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Alternity
Introductory boxed set cover
Designers
PublishersTSR, Inc.
Publication1997;
28 years ago
 (1997)
GenresScience fiction
SystemsCustom

Alternity is a science fiction role-playing game (RPG) published by TSR in 1997.[1] Following the acquisition of TSR by Wizards of the Coast, the game was discontinued in 2000 as part of a broader rationalisation of TSR's business holdings, but it retains a small and devoted fanbase. Parts of Alternity as well as TSR's classic Star Frontiers game were later incorporated into the d20 Modern game, especially the d20 Future setting. Star*Drive was the first campaign setting published for Alternity, and was introduced in 1998.[1]

System

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Characters were created with a point-based system, and could be either humans, mutants, one of several alien species presented in the core books, or original aliens created by the GM. Classes were replaced by professions, which dictated what skills and abilities were cheaper for any given hero to get, though a few skills (in particular, psionics) were restricted to specific professions.

Skills are classified into broad and speciality skills. Earning a specialty skill requires an associated broad skill, which requires a character to have sufficient associated ability points. Special skill is further classified into ranks, which affects the skill's scores. Skill scores are presented with the full score, half that score, and one-quarter that score. which represent the numbers needed to achieve Ordinary, Good, or Amazing successes in an action round respectively.

Unlike many other systems, actions are determined by a control die and situation dice. When Gamemaster calls for a roll, player rolls 1 control die and 1 situation die. The control die is always a 20-sided die, while situation die can be a 0-, 4-, 6-, 8-, 12-, 20-sided die, where 0-sided die means the action only depends on control die roll. Situation die can be plus die or a minus die, in which the value in the situation die is added to or subtracted from control die value. The total of the rolled numbers is checked against character's action, skill, feat, to indicate a success or a failure. Rolling low is always better for successfully completing an action.

The type of situation die being used depends on the difficulty of the action. Difficulty is scaled in die types of -d20, -d12, -d8, -d6, -d4, +d0, +d4, +d6, +d8, +d12, +d20, +2d20, +3d20. A character's base situation die is +d4 for broad skill or feat check, +d0 for specialty skill or action check. A minus situation bonus means player uses a larger negative situation die set, while a plus situation penalty means a player uses a larger positive situation die set.

In an action round, a round is divided into four phases. Each phase relates to one of the degrees of success that are achievable on an action check: Amazing, Good, Ordinary, and Marginal, in order from the first phase to the last. A hero can attempt only one action per phase. Acting orders of characters are determined by a d20 die roll for all participants, which determines the earliest phase in which a character can act. All actions in a phase are considered to occur simultaneously, with the results of those actions being applied at the end of the phase. A character can act in as many phases as it has actions per round.

Depending on how far below the skill score the player rolled, there are 3 progressively better layers of success and 2 levels of failure. An action is determined using this same system, making the game very uniform. Only armor rolls and damage rolls did not use the d20.

Life points, called 'Durability', are categorized into Stun, Wound, and Mortal damage. Stun damage can immobilize a character, but are not life-threatening. They are restored at the end of a scene. Wound damage can immobilize a character and inflicts 1 stun damage point for every 2 wound damage points received. It can be recovered by resting. Mortal damage can kill a character, and inflicts 1 wound damage point for every 2 mortal damage points received. It can be restored by use of the Medical Science–surgery skill. Durabilities can also be repaired by healing.

It was designed to be a generic rule set around which a campaign world could be built. It was not very heavily marketed and suffered from mediocre sales. Increased focus on the d20 system led to the discontinuation of the game in 2000.[citation needed]

Much of the content of the Alternity game has been absorbed into the d20 Modern role-playing game. The Dark•Matter campaign is an entire d20 Modern expansion and Star*Drive is part of the d20 Future expansion. The Gamma World campaign is an d20 Modern expansion by Sword & Sorcery Studios (White Wolf).

Dice mechanics

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Alternity uses four, six, eight, twelve, and twenty-sided dice.

The probability curve created by the addition or subtraction of a d20 and another die is shaped like a plateau, with two straight lines on both ends of the flat region. This is intermediate between the totally flat probability curve rolled by rolling a 20-sided die and the bell-shaped curve produced by die pool systems.

