Alterated
Alternity
Alternative

Characters in Action

In Alternity, the game comes alive when the Gamemaster asks: “What do you do?” This chapter covers the mechanics of how characters interact with the world, perform actions, and handle the consequences of those actions.

The Nature of Scenes

Adventures are divided into Scenes, which act like chapters in a story. There are three primary types of scenes:

1. Challenge Scenes

Challenges involve a character’s struggle against nature, hazards, or technical problems (e.g., disarming a bomb, navigating an asteroid field).

  • Challenge Paths: Complex tasks may require a series of successful skill checks over several rounds.
  • Assisting: Characters can work together. Helpers roll first; their degree of success provides a bonus or penalty to the lead character’s roll.

2. Encounter Scenes

Encounters focus on interaction—negotiating, bribing, charming, or intimidating NPCs.

  • Roleplaying Focus: These scenes are less structured. Dice are used sparingly to determine NPC reactions.

3. Combat Scenes

When negotiations fail, the game moves into a structured combat round.

  • Structure: Combat uses a rigid phase-by-phase system based on Action Checks.
  • Simultaneous Action: All actions in a single phase occur simultaneously. Results are applied at the end of the phase.

Rolling for Success

When an outcome is in doubt, the GM calls for a Success Check.

The Eyeball Approach

GMs can assign difficulty “steps” based on a descriptive assessment:

  • Routine: 0 steps
  • Challenging: +1 step
  • Tough: +2 steps
  • Formidable: +3 steps
  • Nearly Impossible: +5 steps

Automatic Success & Critical Failure

  • The “1” Rule: A 1 on the control die (d20) is an automatic Ordinary success (unless the penalty is +d20 or higher).
  • Bad Luck (20): A 20 on the d20 is a Critical Failure. Even if the total result would normally succeed, a 20 means something went wrong (a gun jams, a tool breaks).

Damage and Health

Characters track four types of damage. Each affects the character differently.

1. Stun Damage

Light injuries, bumps, and bruises.

  • Knockout: If all stun boxes are filled, the character falls unconscious.
  • Heavy Stun: Extra stun damage becomes wound damage (2:1 ratio).
  • Recovery: Heals automatically at the end of a scene.

2. Wound Damage

Serious injuries like lacerations or broken bones.

  • Secondary Damage: Every 2 wounds taken inflicts 1 stun point.
  • Recovery: Requires medical attention or natural rest over days/weeks.

3. Mortal Damage

Life-threatening trauma.

  • Secondary Damage: Every 2 mortal points taken inflicts 1 wound and 1 stun.
  • Dying: A mortally wounded character must make Stamina-endurance checks hourly to avoid worsening.
  • Recovery: Only possible through Surgery.

4. Fatigue Damage

Exertion and exhaustion.

  • Dazed: Each point of fatigue inflicts a +1 step penalty to all actions.
  • Recovery: Requires complete rest (sleep or sitting quietly).

Combat & Special Actions

Movement in Combat

  • Walk: No penalty to other actions.
  • Run: +2 step penalty to actions.
  • Sprint: +3 step penalty; character cannot perform complex actions.
  • All-out Movement: Focus entirely on speed; no other actions possible.

Encumbrance

Characters can carry up to 2x Strength in kg without penalty. Carrying more reduces movement and adds penalties (+1 to +3 steps) to DEX and STR actions.

Aiming

Spending an action to aim provides a -1 step bonus to the next attack in the following phase.

Two-Weapon Fighting

Attacking with two weapons inflicts a +2 penalty to the main hand and a +4 penalty to the off-hand. (Reduced by the Ambidextrous perk).

Thrown Weapons & Grenades

  • Range: Based on STR score (Short = STR meters).
  • Grenades: Use the Athletics-throw skill. If they miss, they deviate based on the degree of failure.

Impact Damage (Falling)

Falling damage is based on distance and the result of an Acrobatics-fall or DEX check. Terminal velocity is reached after 61 meters.


Last Resort Points

Last Resort points are “miracle” points that can be spent to alter fate.

  • Effect: Spend 1 point to shift a degree of success by one grade (e.g., change a Failure to an Ordinary, or an opponent’s Amazing to a Good).
  • Free Agents: Can spend 2 points to shift the result by two grades.

Next: Chapter 4: Skills

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