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The Last Resort DisclaimersThe Last Resort is a electronic magazinededicated to the Alternity Role-PlayingGame.

This work is offered free of charge to allinterested parties and is not to be sold inany form. It may be printed or offered fordownload if distributed free of charge.

This work supports the Alternity roleplayingline, specifically the Alternity PlayersHandbook and Gamemaster Guide. In addition it supports the campaign settingsStar*Drive, Gamma World, Dark Matter, StarCraft and Tangents by Wizards of the Coast, Inc.

Alternity is a registered trademark ofWizards of the Coast, Inc.

This work is not authorized by, nor is thestaff associated with Wizards of the Coast, Inc.Wizards of the Coast, Inc. website:http://www.wizards.com

StaffFounding Editor: Daryl BlasiExecutive Editor: Matthew R. EschLayout/Production: Shawn R. TrudeauAssociate Editors/Writers: Jim Clunie, Malcolm E. Birtwell, Mark Peoples, Ryan KirschnerWriters: Derek Holland, Mike Meechan, Ivo ElezovićArtists: Dragan Ciric, Mike Meechan, Ivo Elezović, Shawn R. Trudeau

Contact the Last ResortEmail:[email protected]

Join the Last Resort StaffVisit:http://groups.yahoo.com/group/lastresortmagazine

Subscribe to the Last ResortEmail:[email protected]

Visit:http://groups.yahoo.com/group/lastresortlist

Submissions GuidelinesThe Last Resort is accepting any Alternity-related articles for publication. We will also accept general roleplaying articles that can be used for the Alternity game.Authors may wish to submit applicable articles to regular or semi-regular columns. The following is a list of the current columns:Action Emporium: arms, armor and equipmentAlternaDrive: vehiclesBestiary Bizarre: creatures for Gamma World settingCyber Shop: robotics and cyberneticsDomain Virtua: detailed grid siteFoes Fantastic: creatures for arcane AlternityGrid Run: computers and gridrunningHome Rule Advantage: home rules for AlternityLegion: heroes, villains, and SCMsMind's Eye: psionicsSpecial FX: super powers and magicSpecies Catalogue: alien species for AlternitySword and Staff: arcane AlternityTavern Tales: game fictionTangents: alternate worldsVeritas Omnes Liberant: conspiracies for Dark Matter settingXenohunter's Field Guide: xenoforms for Dark Matter setting

Note: Cook's Guide is written every issue by Matthew R. Esch under the pseudonym of Montgomery Cook IX. We will accept other correspondents who want to cover the Star Drive universe and either incorporate the article into Cook's Guide or format it as a stand alone article, whatever the author's preference. If you have an idea for a new regular column feel free to email us at:[email protected]

Article Guidelines1. Word (.doc), Rich Text Format (.rtf), or ASCII text (.txt) are the preferred formats for submission of articles. Other formats will be considered on a case-by-case basis.2. Excel files can be submitted for tables used in the article.3. Indicate within the text what sections need to be sidebars and where pictures (if applicable) need to be placed in relation to the text.Requests for pictures from staff artists may also be made if you do not or cannot provide your own.4. Do not place pictures in article file. Send them as separate files.5. The title and author's name must be placed on the first line of the article to insure proper credit is given.6. Citing material from other sources is acceptable, but credit should be given to original source. When citing core rule books, "PHB p.x" or "GMG p.y" is strongly suggested. Other canon sources should have their full common names. For example, "Dataware" should be spelled out, whereas "Alien Compendium 2" can be shortened to "AC2". Outside game resources should also be listed in some form of bibliography. Consult assigned editor for specific questions.Send files to:[email protected]

Art Guidelines1. Last Resort is currently accepting nearly all image file types.2. Resolution of image must be 150 dpi or higher.3. Image must be as large as possible. Detailed page dimensions are available upon request. 4. Please include a text file that identifies the following: title of piece, captions (if applicable) and the name of the artist.5. For files larger than 500K, email your intention to submit picture to: [email protected]

Please Note: Art from unknown sources and/or copyright images used without permission will not be considered.

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Table of ContentsEditorial: by Matthew R. Esch, Executive Editor"Where We Were... Where We're Going" 4"The Joy of Minis" 5

Action Emporium: Arms, Armor and EquipmentArtifacts of the Ancients by Derek Holland 6Transtangential Technology by Michael Meechan 8

AlternaDrive: VehiclesCSV Victory by Ivo Elezović 10

Home Rule Advantage: Home Rules for AlternityA Matter of Some Weight by Mark Peoples 12Mutation Enhancements by Derek Holland 15

Special FX: Super Powers and MagicPower Play by Ryan Kershner 17

Cook's Guide: Last Resort Special ColumnKarnath by Montgomery V. Cook IX 18

Mind's Eye: PsionicsESPion by Matthew R. Esch 19Telekineticist by Matthew R. Esch 20

Legion: Heroes, Villains, and SCMsMonotheists by Jim Clunie 21

Species Catalogue: Alien Species for AlternityJinthar / Fachan by Malcolm Birtwell 26

Sword and Staff: Arcane AlternityArcanomorphs by Derek Holland 29

Last Resort Fan Spotlight: Featuring The Real Heroes of AlternityHarry "Scratch" Bandoian 31

A General Alternity

A Dark Matter

A Gamma World

A StarCraft

A Star*Drive

A Tangents

Editorial

Where We Were… Where We’re Going

By Matthew R. Esch

Greetings, Alternity Fan! Hail Last Resort reader! I’d like to take a moment to look back on where we were and more importantly, where we’re going. In the past few weeks, I’ve been pouring over my freshly made hard copies of Last Resort’s predecessor, Action Check. That e-zine certainly set the standard by which I, and my immediate

predecessor, Daryl Blasi, look at LR. Action Check ran a whopping 16 issues, running monthly initially, then moving to bi-monthly before finally closing shop. LR initially attempted that same feat, only to learn that such an undertaking with volunteer staff, artists, and editors requires a dedication that volunteer efforts can’t really sustain. Believe you, me, we tried.

Though we set our goals high, we inevitably run into the quandry of quality verse quantity. Though I’d love to promise both, I, as Editor-in-Chief, made the call of picking quality over quantity. Will LR ever reach the pinnacle that Action Check set? Have we approached their standard for quality? Only time will tell. This is merely our sixth issue since inception, with Issue 1 being released in May of 2003. I would like to think that with the attention and care to detail that we have put in as

fellow fans, players, and GM’s this issue lives up to the standards that you expect from us.

I am certainly not suggesting that as heir apparent to Action Check that we may eclipse it in terms of quantity or even quality. But I do hope and will work towards making Last Resort worthy of the comparison. I’ve posted on A.net that in my thinking that Last Resort becomes available when its needed, simply because with our staff so spread out and certainly faced with real life commitments, that my ability to enforce a deadline is simply unrealistic. However, I have made a commitment upon taking on this mantle to ensure that the .pdf that you have downloaded and are reading now contains something useful to your game.

Bill Slavicsek and Rich Baker have placed the game in our hands from the outset. Alternity is, and always will be OUR game. Gone is the dogmatic need for rules lawyering or sticking to “the book(s)”. That point was hammered home throughout the GMG. The

game is ours to play with, mangle, fudge, finagle, crush, destroy, reshape, and otherwise do as we please. Games are meant to be fun, not a vehicle for us to argue over whether such and such an action is do-able or not. As long as the will of those who use some of their free time to write and draw is there, along with a few sparks of creativity and imagination, Last Resort will be there, ready to compile, edit, streamline and make it available to you.

I tip my hat to Action Check, for setting the standard, and confidently look to the future as the Last Resort makes its next contribution to the fans of Alternity to gobble up, devour, mangle, destroy, play with, tweak, fudge and use. Brothers and sisters, enjoy!

