the station complex, and especially the domes, from harm.
made this perfect. First, while civilians were not allowed access to the planetoid, the station needed supplies from private merchants. Second, the prisoners were to be kept under constant lock and key, and not used as a labor force, but with no one to report to (and no one interested in checking) Megalith started using the prisoners as an unpaid workforce. Third, the incredible monotony and boredom that ensues helps ensure prisoners will want to work. The work detail is considered something of a reward for behaved convicts, and they actually look forward to the sessions. Outside vehicles run by corporate staff dig raw illedium and transport it to various refining domes where the prisoners work to get it ready for transport.
“Shuttle Pad and Shuttle” At all times is there a shuttle waiting as a standby. When supply runs are made to the station above, another shuttle comes to take it’s place. The shuttle is a simple 2compartment ship with plans and stats enclosed herein.
General Layout, Surface Complex This is a general key to the map of the prison surface complex labeled as such. The area of the large central “+” is two floors, on the upper floor is the housing for the prison’s guards and general staff. Below this point, accessed through elevator shafts 200 feet below the surface, are the fully square, labyrinth steel halls and cells where the prisoners are kept.
“Mining Domes” Here is the heart of the operation. There are six refining pods and one central pod, all accessible to one another through hatchways and tunnels in a sort of wagonwheel fashion. During off-work periods when the prisoners are below in their cells, vehicles from the surface haul unprocessed illedium to the individual domes. Access hatches on a time-lock allow the ore to be placed inside a dome. There, a special robotic arm machine operated by the prisoners (with failsafes to shut down if the arms or dangerous portions are brought too close to another living being) helps break up the rock from the mineral, this is then separated by hand, set on loaders, and transported to Pod 6, where it’s dumped into a special bin that shakes and loosens the mineral to a workstation manned by corporation workers underneath the shuttle bay for loading for transport to the station above.
“Surface Access” This particular wing is where the mining vehicle operators man their surface buggies to go in search of illedium deposits for collection. Prisoners never have access to these positions as they’re for Corp-folk only. Keep in mind that the PC’s could conceivably find their way here and drive a moon buggy around to the shuttle! “Administrative” This particular pod offers the luxury of the station. The warden, the guard’s chief, and other immediate corporation folk have full rooms, offices, and recreation here. Page 3
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Story 2000 Jeff Ibach
CELLSCAPE!
“Pod 5” There are currently six prisoners here, using an enlarged robotic arm to crush large chunks of unrefined ore. Three guards watch over the prisoners.
Individual Pods, Mining Dome Interior Here is the setup for the individual mining domes at the beginning of the adventure. Refer to the “Mining Dome Interior” map. “Main Hall” This access tunnel leads Hall of the prison, where bought to their elevators below. There is always a guards here.
back to the main the prisoners are to the steel halls contingent of two
“Pod 6” Finished illedium piles in individual domes are eventually collected by loaders allowed to be worked by prisoners, and are expected to be bought here to Pod 6, where they are gone through one last time and then dumped into a hatch where the mineral is transported over a vibrating conveyer system to a workroom under the shuttle bay. There are currently four prisoners working here. Three guards watch over the prisoners. All three have stun batons as well.
“Pod 1” This is a pod currently being worked by a group of five prisoners who have fallen in with a particularly uncharismatic prisoner, “Mott Mott the Boil”, Boil a mutant with exceptional strength and a gruesome deformity but many offworld contacts who manage to bribe the guards in his behalf. Mott and his loyal gang frequently pick fights with the PC’s and manage to get them blamed for starting the rumble, allowing them extra mining time and more cell time for the PC’s. There is a single robot arm machine here. Two guards watch over the prisoners.
“Central Pod” This is where the work details are handled, loaders are used and commissioned to various pods, and a small guards station with a weapons locker. There is a robotic arm here. Four guards are stationed here. Before Play Begins Before the game starts, hand out the characters to the players. Allow them time to get comfortable with each character’s abilities, secrets, and knowledge. Describe to them the Upper Complex map and show it to the players, they would know the basic layout. Briefly describe their relationship with Mott the Boil. Inform them their basic goal is to escape. The most likely way to accomplish this is by stealing the shuttlecraft and taking off for the station orbiting above. Let them introduce their PC’s to one another. Remind them their PC’s are wearing chains on their ankles reducing all movement rates to their base walking speed (faster movement, until they’re removed, is impossible). Tell them before you begin that they are currently on a break, sitting around the dome where they work, eating nutrient bars. While guards are watching, they don’t
“Pod 2” The PC’s are currently working this pod. There is a single bulldozing vehicle here, one which helps push around ore to the other pods. A robotic arm broke up the ore here earlier, and is currently elsewhere. The PC’s are busy separating the fine illedium from the rock by hand. Three guards watch over the prisoners. The PC’s start with no weapons, and must formulat a good plan to overcome armed and armored guards. “Pod 3” There is currently six prisoners working here mining ore and using a robotic arm. Three guards watch over the prisoners. “Pod 4” This pod is currently unmanned. Page 4
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CELLSCAPE!
treat. Luckily a small friendship has formed between you six over extended hours of working together. You all had your own ideas of escape, however this is no place to work alone. But together, you feel you’ve put together the pieces that fit the puzzle of freedom.”
care if the PC’s talk a little, and they can formulate their escape plan if an opportunity ever arises. While each player should have his or her say, don’t let the meeting degenerate into a round-and-round discussion of “ifs and maybes” with no resolution. If PC’s want to split up during the break, that’s fine. Remind them that they should at the least always travel in pairs.
Astrosmash! Show the players the Mining Dome interior. Tell them they’re in Pod 2. Mott the Boil and his gang are in Pod 1. Currently only guards and Corp staff are in the Central Pod. Read or paraphrase the following:
GM NOTE: This adventure was written with pregenerated PC’s in mind. As it is, there are no T’Sa or Sesheyan heroes included. If Seshayans are in you game, you will need to restrain their flying abilities somehow as well. The psionisist in this game starts with a psi-restraint collar that will have to be removed (see page 147 of the Alternity PHB).
“One shuttle lifts off as another takes it’s place, settling on the pad outside. Suddenly, it begins. Thundering echoes and brilliant flashes of light penetrate the pods as a meteor shower fall upon the defense shields above. It starts slow at first, as it always does, soon to end. But this one slowly builds in speed and intensity. Talk from the other pods is drowned out, and a few shouts of alarm are heard from the guards. The shield is collapsing! A second later the first gets through. A hail of rock and debris begins smashing into the southern half of the pod structure, belting pods 3, 4, and 5 with massive hits. The ground shakes and rumbles, and the lights flicker off to be replaced by dull red emergency lighting. Alarm klaxons begin to sound as the shattering of podglass accompanies the death screams of prisoners caught in the vacuum!”
