Alternity Complex Skill Checks & 4e Skill Challenges
19 July 2010 in Articles by Iain M NormanPreparing for today’s Alternity game and I came across something called Skill Ladders whilst reading Wolfgang Baur’s Dataware book.
Skill ladders are presented by Wolfgang as a way to avoid the monotony of Alternity’s complex skill checks. A complex skill check requires a certain number of successes before a number 3 failures. This can descend into just totting up successes and failures at the table until you’ve either succeeded or failed.
Wolfgang outlines skill ladders, just a quick to write list of what each success or failure of a hacking attempt actually means. Here’s a quick example from my prep for today.
Hacking bio tagged laser weapon
Successes
1. Removed take down pin
2. Gained access to internal ciruitry
3. Bypassed authentication routines
4. Weapon unlocked for any user
Failures
1. Mild electric shock
2. Ammo halved by power discharge
3. Weapon locked. Power discharged. Ammo depleted.
This is a quick an very easy way to write simple game raising things to respond to each failure or success with. Next time I’m doing 4e skill checks I think this easy method would transfer quite well as well. It’s a good way to show your players that they are actually progressing through a skill challenge and gives them an idea of how far is left to go.
I can’t stress how quick this is to knock up, and how powerful it is in use at the table. Here’s another example that I knocked together in a few minutes at lunch today.
Opening Hanger Airlock Doors
Successes
1. Bypass microswitches and remove access panel undetected
2.Find power conduit
3. Reroute power to door controls
4. Disable anti tamper device
5. Inner door open
6. Override safety measures
7. Access airlock sub routines
8. Outer doors open
Failures
1. Power fails needs re-routing
2. Alarm sounds
3. Safety measures kick back in. Any open doors shut. Power fails. Start again.
I’ll definitely be writing more of these, maybe even at the table, they are that quick.
How about you?
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Coffeebreak Cartography #6 – Quick mapping for a new campaign
14 July 2010 in Coffeebreak Maps by Iain M NormanI just started GMing a new game this week, using the Alternity rules and based in the world of Elite/Frontier First Encounters.
For some fun reading check out the campaign in-game news blog: http://frontier.whrpg.com.
The adventure has started with a prison break, the federal prision facility in the Ross128 system to be precise. So first off I sketched a quick outline in my big notepad of maps.
Evidence that I just can’t draw without a computer! So then it was into flash and illustrator and 20mins with my quick Modern Mapping technique and I was ready for the session.
So now my players are spending the rest of the week working out a plan of escape. They have two rather nasty bio-grenades and enough explosives for 2, maybe 3 door locks, or one wall.
How would you escape? Let me know in the comments.
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Our Next Campaign: Alternity
4 March 2010 in News by Iain M NormanFor our next campaign, we’re going Sci-Fi. We’ll be using the Alternity ruleset. Written by Bill Slavicsek and Richard Baker it was published by TSR in 1998, it had a short but bright life.

The covers of the two core books butted up nicely to create a single piece of artwork.
There’s stuff in Alternity that worked it’s way into d20, although not the central dice mechanic of course, which is a bit different. Heading in the direction of D&D 3e and d20 were things such as:
- Skills instead of non weapon proficiencies
- Skill points and ranks
- Perks were the same as feats
- A unified mechanic for all conflict resolution
I like Alternity because it’s does for sci-fi what D&D does for fantasy, it’s a generic ruleset rather than a ruleset bundled with an implied setting. For setting purposes we have always based our Alternity games upon the Elite series of games by David Braben, most specifically Frontier First Encounters.
This is great for me as GM, I can fire up FFE on my laptop and use all the gorgeous detail on planets and systems without me having to make anything up or remember anything. Also FFE keeps track of the time and date for me handily, as well as the party’s ship details. Here’s some of the handy info I’ll be using.
The star map is huge, this is just a small view of only 9 sectors, there are 67 million sectors in the game, covering the whole of our galaxy. Sol is at sector [0,0], the bottom left sector is [-5192, -5412] and the top right is [2279,2779]! The star map is huge indeed. There are in total exactly 513,982,470 star systems. This is more data on a setting than a GM will ever need!
As you can see from the image of Sol above all the human explored systems have details on their planetary bodies, starports and orbital stations. Major story important systems have a bit of blurb as well. Every explored system has orbital paths as shown below.
Of particular use to me if the players start to trade goods between systems is the imports and exports that are available at each inhabited system, as well as things that would be illegal to trade in.
Overall using the computer game in this way gives me as GM access to a very rich resource of detail and setting fluff. Also since some nice Russian chaps have created a DirectX update of this 15 year old game then I can also generate some nice visuals for handouts.
My players have started to write character backgrounds and I can’t wait to start soon! If you’re in our area (West Herts, UK) then we have open slots for players! For more information see http://whrpg.com.
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