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The Joy of MinisBy Matthew R. Esch

Ok, I’ll admit it: I’ve gotten hooked on minis. I must admit, though, that the love affair for me has always been rather standoffish on my part. I was far more interested in the role-playing aspect of RPG’s than I was the logistical and representational aspect. Yes, I am fully aware of the genesis of role-playing growing out of miniature wargaming, something that I never had been exposed to. My biggest beef back in the day about miniatures was that I could never find figures that accurately represented the characters I had in mind. Who decreed that all wizards needed pointy hats, anyway? One would think that a class based on intelligence would have a little better sense, especially when the primary means of income was dungeon-delving, but I digress.

Presently, I’m still on an Alternity hiatus, but once again, my partner-in-crime, Mike Meechan, got me hooked on this lovely little game called Horrorclix. It runs on a smoothly elegant mechanic, easily accessible, and easy to learn and pick up. My son in kindergarten saw us playing our first game, and I taught him that very afternoon. Needless to say, he’s hooked, also.

What does this have to do with Alternity? Great question thanks for asking. I sigh in bittersweet consolation knowing that had WotC kept the line going, some company somewhere would be producing Alternity-themed minis on a grand scale, to match the demand of Alternity gamers worldwide. Alas, this is not the case, and much like how many other real-life events, things don’t always go my way. (Sorry, boss, that report was late because I failed my Wisdom check… somehow this doesn’t seem to get me off the hook anywhere near as often as I’d like.) Thankfully, us gamers are very adept at the “what-ifs” of life; otherwise we would be playing something dreadfully awful, like “Businessmen & Briefcases”. I recall a thread on A.net (AlternityRPG.net) about this very thought of creating mini’s for Alternity, and that these things were available. I do not know whether they are still or not, and having very little in the way of disposable income, I fear that I may have lost the golden opportunity. There is also the small issue of the flexibility of Alternity, and the creativeness of its devotees. The Core books clearly nod towards Star*Drive, not that this is a bad thing, and clearly as the pictures on that thread on A.net note, are able to be done, or at least jury-rigged. Dark·Matter should be a relatively easy one, thinking that modern-day mini’s shouldn’t be too hard to come by; if you want soldiers and so on. What about minis for the tired archetype of the gumshoe, or the modern-day techno-geek? I won’t even get into StarCraft, but given that that was a special license that (frankly) WotC dropped the ball on severely, this could have been fantastic. Toss in cybernetics, unique mutations, and other, high-tech gear, and the challenge of creating mini’s for Alternity becomes quite the daunting task, indeed.

Perhaps my expectations of what minis are supposed to be were, and to some degree, are high. I’m not too shabby with a pencil and paper, and can sketch pretty decently, though I’m certainly not qualified to add my name to the lauded Last Resort Art Dept. For me, creating the character was much like a mental exercise in sculpting clay: taking a set of points

to distribute or dice to roll and creating around this basic framework to create an imaginary character for some story line of my, or someone else’s, imagination. By the time I finished the final note on the character sheet, I could practically envision that character standing before me, living, breathing, much like any other great story character. My downfall was that I would then shop with this preconceived notion of exactly what I was looking for, and would rarely settle for less.

I never attempted to paint a mini. Not once. Sorry, but I was already devoting hundreds of dollars and countless hours of time in one hobby (role-playing), that I could scarcely afford a second (mini-painting). I doubt that I have the skill or temperament to even try to paint that hazel shade onto a mini’s eyes. Again, my preconceived notions get the better of me, in that I already have down a set of ideas as to how Sir Geoffrey the Iron-Fisted’s battered and dented plate mail should look, that my own insecurity in my painting skill would prohibit me from even attempting this.

Herein comes the joy that I have found in this other game: the minis are already painted! Tada! And since the sculptures are done without any preconception from me, I can accept them at face value. Problem solved, all around. I remember the lead-scare of the early 1990’s, with some older gamers having young children who would be prone to want

to eat the little figurines (anyone who has lived with someone under the age of four ever can attest to this). In my opinion, that whole scare was much ado about nothing, and I don’t remember what came of it. I’ve actually worked with some kids for whom lead poisoning, even in this day and age, was a huge factor. Lead poisoning can cause brittle bones, behavioral difficulties, cognitive impairment, and even death; and is nothing to take lightly. That case certainly wasn’t due to careless gamers letting toddlers gum their precious mini’s, but I think that the scare back then may have been, either real or imagined. Frankly, I can’t see how anyone with even the smallest measure of responsibility towards their young children would even let them touch their precious mini’s, painted or not. I am happy to report though that my first grader is shaping up to be a pretty fair gamer in his own right, and my toddling daughter is not far behind. Once they have some more knowledge under their belts, then challenging their vivid imaginations with the scope of Alternity will be a new joy to share with them both.

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Artifacts of the Ancientsby Derek Holland

The Ancients of Gamma World were a powerful people with wondrous and highly advanced technology. Using the alien artifact rules from the GMG and Dragon 268, one can describe some of that technology that still litters the world of Gamma Terra. The drawbacks are a result of the entropy caused by the decades or centuries since the cataclysm and exposure to the energies of destruction released at that time. Here are but a few examples and note I have not followed the chart that determines the number and strength of powers and drawbacks.

Black Ray RiflePurpose- OffenseForm- Weapon

Powers- Anti-life Ray (A)Drawbacks- Degeneration (E), Infamous (M)

These weapons are extremely rare as there was an issue with their power pack. Even though it provides enough energy for centuries of use, it leaks some black energy every time it fires.

Box of LifePurpose- MedicalForm- Treatment

Power- Resuscitator (A)Drawback- Hostile Consciousness (see below)

This device is found in a ruined hospital. It brings back the recently dead (up to a week) as long as the brain is intact. The side effect is horrendous- the mind of the character is fragmented. Treat this as the poor dual brain defect. Each time the character is revived, another fragment is created.

The Broken GatePurpose- Communication, TransportationForm- Site

Powers- Dimensional Contact (O), Dimensional Travel (O)Drawback- Infamous (E), Degeneration (M)

Found in the center of a Radioactivist city, the Broken Gate was an accident of the Ancients. It was meant to allow travel to other tangents and got stuck and now only allows natives to a radioactive world access to Gamma Terra. Once per day, something emerges and is generally captured by the city guard. It can not survive in this world and dies after several hours. Thereafter the carcass emits R3 for 3 to 6 months.

CornucopiaPurpose- TransmutationForm- Machine (10 tons)

Powers- Molecular Transformation (A)Drawbacks- Compulsory Behavior (E)

This is a Created device that turns trash and soil into 2000 meals per day of nutrious food and a certain chemical. Those that consume the food must obey any command given to them by Live Metal (robots,

computers and androids). To resist, a mental resolve check, with a 3 step penalty, is required. Those communities of machines that enslave biologicals invariably have at least one of these.

The DiscPurpose- TransportForm- Vehicle

Powers- Flight (O), Kinetic Dispersal (A)Drawbacks- Energy Cost (E), Infamous (M)

The disc can carry 4 people and 200 Kg of gear. Unlike bubble cars, it has a specialized force field that mitigates crash and other impact damage. In addition to a power pack equal to 10 power cells, a disc drains 3 stun points per hour from its pilot.

Duralloy ManipulatorPurpose- TransmutationForm- Gloves

Power- Shape Alteration (O)Drawback- Infamous (M)

These gloves are the only known way of repairing damaged duralloy objects as well as mold existing duralloy. They are wanted by both the Restorationists and the Created.