Trigger Event The trigger event that starts the whole situation is a meteor shower, which rains down for an extended period, overloading the station’s shields and smashing through into a few domes (pods 3, 4, and 5). There are certain ‘challenges’ (detailed below) of escape that have varying degrees of importance, and each of the characters has done their own research into escape (available on their character sheets) dealing with the following challenges of action. Read or paraphrase the following: “Prison Planet Red Rock 8. For months you’ve been confined to this hellhole for various crimes. In another week it’ll be a year. If it’s not the incredible mind-numbing boredom of the cells far below the surface, it’s getting harassed by Mott the Boil and his gang. Day after day, week after week, long hours are spent sitting isolated in pure metallic cells hundreds of feet below the surface of this desolate planetoid. The few times a month you get to work in the mining domes on the surface is actually a
At this point, on the GM’s map of the Dome Interior, the blast doors automatically close with alarming speed at the points noted, blocking off guards and prisoners alike in pods 3, 4, and 5. Mark this on the players map at this time so they see their options. Page 5
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Story 2000 Jeff Ibach
CELLSCAPE!
Guards not trapped will still be startled and concerned, after all this never happened before! For the first round of any new combat, let the players roll for initiative normally, but guards have a +1 step penalty to their initiative rolls to react.
Challenge 4: Mott the Boil For whatever reason, the PC’s may decide now’s the perfect time to kill Mott and his gang on the way out. It may be coldblooded, but the bastard has it coming. That and if they don’t he’ll cause them trouble later on. Mott has one of his cronies each watching down the three passages leading from his pod. When one spies the PC’s trying for the shaft in Pod 6 (providing they go that route), Mott will make motions to follow them down, overtaking their own guards and their weapons (assume that of Mott six men, 3 are taken out in the scuffle with the guards).
Challenge 1: Guards! The three guards in the group’s pod immediately order the PC’s to drop any tools and to make a beeline for the Central Pod. Either they wait until they get there and then attack, or take some guards here and some in the Central pod later. It’s up to them. Challenge 2: Machinery The group, once they’ve managed to defeat their guards, may wish to take their loader/bulldozer and drive it into the Central Pod to shield them from the guards’ fire there. The loader has no defensive measure to prevent it from shutting down. It takes a successful Vehicle Operation-Land Vehicle check to succeed at driving the heavy, clumsy device or make it perform. Remember that the single-manned robotic arm (detailed later) has a special sensor attached, if the claw comes within a few feet of a living creature, it shuts down. If a tech wants to spend a bit modifying it for whatever reason he’ll need the toolkit from the Central Pod and need to make 5 successes on a complex Technical Science – Juryrig skill check.
Challenge 5: Communications Some of the PC’s need to disable the prison’s communications center, even if just for a short time. If word gets up to the space station that a shuttle has lifted off without clearance, an entire squad of guards will be waiting for them on the orbital station, or they just might be blasted by station defenses. They have little choice, as the shuttle has not enough fuel to travel between planets and has no stardrive. PC’s will have to defeat the guards in Pod 6, defeat the electronic lock on the door to the Main Hall (Security – Security Devices; a complex action requiring 4 successes), defeat the two guards therein, and climb up an access ladder. There in the control room will be three unarmed communications personnel. personnel They can toss in an overloading weapon from the storage in the Central Pod, and watch the fireworks! It will take the station approximately an hour to get a relay operational, giving the PC’s just enough time to get to the orbiting station above.
Challenge 3: Hub of the Wheel In the central pod is a weapon locker. Insider are three pistols and three laser rifles. There are also 7 stun grenades on hand. There is also a single set of guard’s armor and 3 environmental/vacuum suits. There are other useful supplies here too, like a toolkit, a cutting torch, a first aid kit, and two trauma pack 1’s. Remember four guards are stationed here for the group to overcome.
GM NOTE: An enterprising PC may think of a number of things to do once they secure this section. Before destroying the equipment, he could either force one of the unarmed personnel on duty here to call the station with a false flight plan for the shuttle Page 6
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Story 2000 Jeff Ibach
CELLSCAPE!
before destroying everything to reinforce that all is well, or the PC could do it.
work on the young men. Recall if Mott and friends have not already been neutralized, they may jump down behind the PC’s in an attempt to either force them to take them along or trap them between the laser-lattice and their own captured guard’s weapons. A sticky situation for the PC’s here.
Challenge 6: The Pit of Despair Assuming the PC’s don’t try to fight their way through the Main Hall to the Shuttle bay (which, incidentally, they could do: simply set up a huge, drawn-out firefight in a hall with plenty of guards to your choosing. Ten would be a good number) they are going to want to drop down the refinery pit in Pod 6 onto the conveyer system to get to the workroom under the shuttle pad. The ride along the dark, unlit tunnel is very spooky and rough. Actually jumping down onto the belt system will be a feat in itself, requiring a Stamina – Endurance check or suffer d4 stun (unaffected by armor) as they hit the rocks and the iron bars beneath. The trip along the belt is rough and bumpy, causing folks to talk like when their shaking very hard, or driving over rocky terrain. At the far end, there will be some corporation employees who take the raw material and load it into a special bin which loads up the shuttle’s cargo compartment before liftoff. There are two unarmed corporation employees here. They don’t get paid well. They are bored, but they are quick. Just before the PC’s get to the end, they trigger a defense screen which looks like a big laser-red lattice work across the opening into the room. Although it doesn’t hurt the PC’s, no material can pass through it. They’re STUCK! The two workers, in environmental suits, will make themselves known (since weapon fire can’t get through either). There’s physically nothing the PC’s can do at this point but attempt to bargain with the workers. Practical attempts may include Interaction - Intimidation (but at a +2 step penalty), bribery (if they have anything worthwhile) promises (if they have something off world to offer if they’re free). Since this is the only way here, the GM should be fair and let any good, well-played excuse (including begging like a baby) to
The Shuttle! The Shuttle! The PC’s either arrive at this point via three different circumstances: 1) They’ve dropped in under the pad into the workroom or 2) They fought their way through the Communications Center and Main Hall. 3) They fought their way through the Communications Center and to the “Surface Access” section and drove a groundcar over to the landing pad. Either way it’s the same. The shuttle the PC’s saw landing a few minutes ago just before the meteor attack had Warden Brenzbek on board from a meeting up at the station. In the pod right next to the shuttle pod is where he and his entourage is currently situated when all hell breaks loose, and depending on where the PC’s come from is irrelevant. Weather the PC’s come from under the shuttle into it’s cargo hold and onto it’s bridge or if they manage to fight their way through the Main Hall to this point, or drive up in a buggy, the Warden actually tries to reason with them, either face to face or over communications. He asks that they reconsider their foolish folly, that surely the station above will be alerted (if he hears the prison’s communications are out; he’ll go for a different angle). This is basically a negotiation scene, depending on how the PC’s react and wish to deal with this. If they’re throwing caution to the wind, they may attack the Warden and his guards sealing their fate as intergalactic criminals. Or they may try to bargain with the Warden, asking him for cooperation in exchange for them keeping their mouths shut about using them as free labor to mine Page 7
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CELLSCAPE!
a controlled substances (which is actually illegal). The particular outcome of this scene is up to the GM’s whim. But the Warden won’t be intimidated easily (see the Warden’s resistance modifiers). The Warden will never place his own life in jeopardy, nor will he accompany them on their trip.