Character classes

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  • Combat Specs: bodyguard, corporate security specialist, gunner, law enforcer, martial artist, alien combat spec, mercenary, soldier, and spacehand.
  • Diplomats: ambassador, clergy, Concord administrator, corporate executive, entertainer, first contact consul, free trader, military officer, naval officer, stellar noble, and swindler.
  • Free Agents: bounty hunter, corsair, explorer, gambler, guide/scout, investigator, outlaw, reporter, smuggler, spy, and thief.
  • Tech Ops: crewman, comptech, gridpilot, doctor, engineer, independent pilot, medtech, scholar, and scientist.
  • Mindwalkers: biokineticist, biowarrior, ESPion, mystic, telekineticist, psiguard, telepath, and mind knight.

Published products

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Core products

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  • Introductory Box Set
  • Player's Handbook – Included all the rules for players and player characters. Required to play.
  • Gamemaster Guide – Included all the rules for gamemasters and session preparation. Required to play.
  • Fast Play – An abbreviated version of the rules to ease players into the game.
  • Campaign Kit – Included a gamemaster's screen and a booklet of record-keeping forms.

Guides

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  • Beyond Science: A Guide to FX – An exploration and reworking of the FX abilities (superpowers or, essentially, magic) from the corebook.
  • Dataware – Computers, hacking, and robotics.
  • Mindwalking – Psionics ,including revisions to the rules from the corebook.
  • Starships – Interstellar ships and travel.
  • Tangents – The concept of parallel realities in the same vein as the 1990s television show Sliders.

Campaign settings

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Revival

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A new game called Alternity was crowdfunded on Kickstarter[3] in June 2017 by Sasquatch Game Studio[4][5] and was successful and on August 1, 2018, the Core Rulebook was released to the public.

References

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Further reading

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Alternity is a science fiction role-playing game (RPG) designed by Richard Baker and Bill Slavicsek, published by TSR in 1998 as the company's final original RPG title prior to its full integration following acquisition by Wizards of the Coast.[1][2] The game provides a flexible, modular ruleset supporting adventures across diverse science fiction genres, ranging from contemporary techno-thrillers and conspiracy-driven horror to post-apocalyptic survival and far-future space opera.[2][3] The core system emphasizes skills and simulation, using a dice mechanic where players roll a d20 "control die" plus a variable "situation die" (from d2 to d12, depending on task difficulty) against a skill total to determine degrees of success or failure.[2] Character creation involves selecting from six core abilities (Strength, Dexterity, Constitution, Intelligence, Will, and Personality), optional non-human species (including five alien races), backgrounds, and one of several professions such as Tech Ops for gadgeteers or Combat Specs for soldiers.[1][2] Optional rules expand gameplay with elements like psionics, cyberware, mutations, and advanced technology, including starships and powered armor.[1] Official campaign settings released for Alternity include StarDrive*, a sprawling interstellar epic in a united Stellar Ring federation threatened by alien incursions and internal strife; Dark•Matter, a modern-day framework blending conspiracy theories, the paranormal, and secret societies in the style of The X-Files; Gamma World, a post-apocalyptic world of mutated creatures and ancient tech ruins; Tangents, exploring alternate dimensions and reality-warping anomalies; and an adaptation of the StarCraft video game universe.[3][4] Although initially praised for its innovative mechanics and genre versatility, support for Alternity ended in 2000 as Wizards of the Coast streamlined its product lines, leading to its discontinuation after a modest run of supplements and novels.[4] In 2017, Sasquatch Game Studio attempted to revive the brand with a new edition co-developed by the original designers, releasing some materials before the project was discontinued following the studio's closure in 2021; as of 2025, fan communities continue to support the original game.[5][6][3]