The EaterPurpose- TransmutationForm- Machine (150Kg)

Power- Molecular Transformation (O)Drawback- Depletes Materials (E)

Another Created device, the eater is meant to reduce the number of dangerous biologicals. It does only one thing- turning sapient brains into charged power cells. For every point of intelligence above 9, another cell is produced. It can produce 100 calls per day in this manner.

FishskinPurpose- TransportationForm- Jumpsuit

Powers- Gills, Skill Enhancement (G), Stealth Field (G)Drawbacks- Compulsory Behavior (S), Energy Cost (M)

Created for underwater exploration, the fishskin provides a few benefits. It effectively adds the gills mutation, the ability to change color to hide and provides a boost to the user's swim checks. The suit is biotechnology and doesn't like turbid water. Every time the user enters such water, the suit inflicts 2 stun points and continues to do so every 10 minutes they remain in turbid water.

Flamestick MakerPurpose- TransmutationForm- Machine (500 Kg)

Power- Molecular Transformation (G)Drawbacks- Depletes Materials (E), Depletes Materials (O)

Flamesticks are logs that burn much brighter and longer than wood. It is 10 cm wide and lasts one week per meter of length. The raw materials are 25 cubic meters of wood per meter of flamestick and the oxygen in the air. While active, the machine makes the air within 20 meters of itself useless for animals to breathe. The machine can only run 4 hours in a day and produce 10 meters of flamesticks.

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Ghost BandPurpose- TransportationForm- Bracelet

Powers- Dimensional Shift (O), Anti-life Touch (O), Displacement (G)Drawbacks- Damping Field (S), Power Spike (S)

This silver bracelet has a display screen and 8 buttons. Pressed in the correct order, they activate the functions of the band. Anti-life touch is identical to the ray form, except an Unarmed Attack roll must be made. It uses power from its surroundings, even while ethereal and can cause major damage to locations with powered devices if the user passes through.

The GlandPurpose- Mental EnhancementForm- Implant

Powers- Heightened Intelligence (G), Heightened Personality (O)Drawbacks- Compulsory Behavior (E), Blackouts (M)

This synthetic organ is a new method of control by the Created who enslave biologicals. The gland is meant to both improve the value of the slave and keep it under control. It is implanted in the back, between the shoulder blades and causes the spinal column to grow and become a second center for intelligence. It also forces the character to obey Live Metal (androids, computers and robots). If the command is suicidal, then a blackout occurs.

Pins of MightPurpose- Physical EnhancementForm- Implant

Powers- Heightened Strength (A), Heightened Constitution (G)Drawback- Mental Instability

These tiny devices are found in groups of 5- one for each limb and one for the torso. If less than 5 are implanted, the character dies a horrible death. It takes one week for the pins to makes changes in hormones that affect muscle growth and overall fitness. Unfortunately the changes also cause manic states from time to time.

Pool of the DeadPurpose- CommunicationForm- Site

Powers- Dimensional Contact (O)Drawbacks- Hostile Consciousness (O)

What is thought of as a magical pool is actually a view screen that allows the user to contact a Tangent set 4 generations ago. The AI that runs the device is cranky and must be placated before it will allow the communication.

Red GasPurpose- MedicalForm- Treatment

Powers- Hyper Adaptation (G), Regenerator (O), Immune to Bright Lights (O)Drawbacks- Compulsory Behavior (E), Skill Penalty (M)

Found in ruined labs, canisters of red gas contain enough to affect 2 people. Character inhaling the vapors, after 24 hours, gain the ability to survive heat and the glow (2 levels on the GRAPH scale) as well as heal quickly. However, those gaining these abilities also are addicted to bright light. Their pupils expand to their limit and anytime there is brighter light nearby, the character is driven to go stare at it (this induces a 2 step penalty to perception checks). Usually they stare at the sun any chance they get. Darkness can cause insanity if the characters are left in it too long.

Robot OverridePurpose- ControlForm- Gauntlet

Power- Cybercontrol (G)Drawback- Infamous (E)

This artifact allows the user to hack into any non-military robot's CPU from a distance. There is no other device more desired by the Created and thus anyone wearing it or using it near their spies will have a tidal wave of Live Metal hunting

them down.

Tandem XPurpose- DefenseForm- Armor

Powers- Armor (G), Probability Control (O), Stealth Field (O)Drawbacks- Hostile Consciousness (M), Infamous (E)

What is considered the ultimate armor to many on Gamma Terra, the Tandem X (ten) was rendered useless to the Ancients because of its AI. It was created to augment the user and turned out to have a nasty personality. Before it could be replaced, the bombs fell and the creators died or ran away. If a potential user can sweet talk the AI, it will allow him or her to use both the augmentation and stealth field. Since it is so famous, any user will be marked as such in almost every community.

TransmatPurpose- TransportationForm- Booth/Site

Power- Teleportation (A)Drawback (pick one)- Degeneration (M), Energy Cost (M), Mental Instability (M)

These booths connect the Solar System. All one needs to do is enter, pay (Ancient domars might help here) and enter a destination. As the network as degraded over the years, people that use it are usually damaged in some form.

TrashmanPurpose- TransmutationForm- Site

Power- Disintegration Field (G)Drawbacks- Infamous (E), Power Spike (E)

A waster disposal site, the Trashman building turns anything into power via plasma. There is a room within the building that holds everything to be converted and when the switch is thrown, the generator draws power from every device within one Km and then uses the power produced by the plasma. The Created use it carefully to both provide fear in their slaves and to create needed juice.

UnitoolPurpose- TransmutationForm- Small Tool

Power- Molecular Transformation (O)Drawbacks- Infamous (S), Damping Field (S)

This object changes itself to any small tool the user desires. This means it can be used with any tool using skill (including medical skills). The only downside is the field it produces when changing- it has a negative effect on powered items.

Vibes PistolPurpose- OffenseForm- Pistol

Power- Neural Stimulation (G)Drawback- Infamous (E)

This firearm causes those struck to make a mental resolve check or be overwhelmed with pleasure for 3d4 phases. It is highly desired and addictive by many people and leaders over Gamma Terra. Fortunately for them, there are several thousand that have been found.

Some GMs might require an additional Drawback in certain items. Depletes Materials, at the Ordinary level, can be used to simulate required power cells.

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Transtangential Technology of Kixil Station Innovations

by Michael Meechan (artwork by author)

Transtangential Transceiver

Classification: Communications deviceProgress Level: 8 Manufacturer: K.S.I. (Kai system)Size: 130cm H x 71cm D x 88cm WWeight: 45kgCost: C$ 175,000 Requisite Skills:INT>System Op>CommINT>Superspace Theory

Overview: A product of Kixil Station Innovations, the Transtangential Transceiver is an instrument used to communicate across the infinity of superspace. The Transceiver's range is physically unlimited, but it does require a skill check to determine whether the connection is successful. The device has other inherent limitations which will be covered in another section of this write-up.

Theory:The Transtangential Transceiver records audible vocalizations in its vicinity and converts them to string vibrations which propogate like

ripples through the fabric of superspace. Output from the Transceiver can be configured for reception on gravitic, laser, radio, and electro-magnetic comm gear, but unless the recipent has a Transceiver of their own, no two-way communication is possible. Communication between two Transtangential Transceivers or other superspace comm gear requires no such reconfiguration of the carrier signal.