probably still give time to the players to get to another ship and escape, but it will be very close. The PC'’s may want to stall or delay the shuttle. Using Interaction – Bluff or a similar skill, the PC’s may convince the shuttle crew or the station that there indeed was a meteor strike, and the shuttle pad was damaged after their liftoff, warning the other shuttle from landing so quickly. Also, the station will ask exactly what went wrong, as they have lost communications with the Prison facility below. This may be a tense scene for the PC’s, but so far the station has no idea of the truth, and so pretty much anything they say will convince the station that all is well. Landing will be routine and require no dice rolls unless the GM decides otherwise. Once aboard the station, the crew can disembark. As there are no shuttle crews with Weren, Sheseyan or T’sa staff, these PC’s will be suspect if they start to unload. The four landing crew crew, unarmed and without escort because no trouble is expected, will be taken aback, as some of them might be familiar with the regular crews. PC’s can try to use Interaction skills, but any excuse will be tough to pull off that doesn’t sound like malarky. The best thing they could manage is to tell how the last shuttle crew got ill or something, and they are actually crew from another freighter docked at the station who volunteered for the job. Any skill used however comes with a +1 step penalty. The GM should roll this. Regardless of the outcome, the crew lets the PC’s go about their business. If the PC’s Interaction failed, the crew will then alert security of the situation. If the PC’s succeed, the crew will wait until their down time later to bring up the odd circumstance to their fellows, but by then it’ll be to late!
We’re off to outer space Only two of the pregenerated characters can fly the shuttle, something they and the others will want to keep in mind if they expect to get off this rock. Powering up the shuttle and checking controls, they see it’s ready to go. Powering up and lifting off is a routine maneuver, requiring no dice rolls. Someone with a Navigation – System Astrogation skill should be able to plot a course to the space station. Just out of orbit, a few leftovers from the meteor shower spray down on the shuttle! The pilot must make a Vehicle Operation – Space check to avoid the barrage. Failure results in one clipping the shuttle’s engine, causing a deafening roar of explosion. The shuttle’s speed is compromised, and they will not beat repairs of a relay to warn the station that criminals are coming, giving the PC’s an armed reception at the station! A PC could make a Technical Science – Repair check to get the engines to deliver their promise to get them there before burning out. Orbital Station Alpha Dawn As the PC’s approach Alpha Dawn after about 30 minutes of flight, there will be a crackle on their communications as the stations’ flight crew tries to hail them. Someone with a System Operation – Communications skill should be able to respond with no problems. Another shuttle will pass the PC’s shuttle en route to the surface as per protocol. This presents a number of possible problems. When the shuttle lands below, they’ll immediately be informed of the problem there and radio back to the station. This will
We’re out of here! Of course, by this point, the PC’s are armed, probably dressed like shuttle crew, and Page 8
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CELLSCAPE!
need to get out of the system. As they walk about the dark, cramped station, no one pays them any mind. The system itself is a common stopover point for freighters and liners making their way elsewhere, and so all the races are present. If they find a computer access terminal, it won’t be too hard with anyone to succeed at a Computer Operations skill check to find a freighter, the Deco, Deco slated to leave in less than 20 minutes. The freighter is an eightcompartment beauty with no weaponry but worthy defenses and a fair captain named Flanery. Flanery Finding the freighter’s docking bay will be no problem. Convincing the captain to hire on the PC’s may be another matter. Unless the PC’s have managed to somehow obtain wealth or something to trade, there is nothing to pay their way with and the captain does not need any more crew. Still, any type of approach will work, but Flanery is a proud man who will not take kindly to intimidation. If on the other hand the docking crew suspects the PC’s of evildoing (or some other portion of the adventure warrants it), a group of armed station guards (same stats as prison guards) will appear and demand the PC’s surrender. It’s a fair bet a combat will ensue, and in the process the guards’ stray shots can hit the freighter, having Flanery pull his own weapon, and help the PC’s blast away from the station! The PC’s watch the station distance itself as their freighter pulls out, far below the lights on of the Prison on Red Rock 8 blink away, and soon the ship cascades into a flash of light as it starfalls away! The PC’s are free!
Supporting Cast Templates Human Combat Spec, Level 2, Guard STR 10 INT 10 DEX 11 [+1] WIL 9 CON 10 PER 10 Durability: 10/10/5/5 Action Check: 13/6/3 # Actions: 2 Move: sp20, ru12, wa 4 Last Resorts: None Reaction Score: Marginal/2 Attacks Unarmed-Brawl 11/5/2 d4s/d4+1s/d4+2s LI/O Laser Pistol 12/6/3 d4+1w/d6+1w/d4m En/O (accuracy –1, range 20/40/200) Defenses Battle jacket
d6-1 (LI), d4+1 (HI), d4-1 (En)
Suggested Equipment Security ID card, radio handcuffs.
headset,
helmet,
Human Combat Spec, Level 1, Prisoner STR 11 [+1] INT 9 DEX 10 WIL 9 CON 10 PER 9 Durability: 10/10/5/5 Action Check: 12/6/3 # Actions: 2 Move: sp20, ru12, wa 4 Last Resorts: None Reaction Score: Marginal/2 Attacks Unarmed-Brawl 12/6/3 d4s/d4+1s/d4+2s LI/O Laser Pistol 11/5/2 d4+1w/d6+1w/d4m En/O (accuracy –1, range 20/40/200) Defenses None Special Thanks to:
THE END
Campaign Cartographer II, City Designer, and Dungeon Designer by Profantasy Software.
www.profantasy.com
Written by Jeff Ibach
[email protected] www.harvestmoon.freeservers.com Comments welcome.
The Alternity Character Manager.
http://www.thecastle.com/walter.html Page 9
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Story 2000 Jeff Ibach
CELLSCAPE!