History and Development

Publication and Design

Alternity was developed by TSR, Inc., with primary design credits going to Bill Slavicsek and Richard Baker, and development overseen by Kim Mohan.[7] The project drew influences from TSR's prior science fiction roleplaying games, including Star Frontiers (1982) and Buck Rogers XXVC (1988), which established the company's legacy in the genre before a hiatus following financial challenges.[8] Following Wizards of the Coast's acquisition of TSR in 1997, the game transitioned under the new ownership, marking one of the final major releases from the TSR era.[9] The core rulebooks, the Player's Handbook and Gamemaster Guide, were published in 1998, with the Player's Handbook released in April and the Gamemaster Guide in June.[10][11] Marketed as a versatile, modular science fiction roleplaying system, Alternity aimed to rival established titles like Traveller and Cyberpunk 2020 by offering adaptable rules for various subgenres, from hard science fiction to space opera.[12][13] Key design goals emphasized scalability across power levels, allowing characters to progress from heroic to epic capabilities through a system of ability scales that extended beyond ordinary human limits (typically 1-15) to accommodate tougher, formidable, and champion-tier entities.[14] This framework facilitated integration with Dungeons & Dragons-style fantasy elements via shared core mechanics, such as a six-attribute system mirroring D&D's Strength, Dexterity, Constitution, Intelligence, Wisdom (as Will), and Charisma (as Personality).[14] A core innovation was the step-die resolution mechanic, which dynamically adjusted dice sizes based on task difficulty to determine degrees of success or failure against a skill total.[15]

Influences and Initial Release

Alternity drew significant inspiration from classic science fiction literature and media, blending hard sci-fi elements with cinematic adventure. Designers Bill Slavicsek and Richard Baker cited influences such as Isaac Asimov's Foundation series for its expansive galactic scope and societal dynamics, as well as films like Star Wars and Star Trek for their narrative-driven space opera elements.[16] These were combined with traditions from earlier RPGs, including the exploration-focused mechanics of Traveller and the pulp adventure style of TSR's own Star Frontiers, to create a versatile system supporting diverse sci-fi subgenres from gritty realism to heroic fantasy.[16] Additional nods to hard sci-fi authors like Larry Niven and Arthur C. Clarke informed the game's emphasis on plausible technology and interstellar physics, while works like Dune, Blade Runner, and Alien shaped its atmospheric tone and modular campaign tools.[16] The game's development aligned with TSR's post-acquisition strategy under Wizards of the Coast, which sought to diversify beyond the dominance of Dungeons & Dragons by launching a dedicated d20-based sci-fi line. Acquired in late 1997, TSR aimed to capture the growing sci-fi RPG market, previously underserved by their fantasy-heavy portfolio, through a system that echoed AD&D's structure but adapted it for modern-to-far-future adventures.[16] This shift positioned Alternity as a competitor to established titles like Traveller, emphasizing flexible mechanics for game masters to build custom universes.[16] Alternity's initial release occurred in 1998, following a limited-edition preview of the Player's Handbook at Gen Con 1997 that gathered player feedback for refinements. The full launch at Gen Con 1998 featured prominent demos, including the debut of the Living Verge organized play campaign, alongside a robust marketing push highlighting the system's "universe creation" tools in the Gamemaster Guide.[16] These tools provided game masters with modular guidelines for designing worlds, factions, and technologies, promoted as essential for crafting personalized sci-fi narratives.[16] Initial sales reflected solid uptake among sci-fi enthusiasts but fell short of expectations for broader market penetration.[16]

