Players Section
this is the Section for players. this page needs a lot of work as well.
Jimbo, the Austrin-Ontis Mercenary Do you want jimbo to be a regular of this site? let me know at [email protected]
Player Section Updates
June 20th, 2001, 3:52 PM Eastern
Well, it's WAAAYYY too late for me, but i finally added something new to my player section after, what is it now, 3 months of nothing? Well, i hope the new perks and flaws will inspire some better roleplayers out there. I for one need to go to bed ASAP, so bye.
March 22nd, 2001 10:49 PM Eastern
Despite this being a somewhat late update, i am happy to bring you the complete weapons table. At this point it might seem that I would move onto the armor tables next, but i have a request from an associate of mine to throw up the item's tables, so that's what I'll do next. I also added a files section so that i can put non-html versions of my work up for convenient download because, let's face it, HTML just isn't that reliable for printing purposes. Ok, that does it for today, have fun everyone!
March 15th, 2001 7:55 PM Eastern
Third update in the player's section. This is a momentous occasion indeed. Behold: the completed melee weapons in the weapons chart. Still wondering about heavy weapons? they're next on my ever expanding To-Do list. Enjoy.
March 7th, 2001 8:52 PM Eastern
Here it is, the second update to my page. I hope everyone is excited. As part of my effort to reduce the amount of time before our game start with my players, i am creating a chart with the costs and various stats of the weapons listed in chapter 11. Hope you find it useful too.
March 6th, 2001 10:12 PM Eastern
Well, i decided that i would introduce an updates section in the player area as well, so that i have more stuff to not do. Altough my webpage is pretty bad, This IS one of the few alternity pages remaining that still gets (sort of) regularly updated. Well, that's it for this month (jk) ciaoandalldat.
Characters Section
Sliv Ryker a VoidCorp MedTech
Simon A Rigunmor Free Trader
Tek - 9 An Autrin-Ontis Corporate Security Specialist with a really weird name
NEW:Additional Perks and Flaws
I suppose a section like this is obligatory these days, but here are some Perks and Flaws that, in my opinion, will spark more roleplaying, than acting as an opportunity to get absurd powers or free points [insert menacing stare at doug]. For those of you in my campaign, i give you permission to use any of the follwoing items listed when making characters, provided you at least consult me somewhere along the way.
Perks:
-Creative, 4 points - This character seems to have a flair for coming up with unique solutions to the most menacing problems, even if the ideas are sometimes off the wall. Because of this, the character will get disproportianatley larger bonuses to rolls for coming up with clever schemes or unique approaches to challenges. Conversely, a player may decided that they themselves are not quite as creative as their characters are, and will opt to instead recieve "divine inspiration" as it were, when perplexed with a puzzle. Don't shy away from this ability just becuase it's mostly in the hands of the GM to decide the effects, those can often be the best kind.
-Divine Relationship, 2/4/6 points - This character seems to be favored by the powers that be, and may reroll 1/2/3 die rolls per game session or adventure (GMs discretion, may be one in the same).
-Lucky Sonuvagun, 7 points - This character has unbelievable luck, and actually achieves a critical success on a roll of 2 as well as 1. The increased cost covers the obscene probability bonuses generated by this. Ok, so this one doesn't give that much roleplaying, so sue me.
Amicable, 3 points - The friendly nature of this character makes it so that friends stay friends, strangers become friends, and all but the most steadfast or malevolent enemies are apt to rethink their stance against the player. However, this perk will only be effective if the player plays the part. Ahh, much more RP inducive.
-Quadradextrous, 8 points - more of a joke than a perk, but there none the less, this perk allows alien species with four or more arms to use them with all penalties reduced by +2 when weilding many weapons. However, for an interesting twist, a hacker may opt for this skill and then manifest his/herself as a multilimbed beast.
-Context Sensitive Abilities, 6 points - This character seems to be skilled at certain things at just the right moment, and yet completely inept at other moments. The character in question must be in a tense situation, and succeed at a personality feat roll, at which time, the needed skills that are useable untrained will succeed on a succesful roll versus the appropriate skill with no +d4 penalty. However, each additional use of a given skill after on roll cumulatively adds a +1 penalty (so the third time the doctor does a loop de loop with the jet fighter is more difficult than the first).