SUPPORTING CAST: Warden Brenzbek Species: Human Gender: Male Profession: Diplomat (Combat Spec) Career: Warden Attributes: Last Resorts: 2 ABILITY SCORES Strength 8 Dexterity 9 Constitution 9 Intelligence 10 Will 13 [+3] Personality 11 ACTION CHECK SCORE 11+ 10 5 2 Actions Per Round 2
Law Enforcement 1 [ 11 / 5 / 2 ] 2 +d0 Security [ 10 / 5 / 2 ] 4 +d4 Protection 1 [ 11 / 5 / 2 ] 2 +d0 Security devices 1 [ 11 / 5 / 2 ] 3 +d0 System Operation [ 10 / 5 / 2 ] 4 +d4 Communication 1 [ 11 / 5 / 2 ] 2 +d0 WIL Skills Rank Score Cost Die Awareness [ 13 / 6 / 3 ] 0 +d4 Investigate [ 13 / 6 / 3 ] 7 +d4 Interrogate 1 [ 14 / 7 / 3 ] 3 +d0 Research 1 [ 14 / 7 / 3 ] 3 +d0 PER Skills Rank Score Cost Die Interaction [ 11 / 5 / 2 ] 0 +d4 Interview 1 [ 12 / 6 / 3 ] 2 +d0 Intimidate 1 [ 12 / 6 / 3 ] 2 +d0 Leadership [ 11 / 5 / 2 ] 4 +d4 Command 1 [ 12 / 6 / 3 ] 3 +d0
COMBAT MOVEMENT RATES Sprint 16 Run 10 Walk 4 DURABILITY Stun 9 Wound 9
Fatigue 5 Mortal 5
ATTACK FORMS Unarmed 4/2/1 +d4 LI/O Personal d4s/d4+1s/d4+2s Pistol, laser 12/6/3 +d0 En/O 20/40/200 d4+1w/d6+1w/d4m
PERKS Willpower FLAWS Obsessed 2 Old Injury 4 Temper 4 SKILLS STR Skills Rank Score Cost Die Athletics [ 8 / 4 / 2 ] 0 +d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 9 / 4 / 2 ] 5 +d4 Pistol 3 [ 12 / 6 / 3 ] 9 +d0 Vehicle Operations [ 9 / 4 / 2 ] 0 +d4 CON Skills Rank Score Cost Die Stamina [ 9 / 4 / 2 ] 0 +d4 INT Skills Rank Score Cost Die Business [ 10 / 5 / 2 ] 3 +d4 Corporate 1 [ 11 / 5 / 2 ] 2 +d0 Illicit business 1 [ 11 / 5 / 2 ] 2 +d0 Knowledge [ 10 / 5 / 2 ] 0 +d4 Computer Operations 1 [ 11 / 5 / 2 ] 1 +d0 Deduce 1 [ 11 / 5 / 2 ] 2 +d0 First aid 1 [ 11 / 5 / 2 ] 2 +d0 Law [ 10 / 5 / 2 ] 4 +d4 Page 10 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
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SUPPORTING CAST: Mott The Boil Species: Mutant Gender: Male Profession: Combat Spec Career: Crime Lord Attributes: Personal Power, Despicable, Humorless, Amoral Last Resorts: 1 ABILITY SCORES Strength 14 [+2] Dexterity 8 Constitution 13 Intelligence 9 Will 9 Personality 8 ACTION CHECK SCORE Marginal Ordinary Good Amazing 12+ 11 5 2 DIE +d4 Actions Per Round 2 COMBAT MOVEMENT RATES Sprint 22 Run 14 Walk 4 DURABILITY Stun 13 Wound 13
Fatigue 7 Mortal 7
ATTACK FORMS Unarmed 17/8/4 +d0 LI/O Personal d4+2s/d4+3s/d4+4s Pistol, laser 12/6/3 +d0 En/O 20/40/200 d4+1w/d6+1w/d4m
PERKS Filthy Rich FLAWS Temper 2 Poor Looks Infamy 2
Illicit business 1 [ 10 / 5 / 2 ] 3 +d0 Knowledge [ 9 / 4 / 2 ] 0 +d4 Computer Operations 1 [ 10 / 5 / 2 ] 1 +d0 WIL Skills Rank Score Cost Die Awareness [ 9 / 4 / 2 ] 0 +d4 Resolve [ 9 / 4 / 2 ] 5 +d4 Mental Resolve 1 [ 10 / 5 / 2 ] 3 +d0 Physical Resolve 1 [ 10 / 5 / 2 ] 3 +d0 PER Skills Rank Score Cost Die Interaction [ 8 / 4 / 2 ] 0 +d4 Intimidate 1 [ 9 / 4 / 2 ] 2 +d0 Taunt 4 [ 12 / 6 / 3 ] 8 +d0 Leadership [ 8 / 4 / 2 ] 4 +d4 MUTATIONS Mutant Origin: Engineered mutations Mutant Uniqueness: Individual with Unique Mutations Advantageous Mutantion Points: 5 Mutantion Drawback Points: 5 Advantageous Mutations Cost Improved STR 1 Adrenal Control 1 Neural Attack 2 Mutations Drawbacks Cost Wild Immunity 2 Slow Reflexes 2 Light Sensitivity 1 NOTES Combat Spec Action Check Increase: action check score increased by 3 Combat Spec Situation Bonus of -1 to a selected skill Slow Reflexes Mutation: Action Check +1 step penalty Improved STR Mutation: STR permanently increase by 1
SKILLS STR Skills Rank Score Cost Die Athletics [ 14 / 7 / 3 ] 0 +d4 Unarmed Attack [ 14 / 7 / 3 ] 5 +d4 Brawl 3 [ 17 / 8 / 4 ] 6 -d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 8 / 4 / 2 ] 5 +d4 Pistol 4 [ 12 / 6 / 3 ] 12 +d0 Vehicle Operations [ 8 / 4 / 2 ] 0 +d4 CON Skills Rank Score Cost Die Stamina [ 13 / 6 / 3 ] 0 +d4 Endurance 1 [ 14 / 7 / 3 ] 3 +d0 Resist Pain 1 [ 14 / 7 / 3 ] 3 +d0 INT Skills Rank Score Cost Die Business [ 9 / 4 / 2 ] 4 +d4 Page 11 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
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CELLSCAPE!
Communication 1 [ 11 / 5 / 2 ] 3 +d0 Weapons 1 [ 11 / 5 / 2 ] 3 +d0 Tactics [ 10 / 5 / 2 ] 6 +d4 Space 1 [ 11 / 5 / 2 ] 3 +d0 WIL Skills Rank Score Cost Die Awareness [ 9 / 4 / 2 ] 0 +d4 PER Skills Rank Score Cost Die Interaction [ 10 / 5 / 2 ] 0 +d4 Leadership [ 10 / 5 / 2 ] 4 +d4 Command 1 [ 11 / 5 / 2 ] 4 +d0
SUPPORTING CAST: Captain Flannery Species: Human Gender: Male Profession: Free Agent Career: Ship Captain Attributes: Last Resorts: 1 ABILITY SCORES Strength 9 Dexterity 12 [+2] Constitution 10 Intelligence 10 Will 9 Personality 10 ACTION CHECK SCORE 14+ 13 6 3 DIE +d0 Actions Per Round 2 COMBAT MOVEMENT RATES Sprint 20 Run 12 Walk 4 DURABILITY Stun 10 Wound 10
Fatigue 5 Mortal 5
ATTACK FORMS Unarmed 4/2/1 +d4 LI/O Personal d4s/d4+1s/d4+2s Condor X7 Stutter Pistol 14/7/3 +d0 LI/O 8/16/40 d6+3s/d8+3s/d12+3s
FLAWS Criminal Record Powerful Enemy 2 Rebellious STR Skills Rank Score Cost Die Athletics [ 9 / 4 / 2 ] 0 +d4 DEX Skills Rank Score Cost Die Modern Ranged Weapons [ 12 / 6 / 3 ] 6 +d4 Pistol 2 [ 14 / 7 / 3 ] 8 +d0 Stealth [ 12 / 6 / 3 ] 6 +d4 Sneak 1 [ 13 / 6 / 3 ] 4 +d0 Vehicle Operations [ 12 / 6 / 3 ] 0 +d4 Space Vehicle 1 [ 13 / 6 / 3 ] 5 +d0 CON Skills Rank Score Cost Die Stamina [ 10 / 5 / 2 ] 0 +d4 INT Skills Rank Score Cost Die Business [ 10 / 5 / 2 ] 4 +d4 Small business 1 [ 11 / 5 / 2 ] 3 +d0 Knowledge [ 10 / 5 / 2 ] 0 +d4 Computer Operations 1 [ 11 / 5 / 2 ] 1 +d0 Navigation [ 10 / 5 / 2 ] 6 +d4 Drivespace Astrogation 1 [ 11 / 5 / 2 ] 4 +d0 System Astrogation 1 [ 11 / 5 / 2 ] 3 +d0 System Operation [ 10 / 5 / 2 ] 4 +d4 Page 12 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
This is the map of the overall prison complex of Red Rock 8. This is for the players.