Core Game System

Mechanics and Resolution

The core resolution mechanic in Alternity revolves around an action check, where players roll a d20 (control die) plus a situation die (d4, d6, d8, d10, d12, or d20, depending on difficulty or modifiers) and add the results to determine success against a relevant skill, ability, or derived score.[2][14] Success occurs if the total is less than or equal to the target score, with degrees of success defined as ordinary (≤ target), good (≤ half target, rounded down), or amazing (≤ one-quarter target, rounded down); marginal results apply in specific contexts like initiative.[17] Step dice adjustments modify the roll: bonuses subtract a die step (e.g., d20 - d4 for a +1 step bonus), while penalties add one (e.g., d20 + d6 for a -1 step penalty), creating a non-linear probability curve that emphasizes consistent mid-range outcomes.[18] This system extends to variable outcomes like healing or environmental effects, where step dice (d4 to d12) represent escalating impacts based on success degree.[14] Combat operates within structured action rounds divided into four phases—amazing, good, ordinary, and marginal—determined at the round's start by action checks using a derived Action Score of (Dexterity + Intelligence)/2, rounded down, plus any profession bonuses.[17][19] Initiative order follows the phase in which a participant's action check succeeds, with actions resolving simultaneously within each phase; Dexterity influences the base score, providing higher-agility characters an edge in earlier phases.[2] Attack rolls use relevant combat skills (e.g., Melee Weapons or Ranged Combat), modified by factors like range (e.g., +2 steps at long range) and cover (e.g., -1 step bonus for partial cover), resolved as standard action checks against the attacker's skill rating.[17][14] The degree of success on the attack determines damage application, escalating from ordinary to amazing outcomes. Damage is tracked across three primary wound categories—stun, wound, and mortal—each with boxes equal to the character's Constitution score (mortal boxes are half, rounded up), alongside fatigue boxes (also half Constitution).[2][19] Weapons inflict damage via step dice codes tailored to success level and type (low-impact, high-impact, or energy), such as a 9mm pistol dealing d4+1 wound on ordinary success, d4+2 wound on good, and d4 mortal on amazing; higher wounds automatically inflict secondary lower-level damage (e.g., one wound inflicts one stun).[18][17] Filling all stun boxes results in knockout (unconscious but stable), all wound boxes in being down (dying without aid), and all mortal boxes in death; accumulating wounds impose cumulative penalties, such as +1 step difficulty per two filled boxes.[2][19] Armor mitigates this by subtracting step dice from incoming damage (e.g., a flak jacket reduces low-impact by d6-2), varying by weapon type and quality.[14] The scale modifier addresses interactions across disparate power levels, such as personal (scale 0), vehicular (scale 1-3), or stellar (scale 4+), by applying +10 or -10 adjustments to rolls per scale difference; for example, a personal-scale attack against a vehicular target adds +10 to the attacker's difficulty, while vehicular weapons gain -10 when targeting personal-scale foes, ensuring balanced resolution without overwhelming smaller entities.[17] Equipment and psionics integrate seamlessly into the resolution framework, with weapons and gear providing step die bonuses or penalties to relevant checks (e.g., a scope grants -1 step to ranged attacks within optimal range) and damage codes resolved via the core mechanic.[14][18] Psionics function as specialized skills under broad categories like telepathy or psychokinesis, expending Psionic Energy Points (equal to Willpower score) for devotion checks that use the same d20 + situation die system, often with inherent step bonuses (e.g., -1 step for a mindwalker's primary psychic skill).[17]

Character Creation

Character creation in Alternity follows a structured step-by-step process designed to produce balanced heroes suitable for science fiction campaigns. Players begin by allocating points to the six core attributes: Strength (physical power and endurance), Dexterity (agility and coordination), Constitution (health and resistance), Intelligence (mental acuity and knowledge), Will (mental fortitude and perception), and Personality (charisma and social influence). These attributes are generated using a point-buy system, where players distribute 60 points across the attributes, adhering to racial minimums and maximums—typically ranging from 4 to 14 for humans—with an average human score of 9 and a heroic average of 10. Certain hero classes impose minimum requirements, such as a Combat Specialist needing Strength 11 and Constitution 9.[17][15] Following attribute assignment, players customize their characters through the perks and flaws system, which allows for nuanced personalization while maintaining balance. Perks represent advantages, such as extra contacts for a Diplomat or Danger Sense (which provides bonuses to initiative and awareness at higher levels), while flaws introduce disadvantages like reduced starting funds (e.g., Dirt Poor, cutting wealth by 25-90%) or phobias that impose penalties in specific situations. Players may select up to three perks or flaws, with perks costing skill points and flaws granting them in return; this exchange ensures customization without overpowering the character, though some perks require minimum skill ranks to access. Last Resort Points, usable as a last resort to modify die rolls by one degree of success, provide additional balance by rewarding narrative play and can be replenished using unspent skill points between sessions.[17][15] To flesh out the character's history and resources, players select background packages, often in the form of career templates that bundle starting gear, contacts, and motivations aligned with the campaign's scale. These packages, detailed in over 25 pre-built options, provide signature equipment like weapons, ships, or communication gear, along with plot hooks such as trade alliances or research obligations; for instance, a Mindwalker's background might include $5-30 in starting cash and psionic contacts, while a Diplomat gains $12-60 and social networks. The choice ties directly to the campaign's scope, from planetary adventures to interstellar epics, ensuring the character's origins integrate with the game's setting.[17][15] Skills are then purchased and calculated to define the character's competencies, forming the basis for all actions in the game. The skill total is determined by adding the relevant ability score to the skill rank, where ranks range from 0 (untrained) to 10 (mastery), and success levels are assessed as full (ordinary), half (good), or quarter (amazing) of the total, rounded down. Skills fall into broad categories tied to attributes, such as Melee Weapons (under Strength) for close combat or Science (under Intelligence) for technical knowledge; players start with a number of broad skills equal to half their Intelligence score and receive (Intelligence - 1) × 5 skill points for specialties, with class-specific skills costing less to encourage thematic builds. These totals are resolved via dice rolls in skill checks, where the total sets the difficulty threshold.[17][15][2]