Limitations:The Transtangential Transceiver has several inherent limitations to consider. The first is that it requires that the user vocalize his or her message. Thus, it is prone to interferences such as other voices and ambient noise. Language can be a barrier, since the message is delivered to the recipient in its original tongue. However, this can be

overcome by the use of a translate or similar translation device. Another drawback of the Transceiver is its lack of obfuscation. Since the input must be a vocalization, no encryption is possible.Although not a requirement, the sender should know what type of device the recipient is using so that he or she can configure the output format appropriately. Otherwise, the sender must switch the Transceiver to multi-comm operation. In this mode the carrier signal is transmitted, reconfigured, and transmitted again several times in quick succession, each time in a different format. This dramatically increases the risk that the message may be intercepted on any standard comm gear within the recipient's tangent. Use of the Transtangential Transciever has also been known to attract the attention of some extradimensional entities who seem to have an innate ability to detect its transmissions.

Operation:To even attempt to use the Transtangential Transceiver the user must have at least Rank 1 in Superspace Theory. The operator's degree of success at his or her System Operation>Communication skill check determines how badly the carrier signal is dispersed. If the carrier signal is too diffuse, establishing a viable connection is impossible. Messages carried on even moderately dispersed signals may be largely unintelligible to the recipient.Such messages are more likely to be intercepted too, since they cover a larger area of superspace. (Whether the message is intercepted or not depends largely on the characteristics of the target tangent and the creativity of the GM.)Once a connection has been established between two Transceivers, the link is automatically maintained without further skill checks. This lasts until the connection is severed, either intentionally (one user "hangs up") or accidentally (loss of power).If the recipient is using standard comm gear, he or she is limited to receiving messages. They cannot transmit a response across superspace, and no link is made between the Transceiver and the recipient. Thus, the operator of the Transceiver must make a separate skill check for each message sent. There is no limit to the duration of the message, however.

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Result:Critical failure- no connection. 10% chance of attracting an extradimensional entity.Failure- connection is established, but message is incomprehensible. Ordinary success- connection is established, but message is garbled. Only 75% of the message can be deciphered.Good sucess- connection is made, message is clear.Amazing success- connection is made, message is clear, -3 step bonus to further attempts to communicate within that tangent.

Modifiers to Superspace Skill Checks:Rank 3 in Superspace Theory= -1 step bonusRank 6 in Superspace Theory= -2 step bonusResponding to comm from another Transceiver= -3 step bonusRecipient is carrying a superspace transponder= -3 step bonusHome Tangent= -2 step bonusVery Familiar= 0Familiar= +1 step penaltyViewed Once= +2 stepsInformed of= +3 stepsCompletely Unfamiliar= +4 stepsIn Same Cluster= -1 step bonusIn Same Division= 0In Adjacent Division= +1 step penaltyTwo Divisions Away= +2 stepsThree or More Divisions Away= +3 steps

Transtangential Transponder

Classification: Cybernetic implant/communicationsProgress Level: 8Manufacturer: K.S.I. (Kai system)Size: 4mm L x 2mm diameterWeight: 78mgCost: C$ 75,000Required systems:Reflex circuitry, nanocomputer

Overview:The Transtangential Transponder is a tiny cybernetic implant which emits a signal that propagates through superspace like ripples in a pond. This signal carries the dimensional traveler’s coordinates in superspace, serving as a homing beacon for use in emergencies or other times of distress.

Theory:The Transtangential Transponder is wired into the bearer’s reflex circuitry or other cytronic network. It monitors the cyberneticist’s system and automatically activates the distress signal when the user sustains any grievous (mortal) injury. It can also be activated at will through the user’s nanocomputer.

Limitations:The output of the Transponder can only be detected by a Transtangential Transceiver. It is not compatible with grid, holo, or other electromagnetic formats. Falling unconscious or being incapacitated by non-lethal means does not activate the beacon. Thus, the device would be useless in cases such as poisoning by anesthesia, damage sustained while brawling, overuse of an accelerator, etc. The Transponder advertises the bearer’s location to all adjacent clusters, which may be

bad for anyone attempting to go unnoticed. Of course, the broadcast could only be picked up by a Transtangential Transceiver, or by an extradimensional intelligence with sensitivity to superspace signals.3

Operation:The Transtangential Transceiver activates automatically whenever the bearer sustains any mortal damage. Alternatively the user can opt to activate the beacon at will with a command issued to his or her nanocomputer. No skill check is required. The Transponder emits its signal once per minute until the user shuts it off (via nanocomputer command) or until the mortal damage is repaired.

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CSV Victoryby Ivo Elezović

The story of the corvette Victory begun a long time ago. Victory was commissioned on Sol in year 2458 in anticipation of yet another power struggle during the war. As that struggle turned into a full-fledged military campaign , Victory did not sit in dry-dock idle. It's first mission was to scout what is now knows as Concord Taurus for signs of any kind of invasion from any of the Old Space forces. However, it seems that fate was not on the side of the young and intrepid Solars. Three star rises later, some 30 Light years away, Victory disappeared without a trace. In two attempts to find her, Solar forces sent small escort-class scouts. Those ships had very poor scanners and could not find where Victory went in the vastness of space. As it was a small ship and of no apparent strategic value, it was quickly listed and MIA and bulletins were sent to all the Solar allies to report if anyone saw her.

Fifteen years later, victory was found just outside Pluto's orbit, with not a soul on board. There was nothing indicating where the crew may have left, not whence the ship came. All the provisions were still accounted for, dated fifteen years old, and even the personal belongings of the crew were still in their quarters.

Hushing the fears of superstitious, Solar Command quickly assigned a new crew to Victory, 25 brave souls were to take her to a front line near the borders of Sol space. Victory managed indeed to get there far, but as soon as it engaged with the enemy the records show that captain shot himself in the head, in his own quarters. Reasons unknown. Demoralized, first officer took command but lacking experience he barely managed to pull Victory out of the fight. Returning to Sol for repairs, Victory hit a mine in the dead of space, on an uncharted minefield that still baffles some historians. Losing better half of dorsal plating, entire crew was lost to decompression.

However, Victory's transceiver was still active so she was picked up by a carrier that used the same route to Sol, and deposited her in Solar shipyards for repairs. In the following weeks entire innards were pulled out, a brand new mass reactor was installed, losing the hydrogen tanks, and some major reconstruction was done to incorporate more weapons on a what used to be a scout ship.

Fourth captain could not be found though. It took 4 years for Sol Command to find a crew of volunteers that would fly Victory back into the fray, so they resorted to picking less than the best and brightest. Unsurprisingly, 3 months later, the crew rebelled. Captain was shot to death, and the crew tried to defect. Their efforts were unsuccessful, to say the least, for some reason life support gave out and Victory was yet again found floating lifeless.

As soon as the dead bodies were burned, victory was sealed and returned to Sol to serve as a backup, in case the enemy came to Sol.

Years passed. War ended, and Concord was formed. Disbanding the old

fleet, Solar Command decided to present Concord with a gift, in the wake of many other nations that donated junk of all sorts "for the betterment of humanity". Of course, Victory was on the top of the list of things to be donated.

In 2501, reconstruction of Victory was finished. Old hydroponics were thrown out, modern weaponry installed once again, brand new computer systems were rigged, and a crew of unsuspecting Concord soldiers embarked onto CSV victory yet again. The mission? Simply board Victory on Tendril and report to Bluefall command. It did not take long to realize something was hideously wrong when on the first starfall out of Tendril the mass reactor started losing power. Moss at first, later bushes and oranges started to grow from heavy particle beam coils. Quick survey of the old plans did indeed show that there were hydroponics in the exact spot where flora started to appear now. But things got messy once people started to appear, out of thin air and into wherever they were before - half through walls and floors.

It was indeed the original, doomed crew that started coming back form the dead, though they were never found. The curse of Victory? Was it haunted? Some might say yes, though after a very, very careful search a single small piece of blue crystal was found lodged inside the cerametal plating, just below the fourth support line. So, how did the brave crew solve their problem, the fifty year old mystery of ghosts aboard Victory? The brave captain smith took the crystal, ran towards the docking clamps, shoved the mysterious item into the cockpit and quickly pulled the "Release" throttle. While in drivespace.