Page 13 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
This is the map of the Mining Dome interior. This is for the players.
Page 14 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
This is the map of the Mining Dome interior, marked with closed blast doors after the emergency. This is for the gamemaster.
Page 15 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
Here are two pages of floorplans if you’re using miniature figures. You can use make multiple copies and make connecting halls-and-pods as combat ensues.
Page 16 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
Page 17 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
Story 2000 Jeff Ibach
CELLSCAPE!
RedRock Class Shuttle- Civilian Courier COMPARTMENTS: 4 MANEUVERABILITY RATING: 0 CRUISE SPEED: 1.50 AU/hr ARMAMENT: None ARMOR: Cerametal (Light) : 1d6-1(L), 1d6-1(H), 1d6-1(E) ROLL 1|25
COMPARTMENT Engineering
DURABILITY: 16 ACCELERATION: 2.000 Mpp POWER: Fusion generator rated at 3 power factors DEFENSES: None ENGINES: Planetary thruster
SYSTEM (DUR,POW)
DURABILITY (8,8,4)
Planetary thruster (1,1) Fusion generator (2,0) 26|50
Cargo
(6,6,3) Fuel tank (1,0) Reentry capsule (0,0)
51|75
Crew
(6,6,3) Crew Quarters (1,0) Airlock (1,0) Airlock (0,0)
76|100
Command
(12,12,6) Laser transceiver (0,1) Computer core (O) (1,0) Ded. Communications (O) (0,0) Ded. Engineering (O) (0,0) Ded. Navigation (O) (0,0) Ded. Sensors (O) (0,0) Multiband radar (0,0)
Page 18 Alternity is a Registered Trademark of Wizards of the Coast, Inc.
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Craydon Daal
Player's Name
Gender Male
Species Mechalus
Profession Tech Op
Career Hacker Last Resorts
Attributes Yearn to Learn, Anti-authority, Curious, Independent Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Score
Untrained
Res Mod
9
4
+0
10
5
Constitution
10
5
Intelligence
12
6
+1
Willpower
11
5
+1
Personality
8
4
Last Resorts Cost
3
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
12
6
3
+
13
+0
Dexterity
!
1
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
18
Easy Swim
2
Run
12
Swim
4
Walk Glide
-
4 Fly
-
DURABILITY Stun
10
!!!!!!!!!!
Fatigue
5
!!!!!
Wound
10
!!!!!!!!!!
Mortal
5
!!!!!
ARMOR Battle jacket
AP
T
LI
HI
En
Hide
Mass
Skill
Die
+1
O
d6-1
d4+1
d4-1
+1
8
4/2/1
+d4
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Unarmed
4/2/1
+d4
LI/O
Personal
d4s/d4+1s/d4+2s
Pistol, laser
11/5/2
+d0
En/O
20/40/200
d4+1w/d6+1w/d4m
Rifle, laser
10/5/2
+d4
En/O
100/400/1000
d6+1w/d6+3w/d4+1m
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
7
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
7
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR DEX DEX DEX DEX DEX DEX CON INT INT INT INT INT INT INT
Athletics Climb Jump Throw Modern Ranged Weapons Pistol Rifle SMG Vehicle Operation Space Vehicle Stamina Computer Science Artificial Intelligence Hacking Hardware Programming Knowledge Deduce
0 0 0 1 0 0 1
1 4 0 2 0
+d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d0 +d4 +d0 +d4 +d4
9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 11/5/2 10/5/2 12/6/3 13/6/3 16/8/4 12/6/3 14/7/3 12/6/3 12/6/3
PERKS
INT INT INT INT INT INT INT INT INT INT INT INT WIL WIL WIL WIL WIL WIL WIL
System Operation Communication Defenses Engineering Sensors Weapons Technical Science Invention Juryrig Repair Robotics Technical Knowledge Awareness Intuition Perception Street Smart Criminal Elements Grid Savvy Net Savvy
0 0 0 0 0 0 1 1 0 0 0 1 0 3 0
+d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4
12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 13/6/3 13/6/3 12/6/3 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 11/5/2 14/7/3 11/5/2
FLAWS Clueless 2 Infamy 2
CYBERWARE Cyber Tolerance
7/4/3
!!!!!!!"!!!!"!!!
Cykosis
0
Nanocomputer [Good] Internal Computing CPU device NI Jack [Ordinary] Used to "Jack Into" a Gridcaster Optic Screen [Ordinary] Eyeball-overlay HUD of computer operations Neural Data Slots (2) [Good] Used to run external programs Reflex (Ordinary] -1 Situation Die to Action Check Rolls
NOTES Tech Op Action Check Increase: action check score increased by 1 Tech Op Accelerated Learning: see chart in PH pg 32 when advancing in levels Mechalus Computer Operation Skill Bonus: -1 step when using Knowledge-Computer Operations and Computer Science-Hacking when merged Mechalus Cybernetic Enhancement Cybernetic Skill: bought 10 point skill for cyberware usage Craydon grew up in a community near humans. Some of the human children he fell in with were aspiring hackers. It turned out that Craydon was a natural. He enjoyed the thrill of slipping in and out of secure networks unnoticed, and dedicated himself to releasing the knowledge others would keep under lock and key. It wasn't long before he found his way into secured systems and approached by many a different corporations wanting to put him on the payroll. No matter how tempting, he always turned down offers of steady employment, and made his money freelancing. It all caught up with him, and when one of the major firms he snubbed was hacked, they stopped at nothing to trace it back to him, and from there it was all over. Craydon has spent many quiet moments listening to the guards talk and the 'idle info-chatter' that appears over the comm system in the main halls. He knows that the shuttle has contact with the orbital station above and the base down here and when one lifts off another is sent to replace it. The system where the planetoid Red Rock 8 is located has no other habitable planets, but surveys have been brief, and are therefore ongoing. The communication center here is capable of reacting with the station above (although most uncoded transmissions are monitored), it's drivesat, and other starships in the system (usually corporation science vessels). It also controls the stations defenses. About once a month, Red Rock 8 is bombarded by a minor meteor shower. From here, defense screens with limited power shields the station complex, and especially the domes, from harm.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Gar Torgin
Player's Name Gender Male
Species Weren
Profession Diplomat ( Combat Spec ) Career Ambassador Last Resorts
Attributes On a Mission, Ethical, Calm, Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Score
Untrained
Res Mod
11
5
+1
7
3
Constitution
11
5
Intelligence
11
5
+1
Willpower
9
4
+0
Personality
11
5
Last Resorts Cost
2
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
10
5
2
+
11
+0
Dexterity
!!
2
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
18
Easy Swim
2
Run
12
Swim
4
Walk Glide
-
4 Fly
-
DURABILITY Stun
16
!!!!!!!!!!!!!!!!
Fatigue
8
!!!!!!!!
Wound
16
!!!!!!!!!!!!!!!!
Mortal
8
!!!!!!!!