Species and Hero Classes

In Alternity, characters known as heroes can belong to one of five core playable species, each offering unique physiological traits, cultural tendencies, and mechanical advantages that influence roleplaying and gameplay. Humans serve as the versatile baseline species, with no ability score modifiers and adaptability across all professions, enabling them to excel in diverse environments without specialized bonuses or penalties.[17] The Mechalus, a technologically advanced humanoid species resembling humans but enhanced with integrated cybernetics and biological systems, stand approximately 1.8 meters tall and weigh around 90 kilograms; they possess natural immunities to neurotoxins and can integrate 1.5 times the cyberware capacity of humans. Key traits include a built-in nanocomputer for data processing, retractable data tendrils for direct system interfaces (granting a -1 step bonus to Computer Science skills), and reflex devices for improved reaction times, making them ideal for tech-heavy roles.[20] Fraal are slender, gray-skinned humanoids with large black eyes, averaging 1.6 meters in height and exhibiting a calm, philosophical demeanor as nomadic starfarers who have interacted with humanity for millennia; they are naturally telepathic and possess innate psionic aptitudes, particularly in ESP and telekinesis, with a cultural emphasis on mental development over physical prowess. Their traits include low-light vision and a resistance to emotional extremes, often leading them toward Mindwalker professions.[21][22] Sesheyans are slender bipedal reptilian warriors, standing about 1.7 meters tall and weighing 40 kilograms, featuring leathery wings with a 6-meter span for gliding in Earth-normal gravity environments, eight eyes (four on each side of the head), and a flexible cartilage skeleton. As skilled hunters, they exhibit light sensitivity but gain bonuses to zero-gravity maneuvers and natural camouflage, with cultural practices centered on honor-bound combat and emotional expression through aikei markings.[20] T'sa are small, hyperactive reptilian technicians, 1.1 to 1.4 meters tall and 30 to 50 kilograms, with scaled skin, four arms for multitasking, whip-like tails, and finned crests; their rapid metabolism enables quick reflexes and fast healing, while their oviparous reproduction allows maturity in just three months. Technologically adept and non-aggressive by nature, they excel in engineering and martial arts like sha’cre’ta, often employing cryogenic weapons and tools suited to their high-energy lifestyle.[20] Weren are large, bear-like mammalian humanoids, standing 2.1 to 2.4 meters tall and weighing 120 to 180 kilograms, covered in thick fur (often camouflaged in white, gray, green, or brown), with retractable claws, prominent fangs or tusks (longer in males as status symbols), and dense musculature for enhanced strength and endurance. They possess keen senses of smell and hearing, natural weapons for unarmed combat, and resistance to fatigue and injury. Culturally, they form tribal warrior societies on their cold homeworld Kurg, valuing honor, bloodlines, ritual combat, and blood debts to resolve conflicts, with influences from the Orlamu Theocracy following first contact.[20] Heroes advance through four primary professions—Combat Specialist, Diplomat, Free Agent, and Tech Op—each defining core competencies via class-specific skills, perks, and tracks up to level 10, where higher levels unlock advanced abilities and increased skill ranks. Combat Specialists focus on martial prowess, requiring minimum Strength and Constitution scores, with starting skills in Athletics, Melee Weapons, and Modern Ranged Weapons; they gain perks like improved armor resistance and tactical bonuses, advancing to specialize as soldiers or mercenaries.[2][14] Diplomats (sometimes referred to as Adventurers in broader contexts) emphasize negotiation and leadership, needing Intelligence and Will scores, with skills in Deception, Interaction, and Entertainment; their tracks include resolve enhancements and social perks, suiting roles like ambassadors or executives up to level 10 expertise in intrigue. Free Agents handle agility-based troubleshooting, relying on Dexterity and Will, with Manipulation, Awareness, and Modern Ranged Weapons skills; advancement provides independence perks like evasion bonuses, ideal for explorers or spies. Tech Ops specialize in engineering and gadgets, requiring Dexterity and Intelligence, featuring Technical Science, System Operation, and Knowledge skills; their paths offer invention perks and system mastery, progressing to roles like pilots or scientists.[2][14] Skill kits function as modular add-ons to professions, providing bundles of related skills (e.g., the Spacer kit granting bonuses to piloting and astrogation) that allow hybridization across classes without altering core tracks, enabling customized hero builds. Certain species, notably Mechalus and Fraal, have access to psionic disciplines such as Clairsentience for precognitive foresight or Psychokinesis for telekinetic manipulation, powered by a pool of power points that deplete with use and regenerate over time.[23][21]