Indeed, that was a solution, one of many, and people did stop appearing. Power was restored and many, many happy months passed. Victory was beginning to feel like home to the still unsuspecting crew. But can a curse ever be removed or rationalized? Was Victory a loyal ship? The crew found out soon enough, on a random encounter with a pirate raider deep in the Verge. The encounter was textbook, the pirates were hostile. So the captain launched entire rack of plasma missiles towards the enemy, and not a single missile hit. Astonished and in denial, the crew

watched helplessly as a single raider missile evaded all their attempts to shoot it down by defense weaponry. And then it hit. It was a relatively low-yield nuclear missile, and only the front quarter of our corvette was incinerated and disintegrated. Yet, for some unknown reason, as if she laughed at her own crew, Victory remained functional. Indeed, engines, power, computers, weaponry, it was all still online. The only breaches were - and this baffles the survivors to the day - all living quarters. Yes, that is correct, all people in living quarters of any kind were killed instantly.

With her last shot Victory did indeed destroy the pirates, by hitting their magazine that apparently contained yet another nuclear missile. Though for CSV Victory the fight was over. It was hauled in a cargo ship back to Aegis, where it was decontaminated, landed and placed in a Museum of War Horrors, as a perfect example why nuclear weaponry should stay banned.

For some mysterious reason, her fifth captain did not die in that battle. Perhaps Victory's blood-lust was satisfied.

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CSV Victory

System PP HP

FRONT:

Passenger quarters / 2

Autosupport (F, S, FC) 1 1

Recycler 1 1

Hi-res video (F) / 0.5

IR-detector (F) / 0.5

Probe, advanced / 1

Missile rack 1 2

FORWARD CENTER:

Heavy particle beam 8 6

Laser, Turret, FB 3 2

Attack computer (Laser) / 0.5

Comp. core (G) 1 1

Nav. computer (G) / 1

Fire computer (G) (HPB) / 1

Sensor computer (G) / 1

Mass detector x2 2 2

STARBOARD:

Particle screen 12 8

Radio transceiver 1 0.5

EM detector (F, S) / 0.5

Hi-res video (S) / 0.5

IR-detector (S) / 0.5

Multiband radar (S, A) 2 1

Magazine / 1

PORT:

EM detector (P, A) / 0.5

Hi-res video (P) / 0.5

IR-detector (P) / 0.5

Multiband radar (F, P) 2 1

Lab / 2

Sickbay / 2

Fabrication facility 2 4

Spectroanalyzer 1 1

AFT CENTER:

Mass reactor +49 14

Stardrive 12 4

Autosupport (A, P, AC) 1 1

Command deck / 2

Mass transceiver 1 1

AFT:

Induction engine 7 12

Hi-res video (A) / 0.5

IR-detector / 0.5

Cargo bay / 2

Docking clamps / 2

Crew bunkroom / 2

Deep stores / 1

Cerametal, light / /

Total HP: 88Max power demand: 57Power available: 49Cost: ~ $40 M

Corvette

Perks: Hardened VesselFlaws: Cursed

Hull Size: LightManeuver Rating: 3, -1 resistance modifierAcceleration: 3MppStarfall distance: 10 LY, max 14 LY

Weapons:Heavy particle beam; Acc -3, 2/4/6; En/L; d12+3s/d6+1m/d6+3m; F; Arcs: FLaser; Acc: -3; 1/2/3; En/S; d4s/d4w/d4+2w; FB; Arcs: A, P,ZP, S, ZSPlasma missile x 8 (+4 extra); Acc: -3; En/L; d6+3w/d8+3w/d6+2m; F (8); Arcs: All

Armor: Cerametal light: d6/d6/d6 (Hardened vessel perk)Particle screen: d4/d4/d6

Stun/Wound: 20Mortal: 10Critical: 5

11

A Matter of Some Weightby Mark Peoples

If Humanity is ever to live, work and thrive in space, there are some problems to which we will have to find solutions. One of those problems is our dependence on gravity.

Without gravity, we fall prey to a variety of physiological and psychological problems. Most importantly, embryos can't develop properly without a gravity field to orient themselves, and severe abnormalities can result. However, the generation of gravity, often sidelined in science fiction, carries with great potential for the enrichment of roleplaying opportunities. It will also present a considerable challenge.

This article looks at three “gravity regimes”. It doesn't focus particularly on the strength of gravity, since this is already mostly covered in the Gamemaster Guide. Instead, I'm going to look at ways in which gravity can be generated or simulated, and how that will affect the people who use it. One exception to the above is the focus on microgravity environments.

Going Back to My Roots

The gravitational environment in which a hero has been raised is important, since it can affect how that hero responds to alien environments. This is called the Grav-Natal Index, or GNI. A GNI comes in two parts: the regime (see below) and the strength. For instance, a native of Earth would have the GNI P2. That is, Planetary, G2. A native of Mars would be P1, and someone brought up on an O'Neill habitat in Lunar orbit would be R2. A belt miner living in the rings of Saturn who hasn't been in a gravity well since toddling age would have a GNI of M0.

Gravity Regimes:

Planetary GravityThis is the genuine, mass-generated gravity we all feel and take completely for granted on Earth. Gravity is a monopole fundamental force that decreases according to the square of the distance. This gives rise to tidal forces, which are the difference in the strength of the force between an object's nearest and furthest edges. Dropped objects fall in straight lines, and ballistic trajectories are of simple shapes.

Planetary gravity comes in various strengths, as defined by the mass and density of the attracting body.

As relativity demonstrates, gravity can be flawlessly simulated by constant acceleration; such accel-induced gravity is also counted as Planetary. A high-tech civilisation may possess the means to create a force field that mimics planetary gravity. In most cases, just like gravity, this generated pseudogravity affects all materials equally, so objects behave exactly as they would in a natural gravity field. This is pretty much the assumption of most space-opera settings, including Star*Drive.

Rotational GravityThis is based on the “centripetal force” generated by being on the inner surface of a spinning structure. Not a force in and of itself, it is the action of inertia against the inner surface of the colony that generates a false sensation of weight. Coriolis forces can be very powerful in this

environment. Very long lifts (such as those linking the pole centres of O'Neill colonies with the ground levels) have to be spiral in shape to prevent people being pushed against one wall, for example. Dropped objects fall in what appear to be curved trajectories, and ballistics is a more subtle and complex art than on a planet or in space. Even running and jumping has to be approached differently.

Still, for the most part rotational gravity behaves like planetary gravity with respect to keeping liquids in their containers, balancing, and in maintaining good health.

People unused to either of these gravity regimes experience a +2 penalty to certain skill rolls. They include:Athletics-JumpAthletics-ThrowAcrobatics-FallAcrobatics-FlightRanged Weapons, Primitive-AllVehicle Operation - Air vehicle

MicrogravityMicrogravity is Newton's playground. Concepts of “up” and “down” are meaningless: there is only “here” and “there”. Motions are fluid, graceful, economic, and look almost like dancing. However, growing up in microgravity exacts a stiff price. People raised in this environment typically suffer from scratched corneas and stuffy noses. Their faces are generally slightly swollen from fluid retention, and a slightly broader face is a common sign of microgravity acclimatisation. Their limb muscles atrophy, as do those of their spinal columns, and their bones are decalcified and fragile compared to other humans. Even with cutting-edge medicine, the most an unadapted zero-g native can endure for extended periods is G0. G1 can be endured for no more than an hour; the hero receives four points of Fatigue damage per hour after that. G2 can be endured for no more than a minute; the hero receives four points of Fatigue damage per minute after the first. In either case, a microgravity native cannot stand under his or her own power in anything greater than G0.