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Claws
15/7/3
+d0
LI/O
Personal
d4+1w/d4+3w/d4+1m
Unarmed
15/7/3
+d0
LI/O
Personal
d4+1s/d4+2s/d4+3s
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
6
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
6
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR STR STR DEX DEX DEX DEX DEX CON CON CON INT INT INT INT INT INT
Athletics Climb Jump Throw Unarmed Attack Brawl Primative Ranged Weapons Bow Crossbow Flintlock Sling Stamina Endurance Resist Pain Knowledge Deduce First aid Law Court Procedures Law Enforcement
0 0 0 4 0 0 0 0 1 1 1 1 1 1
+d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d0 +d0 +d4 +d0 +d0
11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 15/7/3 7/3/1 7/3/1 7/3/1 7/3/1 7/3/1 11/5/2 12/6/3 12/6/3 11/5/2 12/6/3 12/6/3 11/5/2 12/6/3 12/6/3
WIL WIL WIL WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER PER PER PER PER PER
Administration Bureaucracy Management Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Culture Diplomacy Interaction Bargain Charm Interview Intimidate Seduce Taunt Leadership Command Inspire
PERKS
FLAWS
Observant
Old Injury 2 Infamy 4
0 0 1 3 1 1 1 1 0 0 1 0 0 0 1
+d4 +d4 +d4 +d4 +d0 -d4 +d4 +d0 +d0 +d4 +d0 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0
9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 12/6/3 9/4/2 10/5/2 10/5/2 11/5/2 12/6/3 11/5/2 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 11/5/2 11/5/2 11/5/2 12/6/3
NOTES Observant Perk: -1 step bonus to Awareness-Perception checks Diplomat Action Check Increase: action check score increased by 1 Diplomat Contacts or Resources: starts game with either Contacts or Resources as in GM Guide Diplomat Secondary Profession: skill cost bonus for secondary profession Weren Superior Durability: CON x 1.5 for durability scores Weren Natural Weapon: on successfull Unarmed Attack-brawl check claws do d4w/d4+2w/d4m (LI/O) plus any STR bonus Weren Camouflage: +1 step to ranged attacks vs. weren Weren Primitive Culture: +2 step penalty when using any items of PL4 or higher Gar was originally a leader in a caste of Weren who had completely rejected all technology. But after being seriously wounded in battle by one of the outworlders' superior weapons, he decided to go out into the world and represent his people, to learn if the old ways are still better, and to see if there were other of this people who felt as he did, that this technology brought from the stars should be rejected. Gar crusaded across the stars for a few years being amazed but not 'converted' in the ways of technology. One day on a major space station he got involved in an altercation between some anti-tech priesthood of humans and weren who were being charged with terrorism on a local liner, which they assured the authorities they were not on. Unknown to Gar, the local militia wanted to find every excuse to rid themselves of this anti-tech league for it was hurting their trade and they would do anything to frame them. Gar chose this moment to try and rally folks around to allow the 'guilty' priests to get a fair trial, and the militia arrested him for being in league with the priests! At this point he wants nothing more than to escape. Gar nows a little about the administration here at the Prison. The Warden, Brenzbek, is an administrator at heart, not a ruthless foul fiend like the prisoners would have him out to be. He's doing his job, and that's all. He also knows the shuttle crews and the fellows who watch the landing pad are frequently sent here as punishment from their parent Corporation, Megalith (the corp that owns this prison). Gar feels the best route off is through the underground loading tunnels in pod 6. Gar has no armor rating listed because the armor retrieved from the human guards won't fit him.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Jerinal Purcellan
Player's Name
Gender Other
Species Fraal
Profession Diplomat ( Mindwalker )
Last Resorts
Attributes Discovery, Worldly, Confident, Mysterious Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Career Explorer
Score
Untrained
Res Mod
8
4
+0
9
4
Constitution
9
4
Intelligence
10
5
+0
Willpower
12
6
+1
Personality
12
6
Last Resorts Cost
2
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
10
5
2
+
11
+0
Dexterity
!!
2
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
16
Easy Swim
2
Run
10
Swim
4
Walk Glide
-
4 Fly
-
DURABILITY Stun
9
!!!!!!!!!
Fatigue
5
!!!!!
Wound
10
!!!!!!!!!!
Mortal
5
!!!!!
ARMOR Battle jacket
AP
T
LI
HI
En
Hide
Mass
Skill
Die
+1
O
d6-1
d4+1
d4-1
+1
8
4/2/1
+d4
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Unarmed
4/2/1
+d4
LI/O
Personal
d4s/d4+1s/d4+2s
Stun baton
9/4/2
+d0
En/O
Personal
d4+1s/d4+3s/d6+4s
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
6
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
11
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR DEX DEX DEX DEX DEX DEX CON CON INT INT INT INT INT INT INT INT INT
Melee Weapons Blade Bludgeon Powered weapon Acrobatics Daredevil Dodge Fall Flight Vehicle Operation Survival Survival Training Knowledge Computer Operation Deduce Life Science Biology Botany Genetics Xenology Zoology
0 0 1 0 1 0 0
1 1 0 0 0 0 1 1
+d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d0 +d0
8/4/2 8/4/2 8/4/2 9/4/2 9/4/2 9/4/2 10/5/2 9/4/2 9/4/2 9/4/2 9/4/2 10/5/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 10/5/2 10/5/2 11/5/2 11/5/2
INT INT INT WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER
Social Science Anthropology History Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Interaction Bargain Charm Interview Intimidate Seduce Taunt
12
Stat Skill INT INT INT INT INT INT INT INT INT INT
ESP Clairaudience Clairvoyance Empathy Mind Reading Postcognition Precognition Psycholocation Psychometry Sensitivity
!!!!!!!!!!!! Lvl Die
Score
Stat Skill
+d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4
10/5/2 10/5/2 10/5/2 10/5/2 11/5/2 10/5/2 10/5/2 10/5/2 10/5/2 10/5/2
PER Telepathy PER Contact PER Empathic Projection PER Illusion PER Mind Blast PER Mind Shield PER Obscure PER Psychic Armor PER Psychic Projection PER Subdual PER Suggest PER Tire PER Undo
0 0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
+d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4
10/5/2 11/5/2 10/5/2 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3
Action Psionic Energy Cost Critical Failure 3 Broad Skill (Success or Failure) 2 Specialty Skill (Success or Failure) 1
PSIONIC SKILLS Psionic Energy
1 0
PERKS
FLAWS
Vigor Wound
Criminal Record Powerful Enemy 4
Lvl Die
Score
+d4 +d0 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d4 +d0 +d4 +d4
12/6/3 13/6/3 12/6/3 13/6/3 14/7/3 12/6/3 12/6/3 12/6/3 12/6/3 12/6/3 13/6/3 12/6/3 12/6/3
1 0 1 2 0 0 0 0 0 1 0 0
NOTES Vigor Wound Durability Bonus Diplomat Action Check Increase: action check score increased by 1 Diplomat Contacts or Resources: starts game with either Contacts or Resources as in GM Guide Diplomat Secondary Profession: skill cost bonus for secondary profession Jerinal Purcellan was a Government Survey specialist. She interfered with the wrong people and refused to play along in the politics of rewards and discovery ranks (costing others bonuses) and soon found herself blamed for a crime she didn't commit when a few of her survey team showed up dead on a planet where there was supposed to be no harmful life. Jerinal was tried for treachery and found guilty by a bribed judge. She has spent much of her time studying the guards here well, she feels that if an emergency situation were to arise, they would be unlikely to react very quickly. Their confidence that the prisoners won't attempt escape because of the futility of it, plus the fact that the prison has had no real trouble since it began gives her this feel. Wearing the psi-collar has been a very humbling, angering experience, and may cause her to take extra time once it's off to give any helpless guard a little 'what for' extra.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Katrina Apollo
Player's Name
Gender Female
Species Mutant
Profession Free Agent
Career Hi-Tech Thief Last Resorts
Attributes Fun First, Anti-authority, Flippant, Energetic Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Score
Untrained
Res Mod
7
3
+0
15
7
Constitution
8
4
Intelligence
11
5
+1
Willpower
11
5
+2
Personality
10
5
Last Resorts Cost
3
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
15
7
3
+
16
+3
Dexterity
!