Campaign Settings

Star Drive

The Star*Drive campaign setting for the Alternity role-playing game is situated in the 26th century, where humanity has expanded to colonize thousands of worlds, with the Union of Sol serving as the primary human government in the densely populated Core Worlds. This interstellar society includes alliances with alien species such as the telepathic fraal, cybernetically enhanced mechalus, and reptilian t'sa, amid ongoing corporate intrigue from entities like VoidCorp and threats from aggressive powers including the Thuldan Empire and enigmatic extragalactic invaders known as Externals. The Galactic Concord, established by the Treaty of Concord in 2472 following the Second Galactic War, serves as a fragile alliance maintaining peace across stellar nations while facilitating exploration and trade.[21][24] Key factions define the political landscape, each with distinct technologies, cultures, and agendas. The Allied League, a democratic coalition emphasizing individual freedoms and independence, supports the Concord's ideals and often mediates conflicts. In contrast, the Thuldan Empire pursues militaristic expansion through eugenics programs and superior naval forces, viewing itself as humanity's rightful unifier. The Orlamu Theocracy integrates religious devotion with technological prowess, treating drivespace—the alternate dimension used for faster-than-light travel—as a sacred realm, which grants them advanced expertise in stardrive engineering. These groups, along with others like the profit-driven Profit Consortium, engage in rivalries that fuel intrigue and alliances across the galaxy.[21][24] Central plot elements revolve around the Verge, a frontier region spanning about 100 light-years and containing thousands of star systems, which was isolated for a century until its reconnection in 2496, sparking exploration, colonization, and separatist movements. Psionic abilities, manifesting across species and regulated variably by factions, add layers of mystery, with phenomena like fraal telepathy hinting at deeper cosmic secrets. Stellar mapping efforts, as expanded in the Star Compendium: Systems of the Verge supplement, provide detailed profiles of Verge worlds to support campaigns involving discovery and resource claims.[21][25][24] The setting seamlessly integrates with Alternity's core system by scaling mechanics from planetary operations to galactic strategy, allowing gamemasters to run adventures that span personal skirmishes to interstellar diplomacy. Representative scenarios include pirate raids on commercial shipping lanes, where players defend convoys against rogue elements, or tense diplomatic summits negotiating Verge territories amid factional tensions. Hero classes such as spacers and diplomats fit naturally into these space opera narratives, enabling diverse character roles in exploration and conflict.[21][24]