In order to function in any gravitational regime, microgravity natives must purchase the appropriate regime skill as well as gravity adaptation. However, zero-g natives begin the game with 7 free ranks in Acrobatics- Zero-g Training.

Gravity Strength:

Gravity strength remains as described in the GMG. With the exception of the Microgravity regime, there is no difference. However, the Gravity Adaptation skill can be used to negate the penalties involved in moving to a higher strength gravity than normal for one's GNI.Important: Living in a G0 environment doesn't necessarily imply a microgravity regime. G0 environments are simply very low gravity, but even a little gravity is very different to none at all. To qualify as a Microgravity native, the hero's home may be no more massive than an asteroid or similar body.

Optional Rule:Gravity adaptation can affect all heroes and SCMs, not just those training for higher gravity. Leaving one's native gravity strength for a lower one can result in adaptation to lower gravity, requiring retraining to return to the hero's native gravity. Regime-based skills (Zero-g Training, Rotational Gravity and Planetary Gravity) cannot be affected in this way.

New Skills:

Acrobatics- Rotational gravity Cost: 3

Acquiring this skill allows a non-native to get used to the quirks and

12

foibles of rotational pseudogravity. Heroes lose a single penalty step per rank.

Acrobatics- Planetary gravity Cost: 3

Just as with the Acrobatics- Rotational gravity skill, this allows heroes native to rotational or microgravity regimes to adapt to planetary gravity. Again, heroes lose a single step penalty per rank acquired in the skill.

Stamina- Gravity adaptation Cost: 7

The Gravity Adaptation skill allows those with a Microgravity background to inure themselves to higher gravity regimes. A single G rating from the GRAPH scale is nullified per rank gained in the skill. A training time of four hours per 24-hour day for no less then three weeks per skill level is required before the skill is gained.Multiple ranks may be purchased in one go as long as the training time is adhered to. Four hour stints can be taken in several smaller sessions as long as no session is less than half an hour.Important: Gravity adaptation must be maintained or it will be lost. The hero must maintain his or her presence in the gravitational regime to which he or she has the appropriate GNI for a time ratio of at least 1:3. That is, one week in three, one hour in three, etc. If this is not maintained then after six weeks in a lower gravity regime a GNI strength rank is dropped. If this goes on long enough, and if the new gravity is low enough, the GNI level can drop to zero.

Adaptation to high gravity must be maintained to be kept, but adaptation to lower gravity occurs naturally as the body becomes accustomed. Living things are naturally lazy. Don't forget that simply living day-to-day in a gravity environment automatically maintains adaptation to that environment.

Example 1:Michelle, a native to a zero-g asteroid mining colony, wants to adapt herself to Earth gravity. She must buy two ranks in the skill, and train for four hours per day for six weeks in order to be ready for her visit. She must also buy at least one rank in Acrobatics - Planetary gravity. After spending an entertaining few weeks on Earth, she decides to visit the Moon for a while before heading home. A whirlwind romance on the Moon leads her to spend two months there. She neglects her gravity training and so loses two ranks, since the Moon itself only counts as G0. She would find returning to Earth now all but impossible, and would have to re-train herself again to do so.

Example 2:Vijay, a human from Earth, is travelling to the high-gravity mining planet Ymir for a lucrative six-month contract. Ymir is a G3 environment, so he will have to train for three weeks to buy a single extra rank in Gravity Adaptation in order to work there without penalty. Once he returns to Earth, he will lose his high-gravity adaptation after six weeks.

Perks & Flaws:

Grav-Resilient – 5 points,Some fortunate individuals are able to resist the insidious effects of low gravity adaptation. Under low gravity or microgravity conditions, the GNI falls by one point every five weeks instead of every three.

Floater Baby - +5/8/10 bonus skill points, DEX/CONThe hero was one of an unfortunate minority whose mothers were unable to find suitable accommodation while they were pregnant. As a result, organs and limbs haven't formed normally, and in some cases may be useless or even missing.

Mild: +5 points

The individuals' long bones have not quite formed properly, and neither has the spine. The problem is not immediately apparent; a slight limp and stiffness in gait are all that can be immediately seen. Any DEX-based skill or feat check is performed with a +1 penalty.

Major: +8 points

This is a more serious problem. Limbs are obviously curved or twisted, and joints are poorly arranged and often inflamed. The spine may be twisted and/or curved. Such infirmities are immediately apparent, and in some societies may be a cause for social stigma. Any DEX-based skill or feat check is performed with a +1 penalty.

Serious: +10 points

The individual is severely deformed, and the organs have suffered, too. Movement rates in gravity, even with full adaptation, are reduced by 25%. Dex-based skill and feat checks suffer a +2 penalty, and STR-based checks suffer a +1 penalty. The character also suffers a +1 penalty to PER checks as per the Poor Looks flaw. Fatigue checks are made at twice the normal frequency.

Lazy Bones - 5pt, CONA small number of people are unable to replace lost muscle and bone calcium when returning from a low-g environment, or when attempting to train up to a higher one. Any low-gravity acclimatisation is irreversible; gravity tolerance, once lost, cannot be regained.-The Lazy Bones flaw should only be taken in games where variable gravity is likely to be an issue.

Technology:

G-suit (pl5-6), Mass 6/4, Cost 750A G-suit is a network of braces and servomotors linked to electrodes that monitor the wearer's muscle activity. A small processor is detects motion in the wearer's muscles before it actually occurs, and the suit responds immediately. It allows a person to move and act normally in a gravity regime one level higher than the wearer's GNI without recourse to training. A Mars native could use one to move about normally on Earth, for instance.

Late PL5-early PL6 models look like old-fashioned callipers and must be worn outside clothing. They tend to make a whirring noise when used. Late PL6 versions of the G-suit are much finer and stronger, and move almost silently. They can be concealed beneath comfortable clothing.

Microgravity Aids:

Heavy Chair (PL6), Mass 30, Cost 6,000A heavy chair allows its user to survive and function to a limited degree. Legs can't be used, but the chair supports the user's spine, an active gel cushion supports the internal organs and allows for relatively easy breathing, and a neck brace keeps his head upright. The user can use his arms to a degree, albeit with the penalties outlined in table G18 on page 63 of the Gamemaster'sGuide.

Gravity Pod (PL6), Mass 50, Cost 18,000Microgravity natives can't use normal powered armour to negate high gravity environments unless they're trained to at least G1. For the busy exec that can't afford the time to train, the gravity pod is an extreme solution. It acts as a suit of powered armour, but with an important twist. Instead of the usual torso/helmet sections, there's a pod filled with supportive gel. The gel supports the wearer's body with an even pressure, allowing her to act and move normally. Pressurised air is administered to the wearer (or is it pilot?) through a face mask, allowing

13

speech through a microphone. For extended stays, hydration and feeding are accomplished intravenously and a catheter removes body wastes. A gravity pod can be used in this manner for up to a week before requiring recharging, sterilisation and replacement of consumables.

Use of a gravity pod requires the Armour Operation broad skill, and preferably the Powered armour skill.