1
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
22
Easy Swim
2
Run
14
Swim
4
Walk Glide
-
4 Fly
-
DURABILITY Stun
11
!!!!!!!!!!!
Fatigue
4
!!!!
Wound
8
!!!!!!!!
Mortal
4
!!!!
ARMOR Battle jacket
AP
T
LI
HI
En
Hide
Mass
Skill
Die
+1
O
d6-1
d4+1
d4-1
+1
8
3/1/0
+d4
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Unarmed
16/8/4
+d0
LI/O
Personal
d4s/d4+1s/d4+2s
Pistol, laser
16/8/4
+d0
En/O
20/40/200
d4+1w/d6+1w/d4m
Rifle, laser
15/7/3
+d4
En/O
100/400/1000
d6+1w/d6+3w/d4+1m
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
6
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
6
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX DEX
Athletics Climb Jump Throw Acrobatics Daredevil Defensive Martial Arts Dodge Fall Flight Manipulation Lockpick Pickpocket Prestidigitation Modern Ranged Weapons Pistol Rifle SMG Stealth Hide Shadow Sneak
1 0 0 0 1 1 0 0 2 1 0 1 0 0 1 0 1
+d4 +d0 +d4 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 +d0
7/3/1 8/4/2 7/3/1 7/3/1 15/7/3 15/7/3 16/8/4 16/8/4 15/7/3 15/7/3 15/7/3 17/8/4 16/8/4 15/7/3 15/7/3 16/8/4 15/7/3 15/7/3 15/7/3 16/8/4 15/7/3 16/8/4
DEX CON CON INT INT INT INT INT INT WIL WIL WIL PER PER PER PER PER PER PER
Vehicle Operation Stamina Endurance Knowledge Computer Operation Deduce Security Protection Protocols Security Devices Awareness Intuition Perception Interaction Bargain Charm Interview Intimidate Seduce Taunt
PERKS
FLAWS
Danger Sense
Criminal Record Infamy 4
0 1 0 0 2 1 1 0 2 0 0 1 0
+d4 +d4 +d4 +d4 +d0 +d4 +d4 +d4 +d0 +d4 -d6 +d0 +d4 +d4 +d0 +d4 +d4 +d0 +d4
15/7/3 8/4/2 8/4/2 11/5/2 12/6/3 11/5/2 11/5/2 11/5/2 13/6/3 11/5/2 12/6/3 12/6/3 10/5/2 10/5/2 12/6/3 10/5/2 10/5/2 11/5/2 10/5/2
MUTATIONS Mutant Origin Natural
Uniqueness Unique
Mutation Points 4
Advantages
Drawbacks
Improved Durability Enhanced DEX Might Vision
Toxin Intollerance Thermal Intollerance
Drawback Points 2
NOTES Danger Sense Perk: -2 step bonus to Awareness-Intuition checks Free Agent Action Check Increase: action check score increased by 2 Free Agent Resistance Modifier Bonus Free Agent Last Resort Bonus: maximum last resorts increased by 1 Improved Durability Mutation: Stun permanantly increase by 3 Enhanced DEX Mutation: DEX permanantly increase by 2 Katrina grew up on a colonized planet where it turned out the terraforming had not been completed properly. As a result, she developed several mutations, and wound up with some sensitivity to poisons and temperature extremes. It did, however, make her an excellent thief. Katrina stole from the best. She made her way keeping a low profile from world to world, stealing valuables and finding ways to place the blams on criminals known to work in the vicinity. It worked perfectly for years until she came across a handsome businessman who offered her a job. Taken by his sly ways, she agreed. Her very first job was a setup. Years ealier she had stolen from this man's collection and he never stopped trying to track her. He made sure the local authorities got 'tipped off' about her activity and she was caught and tried, her benefactor gone into the night. Katrina has done a little research on the locks that are holding the chains on her ankles together. She's also managed to pocket 2 'fork ends' and has opened her own lock countless times as practice. With only a single lockpick check she can pop open anyone's ankle chains in a blink. She also thinks she can undo the psi-restraint collar on Ms. Purcellan.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Marcus Holloway
Player's Name
Gender Male
Species Human
Profession Combat Spec
Career Martial Artist Last Resorts
Attributes Winning Is Everything, Honorable, Confident, Trusting Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Score
Untrained
Res Mod
11
5
+1
13
6
Constitution
11
5
Intelligence
8
4
+0
Willpower
9
4
+0
Personality
8
4
Last Resorts Cost
3
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
13
6
3
+
14
+3
Dexterity
!
1
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
24
Easy Swim
3
Run
16
Swim
6
Walk Glide
-
6 Fly
-
DURABILITY Stun
11
!!!!!!!!!!!
Fatigue
6
!!!!!!
Wound
11
!!!!!!!!!!!
Mortal
6
!!!!!!