Dark•Matter

Dark•Matter is a campaign setting for the Alternity role-playing game, situated on a near-future version of Earth in the late 1990s, where everyday reality conceals a web of paranormal threats that merge science fiction with occult elements, such as ancient alien influences and clandestine secret societies.[26][27] This hidden world features devious organizations plotting for dominance, otherworldly forces embedding within human power structures, and nightmarish creatures lurking in the shadows, creating an atmosphere of pervasive conspiracy and supernatural intrigue.[28] Central to the setting are key organizations that drive the narrative, including the Hoffmann Institute, a private investigative entity founded in the early 20th century to probe paranormal events and recruit skilled individuals for combating these threats through accumulated knowledge and covert operations.[29] Opposing or complicating these efforts are groups like the Greys, extraterrestrial beings known for abductions and subtle manipulations, pursuing agendas of infiltration, experimentation, and potential large-scale incursions into human society.[29] Species such as the fraal appear as enigmatic, hidden natives integrated into Earth's concealed history, adding layers to the alien conspiracy elements.[30] Adventures in Dark•Matter typically involve X-Files-inspired mysteries, where player characters uncover plots like spectral hauntings or engineered viral outbreaks tied to occult rituals, often employing psionic abilities interpreted as bestowed "gifts" from enigmatic entities to navigate these perils.[31] Supporting investigations, advanced technology such as bio-scanners enables detection of anomalous life forms or energy signatures, blending high-tech tools with supernatural challenges.[32] The setting's horror-infused tone amplifies tension through mechanics that prioritize Willpower-based saves to resist fear and madness induced by ghostly apparitions or demonic manifestations, ensuring encounters test characters' mental resilience alongside their physical capabilities.[31]

Published Supplements

Core Rulebooks

The core rulebooks for Alternity, published by TSR and Wizards of the Coast in 1998, consist of the Player's Handbook and Gamemaster Guide, which together provide the foundational rules for playing the science fiction role-playing game, along with the Campaign Kit that includes the Game Master's Screen as an essential quick-reference accessory.[33][34][35] The Player's Handbook, authored by Bill Slavicsek and Richard Baker, is a 256-page hardcover volume (ISBN 0-7869-0728-2) released in April 1998, offering players comprehensive guidance on character creation, skill systems, basic game mechanics—including the step dice resolution system—and introductory adventures to facilitate immediate play.[33][1] It includes a "Quick Rules" section for streamlined gameplay initiation, emphasizing the creation of heroes suited for contemporary to far-future science fiction settings.[36] Complementing the Player's Handbook, the Gamemaster Guide, also by Richard Baker and Bill Slavicsek, is another 256-page hardcover (ISBN 0-7869-0729-0) published in May 1998, focusing on tools for game masters such as world-building procedures, advanced rules for combat and equipment, and utilities like random encounter tables to support adventure design and campaign management.[34][37] This volume equips gamemasters with resources for moderating sessions, handling complex scenarios, and expanding the game's framework beyond player-facing elements.[38] The Game Master's Screen, bundled within the 36-page Campaign Kit (ISBN 0-7869-1213-8) released in July 1998 and authored by David Eckelberry, serves as a four-panel foldout accessory featuring quick-reference charts for key elements like dice steps, scales, and common resolution mechanics, enabling efficient access during gameplay without flipping through the core guides.[35] This kit, priced at US$12.95, also includes additional forms and tools, making it indispensable for practical session preparation.[35]

Equipment and Adventure Guides

The Arms and Equipment Guide, published by TSR in 1998, serves as a key supplement for enhancing player options in StarDrive* campaigns through detailed listings of gear and technology (ISBN 0-7869-1214-6). This 96-page book covers hundreds of items, including weapons like laser rifles equipped with multiple fire modes for varied combat scenarios, protective armor types ranging from lightweight fabrics to heavy plating, ground and space vehicles with performance specifications, and accessories such as communication devices and sensors. All items are priced in credits, the standard currency in the Alternity universe, allowing gamemasters to balance economies and resource management.[39][40] A companion volume, the Dark•Matter Arms & Equipment Guide (ISBN 0-7869-1433-8), published in 2000, provides similar detailed equipment listings tailored for modern-day conspiracy campaigns, including over 200 items such as conventional firearms, surveillance gear, and paranormal investigation tools. This 96-page supplement supports investigative and horror-themed adventures with pricing and stats integrated into the core system.[41] Standalone adventure modules further bolster scenario variety, with titles like Black Starfall (TSR 2806, 1998) delivering introductory missions for StarDrive* newcomers through a 16-page structure featuring system maps, non-player character profiles, and plots involving AI malfunctions on derelict ships. The Killing Jar (TSR 11615, 2000), a 64-page Dark•Matter module by Bruce R. Cordell, presents biohazard-themed horror with containment breaches and experimental horrors, complete with encounter maps and antagonist stats to facilitate tense, survival-focused sessions. These modules emphasize modular design for easy adaptation to different hero classes, such as equipping a soldier with specialized gear from the Arms and Equipment Guide.[42][43]