-Contortionist, 4 points - The houdini of characters, any attempt to overpower or restrain this character incurs an initial +3 penalty, that fades by one step after each attempt. Attempts to escape from stationary bonds (handcuffs or binds to a chair) will provide a similer bonus that fades completely unless the character attempts escape in a different way (can't twist out of the ropes, how about after you get yourself against a wall?).
-Longwinded, 1 point - If this character should be dead (all mortal points filled), this character will instead live long enough for the player to give a dying speech, although malevolent GMs may put a limit to the number of breaths they can take(hee hee hee).
-Clinically Blonde, 2 points - something about this character incurs a -2 bonus(or some other applicable effect) to bluffs and deceptions or many other things that involve passing off mistakes with his/her ignorance. Be careful though, ignorance is not always an excuse.
-Applied Learning, 6 points - Instead of calculating skill points based on intelligence, the character has skill points calculated from the ability score of choice.
Flaws:
-Split Personality, X points - This character is more than just a mild mannered sentient, he/she is in fact suffering from a personality schism. For every X points gained from this flaw (to a limit of 10), 3 times that amount must be invested in the alter ego, and will only be avalable when the alter ego is active. The points can be invested in skills, perks, or stat increases. The trigger to change personality can either be chosen by the player or the GM. some examples would be: a bell ringing, a certain time of day, a special condition(full moons or damsels in distress, natch), a succesful die roll, or maybe just simple GM discression. Some characters that might have this are actors, hackers, or anyone else who frequently acts differently in different situations.
-Unlucky Sonuvagun, 6 points - This character not only fails on a 20, but also fails on a 19. This flaw gives less than it's corresponding perk takes because life simply isn't fair.
-Crack Pot, 4 points - This player's schemes and ideas never seem to go right, even when well crafted. More often than not, this characters plans seem to suffer from more irony than an episode of seinfield taking an overdose of murphy's law. As such, well crafter plans will often function at par, and bad plans will disproportionately give bigger penalties.
-Slow Learner, 6 points - This character gains one less skill point each level up. Now most of you may be thinking "why would i gain 6 points now just to lose skill points later?". Quite simply, if the character is a slow learner, then the shoe fits, end of story.
-Blind Learner, 5 points - Rather than looking for a real use to what they learn, this character memorizes whatever is put in front of them and becomes knowledgeable in that for only a short time. As such, skill points are calculated from a randomly selected ability score that is less than the character's intelligence score. If INT is your lowest score, don't take this flaw dumbass.
-Allergic, 2/4/6 points similer to phobia, this character is made into a wreck by the wrong encounter. It can be something typical like pollen, or something not so typical like someone being allergic to social encounters. The more points you take, the more broad this must be (GMs Discretion). The allergy inflicts 1/2/3 fatigure points of damage upon triggering, as well as an equal amount of stun damage. In certain cases, if medication is payed for, it is possible the effects can be reduced, but this is not always applicable.
-Dependant, 3/6 - This character is a mental case, and needs something or someone to assure their abilities. at 3, the player must carry a simple trinkett or wear a certain cape or weild a certain weapon, and will be at +1 penalty for any and all action until the item is found. at 6, the character is dependant on something more inconvenient. Examples would include a drug addict, or someone who needs the reasurance of a loved one, or someone who carries a large and obvious trinket like a decorative sword or a polearm in a modern society. Those who lose these become utterly despondent and will have to make mental resolve or some other sort of appropriate skill to do anything requiring appropriate attention until their dependence is satisfied.
Resource Section
Alternity Weapons Chart- a guide to ranged and melee weapons, heavy weapons are in their own table
Alternity Heavy Weapons Chart- this is the chart that contains all of the heavy weapons.
Filez Section
Alternity Weapons Chart in MS Excel Form- If for some odd reason you can't work with the Html versions of this table, here it is for your downloading pleasure, set up so that it will evenly print into 4 landscape 8x11 (or would it be 11x8?) pieces of paper, enjoy.