ARMOR Battle jacket
AP
T
LI
HI
En
Hide
Mass
Skill
Die
+1
O
d6-1
d4+1
d4-1
+1
8
5/2/1
+d4
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Unarmed
17/8/4
+d0
LI/O
Personal
d6+1s/d6+3s/d4+1w
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
6
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
6
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR STR STR STR DEX DEX DEX DEX DEX DEX DEX CON CON CON
Athletics Climb Jump Throw Unarmed Attack Brawl Power Martial Arts Acrobatics Daredevil Defensive Martial Arts Dodge Fall Flight Vehicle Operation Stamina Endurance Resist Pain
0 0 0 0 4 0 4 1 0 0
1 1
+d4 +d4 +d4 +d4 +d4 +d4 -d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d4 +d0 +d0
11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 15/7/3 13/6/3 13/6/3 17/8/4 14/7/3 13/6/3 13/6/3 13/6/3 11/5/2 12/6/3 12/6/3
INT INT INT WIL WIL WIL WIL WIL WIL PER PER PER PER PER PER PER
Knowledge Deduce Japanese Awareness Intuition Perception Resolve Mental Resolve Physical Resolve Interaction Bargain Charm Interview Intimidate Seduce Taunt
PERKS
FLAWS
Reflexes
Infamy 2 Code Of Honor
0 1 0 1 0 1 0 0 0 1 0 0
+d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d0 +d4 +d4
8/4/2 8/4/2 9/4/2 9/4/2 9/4/2 10/5/2 9/4/2 9/4/2 10/5/2 8/4/2 8/4/2 8/4/2 8/4/2 9/4/2 8/4/2 8/4/2
NOTES Reflexes DEX Resistance Modifier Bonus Combat Spec Action Check Increase: action check score increased by 3 Combat Spec Situation Bonus of -1 to a selected skill Human 5 point skill bonus Human 1 extra broad skill bonus Marcus wanted to be the best martial artist he could be. Unfortunately, his desire to win overcame the honor and discipline instilled in him by his instructors, and he cheated in the Interplanetary Olypmics trials for the chance to represent his homeworld. Disgraced and disgusted by his own breaking of his code of honor, he left "legal" competition, and joined more underground pursuits. He hoped to learn more and eventually regain his honor by demonstrating to the "backroom" fighters that fighting his way was best. Soon his skills became necessary. Some of his old classmates had fallen in with an assassin's orginaization, and the place they were going to pull off the job had sensors to detect weaponry of any kind, so the kill would be hand to hand. They tricked him into knowing exactly what the situation was (they said they were removing a terrorist to galactic peace), but during the actual situation all his comrades lay dead at the hands of their target's bodyguard and Marcus felt he should finish the job at all costs. He succeed in killing the ambassador of a neighboring star system, not a terrorist at all. He was tried and sentenced. Marcus has come to grips with his past failures and is ready to start anew. Here in the prison he's done some work noticing the guard's patrol patterns. There are never more than 3 guards per pod unless there is trouble. In the central pod is the largest collection of guards as well as stun batons and laser rifles. In his opinion there is no unworthier slime in all the world like Mott the Boil, and more than anything he'd love to teach that overbloated mutant a lesson he'd never forget.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
ALTERNITY Science Fiction Roleplaying Game Hero Sheet Hero's Name Razzock Mintorn
Player's Name
Gender Male
Species Human
Profession Tech Op
Career Starship Pilot Last Resorts
Attributes Fun First, Anti-authority, Egotistical, Courageous Gamemaster Jeff Ibach
Setting CELLSCAPE ABILITY Strength
Score
Untrained
Res Mod
9
4
+0
12
6
Constitution
9
4
Intelligence
11
5
+1
Willpower
8
4
+0
Personality
11
5
Last Resorts Cost
2
ACTION CHECK SCORE Marginal
Ordinary
Good
Amazing
12
6
3
+
13
+1
Dexterity
!!
2
+d0
DIE
2
ACTIONS PER ROUND
COMBAT MOVEMENT RATES Sprint
20
Easy Swim
2
Run
12
Swim
4
Walk Glide
-
4 Fly
-
DURABILITY Stun
9
!!!!!!!!!
Fatigue
5
!!!!!
Wound
9
!!!!!!!!!
Mortal
5
!!!!!
ARMOR Battle jacket
AP
T
LI
HI
En
Hide
Mass
Skill
Die
+1
O
d6-1
d4+1
d4-1
+1
8
4/2/1
+d4
ATTACK FORMS
Score
Base Die
Type
Range (S/M/L)
Damage
Unarmed
11/5/2
+d0
LI/O
Personal
d4s/d4+1s/d4+2s
Pistol, laser
15/7/3
+d0
En/O
20/40/200
d4+1w/d6+1w/d4m
Rifle, laser
12/6/3
+d4
En/O
100/400/1000
d6+1w/d6+3w/d4+1m
SITUATION DIE STEPS SCALE -d20 -5 ACHIEVEMENT
-d12 -4 Level
-d8 -3 2
-d6 -2
-d4 -1
-d0 +0
Skill Points Spent
+d4 +1
+d6 +2
7
+d8 +3 Stored
+d12 +4 0
+d20 +2d20 +3d20 +5 +6 +7 Earned
12
SKILLS Stat Skill
Lvl Die
Score
Stat Skill
Lvl Die
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html
Score
ALTERNITY Science Fiction Roleplaying Game Hero Sheet STR STR STR STR STR STR DEX DEX DEX DEX DEX DEX DEX CON CON INT INT INT INT INT INT INT
Athletics Climb Jump Throw Unarmed Attack Brawl Modern Ranged Weapons Pistol Rifle SMG Vehicle Operation Air Vehicle Space Vehicle Stamina Endurance Knowledge Computer Operation Deduce Navigation Drivespace Astrogation Surface System Astrogation
0 0 0 2 3 0 0 1 4 0 1 0 1 0 1
+d4 +d4 +d4 +d4 +d4 +d0 +d4 +d0 +d4 +d4 +d4 +d0 +d0 +d4 +d4 +d4 +d0 +d4 +d4 +d0 +d4 +d0
9/4/2 9/4/2 9/4/2 9/4/2 9/4/2 11/5/2 12/6/3 15/7/3 12/6/3 12/6/3 12/6/3 13/6/3 16/8/4 9/4/2 9/4/2 11/5/2 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 12/6/3
INT INT INT INT INT INT INT INT INT INT WIL WIL WIL PER PER PER PER PER PER PER
System Operation Communication Defenses Engineering Sensors Weapons Tactics Infantry Space Vehicle Awareness Intuition Perception Interaction Bargain Charm Interview Intimidate Seduce Taunt
PERKS
FLAWS
Great Looks
Criminal Record Rebellious
0 1 0 1 1 0 1 0 0 0 0 0 0 0 2 0
+d4 +d4 +d0 +d4 +d0 +d0 +d4 +d4 +d0 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d4 +d0 +d4
11/5/2 11/5/2 12/6/3 11/5/2 12/6/3 12/6/3 11/5/2 11/5/2 12/6/3 11/5/2 8/4/2 8/4/2 8/4/2 11/5/2 11/5/2 11/5/2 11/5/2 11/5/2 13/6/3 11/5/2
NOTES Tech Op Action Check Increase: action check score increased by 1 Tech Op Accelerated Learning: see chart in PH pg 32 when advancing in levels Human 5 point skill bonus Human 1 extra broad skill bonus Razzock Mintorn was one of the best pilots in the galaxy. Still is, and he could prove it if he only had a ship. The boy lives to prove himself and gets into more trouble in the depths of space than anything. He lost his own ship 2 months after he got it to pirates. So what if it was 3 corvettes against his 5-crew cargo runner, they'd never take him alive! Except they did. He managed to escape and soon signed on to all sorts of company ships. His rebellious nature soon got the best of him. He'd frequently file his own flight plan, ignoring company orders. If pirates attacked, he'd attack back, regardless of the odds or his orders. He lost one too many ships, and finally lost a ship carrying an ambassador's daughter. That was the beginning of the end. Razzock has been here the longest of the gang, but retains much of his younger day's spirit. He's studied the flight plan of the shuttle and is sure he can fly such a ship blindfolded. He also knows that once they reach the station they had better sign on to a free trader passing through the system mighty quick.
ALTERNITY is a registered trademark owned by TSR, Inc. ©1998 TSR, Inc. All rights reserved. Output generated by the Windows Alternity Character Manager - http://www.thecastle.com/walter.html