Gyro Harness (pl6), Mass 10, Cost 900A gyro harness consists of secure webbing connected to a powered gyroscope fastened at the small of the wearer's back. It helps to keep the wearer's orientation stable when moving rapidly in three dimensions, in G0 and microgravity environments. It negates a single step penalty for low gravity suffered by a character with a high GNI. A gyro harness can be worn in tandem with a zero-g web. The harness runs on a battery that can be fully charged by spending four hours connected to a domestic power supply. A gyro harness can function for 100 hours on a single charge. A

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15

Mutation Enhancementsby Derek Holland

This article is based on the idea of optional skill rank benefits put forward by Jim Clunie on this thread in the forums at AlternityRPG.net:http://alternityrpg.net/onlineforums/index.php?showtopic=3755&st=0

And developed a bit by me in this thread, also in the forums at AlternityRPG.net:http://alternityrpg.net/onlineforums/index.php?showtopic=3801

A few years ago there was discussion of how mutants could improve the efficiency or use of their mutations on the Gamma World mailing list. With Jim's idea, I think I have worked out one method. There are minimum levels for the enhancements which I suggest that the GM review for his or her setting. All of the following entries are in alphabeticle order, except dual brain, which is a unique case.

Physical Mutations:

Mutation Level Cost Description

Acid Touch 3 5 Damage is increased to (M) d6s, (O) d6w, (G) d6+2w, (A) d8+2w.

Acid Touch 6 15 Damage is now Good.

Biorhythm Control 3 5 Increase bonus to -2 steps.

Biorhythm Control 4 8 Now bonus applies to irritants and paralytic poisons.

Biorhythm Control 6 10 Now bonus applies to neurotoxins and hemotoxins.

Electric Aura 3 5 Mutant can make nonlethal attacks with the following damage: (M) d6s, (O) d6+2s, (G) d12+2s, (A) d12+6s.

Electric Aura 4 8 Damage is now increased to (M) d6s, (O) d6+2s, (G) d4+2w, (A) d8+2w.

Electric Aura 6 15 Damage is now Good.

Energy Metamorphosis 3 5 D4+2 points are converted.

Energy Metamorphosis 5 8 D6+2 points are converted.

Gills 6 10 Speed is increased by another 50%.

Gills 8 15 Mutant can dive to triple normal depths without complications.

Gliding 3 6 Speed is increased 50%.

Gliding 6 10 Speed is increased 100%.

Increased Balance 8 15 Increase bonus to +4.

Increased Speed 3 6 Speed is increased by 50%.

Increased Speed 5 10 Speed is increased by 75%.

Increased Speed 8 15 Speed is increased by 100%.

Photogeneration 4 8 When making a flash attack, the mutant imposes a 1 step penalty upon those viewing the flash.

Photogeneration 5 12 Recharge time for flash attacks is reduced to 2 hours.

Rejuvenation 5 10 Double the number of rejuvenation points produced.

Sonar 8 30 Mutant can now make a sonic attack once per hour to all within 15 meters. Damage is determined by a physical resolve check by the mutant; O d4s, G d4w, A d6w LI/O.

Dual Brain

This mutation is interesting. Each of the brains can study the other and determine ways of improving their contact and mental mutations. Unlike the other mutations, these enhancements are in series of 3. The mutant decides which series to take, but the steps must be taken in sequence. Multiple series can be taken, but this is very expensive.

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Series Level Cost Description

A 3 8 Mutant gains a 1 step bonus to resist telepathic attacks.

A 5 12 Mutant gains a 2 step total bonus to resist telepathic attacks.

A 8 20 Mutant gains a 3 step total bonus to resist telepathic attacks.

B 4 8 Recharge times for mental mutations are reduced by 10%.

B 6 15 Recharge times for mental mutations are reduced by 25%.

B 10 30 Recharge times for mental mutations are reduced by 50%.

C 5 10 The mutant selects 1 additional Ordinary mental mutation. To use it, the mutation takes one point of fatigue damage.

C 8 15 The mutant selects another additional Ordinary mental mutation. Use of either mutation still causes fatigue damage.

C 18 45 Fatigue damage no longer applies to the selected mutations.

D 3 5 Mutant gains 1 additional skill point per level.

D 5 10 Mutant gains 2 additional skill points per level.

D 8 15 Mutant gains 3 additional skill points per level.

E 3 5 The mutant selects one specialty skill. That skill now has a 1 step bonus.

E 5 10 The selected skill now has a 2 step bonus.

E 8 15 The selected skill now has a 3 step bonus.

F 5 10 The mutant picks either intelligence or will. The resistance bonus is increased by 1.

F 8 15 The selected resistance bonus is increased by 2.

F 12 20 The selected resistance bonus is increased by 3.

G 5 10 The mutant selects one mutation. The effects are increased by 10%.

G 8 15 The selected mutation's effects are increased by 25%.

G 12 20 The selected mutation's effects are increased by 50%.

Power PlayA Discussion on Power Levels in Alternity

By Ryan Kershner

Working on several heroic settings, I saw something in the Gamemaster Guide that had got me thinking. It talked about power levels Realistic, Heroic, and Superheroic. The major difference in all of these is the amount of Ability points you receive (if you go that route) of 48, 60, and 72 respectively, with a few minor changes, like human maximums at 12 instead of 14 for the Realistic.

As I thought on this, making Alternity my game, I prefer the Heroic method personally, however, what about other power levels within and between these settings? What is it called when you allow 54 or 66 ability points?

Power Level: Realistic

The best tone for a low powered horror or suspense game, where characters are regular people, with no definite skills to make them stand out. Also, a gritty war drama, works well within the range of this campaign tone.

With the least amount of ability points, weighing in at 48, characters are much more apt to failure, death, and maiming. However, this also brings in a level of stark realism that can be very entertaining, and when there is a major success it can give players a sense of pride in their characters.

Examples of Realistic Level in Movies:Capt. John Miller (Tom Hanks) in Saving Private Ryan (1999)Jessica Martin (Kim Basinger) in Cellular (2004)

Power Level: Expert

In this tone of game play, some of the harsh glow of the Realistic game still hovers overhead, while leaving a layer of grit that could be used for many a Horror and Conspiracy setting. Each of the heroes has some talent that makes them stand out among the average individual, be it knowledge in the paranormal, slight alien powers, or just a good right hook. However, regardless the specialty, the heroes are drawn, either willingly or with their fingernails in the boards, into the depths of the dark places.

To make things more realistic, the profession list cost -1 function can be removed to give the illusion that the characters had to work hard, if not harder, to become these experts.

Examples of the Expert Level in Movies:David Levinson (Jeff Goldblum) in Independence Day (1996)Ellen Ripley (Sigourney Weaver) in Alien (1979)

Power Level: Heroic

The standard, and probably most used, tone in the Alternity system, the Heroic power level yields several laws of physics to the character. The action is cinematic and the pace can leave you breathless. It is a good tone for many cyberpunk, space opera, and military style games.

Examples of the Heroic Level in Movies:Frank Martin (Jason Stratham) in The Transporter (2002)John McClane (Bruce Willis) in Die Hard (1988)

Power Level: Epic

An epic campaign spans time and space, where characters are legends doing legendary work, either for good or evil. Characters capable of toppling entire empires single-handedly fight hordes of abyssal creatures, and combat the gods themselves are all capable in this power level tone. Of course, this should be after a few adventures in any regard.

To make characters more legendary you could award, at character creation, one additional Last Resort point over their maximum. Also, you could raise species maximums by 1. Furthermore, instead of 3, you can take 4 or 5 perks and flaws, but try not to tip the game out of balance too much.

Many of the optional rules abound in this setting, cybergear, mutations, FX, psionics, all of these play prominent rolls in the character’s everyday lives.

Author’s Note: This should be seen as different from the Superheroic tone because in that tone super science gadgets, supreme demon overlords, and winged people are common place, while in the Epic tone, its limited to a few individuals. In short, the Superheroic tone takes the Epic one step further.