Reception and Legacy

Critical Reviews

Upon its 1998 release, Alternity garnered praise for its innovative modular system, which allowed for adaptable campaign settings across science fiction subgenres, and its scalable mechanics that supported progression from individual characters to interstellar conflicts. Reviewers highlighted the logical structure of combat and task resolution, describing the system as straightforward once grasped, with a semi-abstract damage model using stun, wound, and mortal tracks based on constitution for realistic injury simulation. The core books' production quality, including digest-sized hardcovers with glossy covers, was also commended for accessibility during play. Critics, however, pointed to the complexity of the step dice mechanic, where difficulty is adjusted by adding or subtracting polyhedral dice (e.g., +1d4 for moderate challenges or -1d20 for easy ones), which could slow resolution and introduce variability that overshadowed skill ranks in extreme cases. The broad scale of progress levels—spanning prehistoric to far-future technologies—added depth but contributed to a steep learning curve, particularly for players transitioning from simpler systems like Dungeons & Dragons. Fast-play rules were included to mitigate this, providing a simplified entry point for newcomers. Commercially, Alternity achieved modest success but faced limited support after Wizards of the Coast's 1999 acquisition of TSR, with production ceasing in 2000 due to underwhelming sales figures that failed to sustain the line. Retrospective analyses in the 2010s, such as those on EN World, have emphasized its lasting design innovations, including perks that prefigured feats in D&D 3rd Edition and skill rank benefits that influenced d20 Modern's bounded accuracy and class structures. These elements underscored Alternity's role in bridging traditional RPG frameworks with modern, genre-flexible play.

Community Revival and Modern Adaptations

Following the acquisition of TSR by Wizards of the Coast, support for Alternity ended in 2000 as part of a broader rationalization of the company's RPG holdings, rendering the game out-of-print and leading Wizards to allow the trademark to lapse.[4] Fan efforts emerged soon after to sustain the game, with online communities forming around dedicated websites. AlternityRPG.net, established in 1999, became a central hub for enthusiasts, hosting thousands of forum posts, fan-submitted resources, and play-by-post games since the early 2000s.[3][44] These communities produced house rules, PDF supplements, and electronic magazines to expand and adapt the original system. For instance, the site offers downloadable PDFs of essential rules, character sheets, and adventure modules, alongside fan projects like custom sourcebooks for robots and psionic effects.[45][46][47] E-zines such as The Last Resort, launched in April 2003, provided bimonthly content including campaign ideas, new equipment, and fiction, with multiple issues available as free PDFs.[48][49] Another early publication, Starfall E-Zine from 2001, focused on fiction, starships, and rule variants.[50] The lapse of the Alternity trademark enabled an official revival in 2017 by Sasquatch Game Studio, which launched a Kickstarter campaign in April that funded in June with $62,043 from 703 backers.[51] The project culminated in the 2018 release of the Alternity Core Rulebook, a 256-page digest-sized hardcover updating the original d20-based mechanics for modular science fiction play, including the new Protostar setting and tools for custom campaigns.[5][52] Additional supplements followed, though production faced delays as noted in studio updates.[6] Modern adaptations have extended Alternity's legacy through fan conversions and digital tools. Community projects on AlternityRPG.net include full conversions of settings like Robotech and Ghost in the Shell to the original system, demonstrating its flexibility for adaptation to other RPG frameworks.[53][54] In the 2020s, fans have leveraged virtual tabletops such as Roll20 and Foundry VTT for remote legacy play, importing PDFs and house rules to recreate Alternity campaigns online amid the rise of digital RPG platforms. In 2024, the community launched Alternity Beyond, a fan-made digital toolset supporting character creation, campaigns, and homebrew rules for the original system.[45][55][56]

References

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