Examples of the Epic Level in Movies:Luke Skywalker (Mark Hamill) in Star Wars: Return of the Jedi (1983)Richard B. Riddick (Vin Diesel) in The Chronicles of Riddick (2004)

Power Level: Superheroic

The penultimate in character ability, cinematic appeal, and possibly over the top goofiness, the superheroic can be the easiest, or hardest, tone to portray. The superheroic power level gives up several physical laws, which can make or break a campaign. When done correctly, the characters should have fun, be challenged, and employ several wild and crazy powers.

Keep in mind, however, that not only special bad guys and players have these powers, but everyone from underlings on up should have some kind of special abilities.

Examples of the Superheroic Level in Movies:Wolverine (Hugh Jackman) in X-Men (2000)Blade (Wesley Snipes) in Blade (1998)

While discussing power levels, the GMG gives several indications of rules changes from the standard, to make your Alternity game more of your own. Here are a few of my, and the Last Resort Team’s, ideas.

A few rule modification suggestions for each tone:

Realistic: 48 points for abilities, 12 for human ability maximum, no professions, no Last Resorts, No FX, No Psionics, No Mutations, No Cybergear, 2 perk limit.

Expert: 54 points for abilities, 13 for human ability maximum, professions, Last Resorts (double buy-back cost), No FX, Limited Psionics (talent at best), No Mutations, No Cybergear, 2 perk limit.

Heroic: 60 points for abilities, professions, Last Resorts as per standard rules, FX, Psionics, Mutations, Cybergear, 3 perk limit.

Epic: 66 points for abilities, 15 for human ability maximum, professions, Last Resorts (restore 1 point back per adventure), FX (1½ more points), Psionics (1½ more points), Mutations, Cybergear, 5 perk limit.

Superheroic: 72 points for abilities, 16 for human ability maximum, professions, Last Resorts (restore all per adventure), FX (double points), Psionics (double points), Mutations, Cybergear, no perk limit.

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18

Cook's Guide To Open Space:Captive somewhere en route to Karnath, via a layover on the outskirts of Tendril.

By Montgomery V. Cook IX

I am sending this as a distress signal to the editorship of my Guide:

HELP!!!After starrising in the outskirts of the Tendril system, my ship, whatever its name is, is being attacked by cykotek pirates! I am even doubtful that I can get this message out. I was looking out my cabin window to catch the colors of the starrise, and after being momentarily blinded, I saw these two starships (and I’m being quite generous here… they looked liked rehabbed space junk that somehow managed to hold together on its own gravity). The next thing was this omnious, clearly over-mechanised voices coming through the ship’s intercom system: “Your vessel is now our property, and under our complete control. Prepare to be boarded!” Then the lights went out, and the ship jarred suddenly to a halt, spilling my martini.

I don’t know how much time I have, but this may be the work of some of Lord Hellis’s bunch. Some otherwise riff-raff posing as modern day pirates… except for they’re all EXTREMELY DANGEROUS CYKOTEKS!!!

[Editor’s note: For those unfamiliar, a cykotek is an individual who posesses a fair amount (at minimum!) of cybergear, including the banned and illegal fast chip [PHB, p. 244], whose effects of cykosis has completely taken over. In Star*Drive, cykoteks are rare, but do organize into bands, such as Lord Hellis’s, the cykotek pirate leader in the Verge. [S*DAC1, p. 23-4]

Let me just say that if I don’t survive, I just want to let it be known that this “adventure” and “excitement” of the Verge is really making me homesick for the Stellar Ring. Something to be said for organized stellar nations: security! No pirate ship would be operating there, and certainly NOT CYKOTEKS!

If this message gets though, HELP!!! SOS!!! HELP!!!Yours faithfully,

Montgomery V. Cook IXMontgomery V. Cook IX

ESPionby Matthew R. Esch

The ESPion walks among the shadows of society, staying inconspicuous so as to make the best use of his ESP abilities. ESPions act as spies, advisers, and investigators of all types, using their various psionic abilities to discover information and reveal secrets. Mundane skills such as Investigate, Deception, and even Culture can prove very useful to characters who persue this career. The ESPion often adds the Telepathy broad skill to her Mindwalker repertoire. The specialty skills associated with it, especially contact, illusion, and suggest, provide important abilities not covered by ESP.

SCM Template (Human)

M O G A

STR 10 10 10 11

DEX 10 10 10 11

CON 9 9 10 11

INT 9 10 12 14

WIL 11 12 13 14

PER 11 11 11 11

Action Check 11+/10/5/2 12+/11/5/2 13+/12/6/3 14+/13/6/3

# of Actions 2 2 2 3

Psionic Energy Points 11 12 13 14

Skills:Marginal: Athletics; Vehicle Operation, Melee Weapons; Stamina; Knowledge-deduce; Awareness; Investigate; Culture-diplomacy; Deception; Interaction-charm.

Ordinary: Athletics; Vehicle Operation, Melee Weapons; Stamina; Knowledge-deduce; Awareness; Investigate; Culture-diplomacy; Deception; Interaction-charm; ESP-clairvoyance 2, -empathy 2, -mind reading, -precognition, -psychometry 2.

Good: Athletics; Vehicle Operation, Melee Weapons; Stamina; Knowledge-deduce; Awareness; Investigate; Culture-diplomacy; Deception; Interaction-charm; ESP-clairvoyance 2, -empathy 2, -mind reading, -precognition, -psychometry 2; Telepathy-contact 3, -illusion 2, -suggest 2.

Amazing: Athletics; Vehicle Operation, Melee Weapons; Stamina; Knowledge-deduce; Awareness; Investigate; Street Smart; Culture-diplomacy; Deception; Interaction-charm, -interview, -intimidate; ESP-clairvoyance 6, -empathy 5, -mind reading 4, -precognition 4, -psychometry 4; Telepathy-contact 3, -illusion 2, -suggest 2.

Equipment: brief case, formal dress, casual dress, personal communications gear (appropriate for PL), audio recorder, video recorder, binoculars, GPS receiver.

ESPion SCM Template (Fraal)

M O G A

STR 8 9 10 11

DEX 8 9 10 11

CON 9 10 10 10

INT 9 10 11 12

WIL 11 12 13 14

PER 9 10 12 13

Action Check 10+/9/4/2 11+/10/5/2 12+/11/5/2 13+/12/6/3

# of Actions 2 2 2 3

Psionic Energy Points 16 18 19 21

Skills:Marginal: Vehicle Operation; Knowledge-deduce; Awareness; Resolve, Investigate; Culture-diplomacy; Deception; Interaction-charm.; Telepathy.

Ordinary: Vehicle Operation; Knowledge-deduce; Awareness; Resolve, Investigate; Culture-diplomacy; Deception; Interaction-charm.; Telepathy; ESP-clairvoyance 2, -empathy 2, -mind reading, -precognition, -psychometry 2.

Good: Vehicle Operation; Knowledge-deduce; Awareness; Resolve, Investigate; Culture-diplomacy; Deception; Interaction-charm.; Telepathy-contact 3, -illusion 2, -suggest 2. ESP-clairvoyance 2, -empathy 2, -mind reading, -precognition, -psychometry 2;

Amazing: Vehicle Operation; Knowledge-deduce; Awareness; Resolve, Investigate, Street Smart; Culture-diplomacy; Deception; Interaction-charm.; Culture-diplomacy; Deception; Interaction-charm, -interview, -intimidate; Telepathy-contact 3, -illusion 2, -suggest 2. ESP-clairvoyance 6, -empathy 5, -mind reading 4, -precognition 4, -psychometry 4;

Equipment: brief case, formal dress, casual dress, personal communications gear (appropriate for PL), audio recorder, video recorder, binoculars, GPS receiver.

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Telekineticistby Matthew R. Esch

The telekineticist career often appears to be the most powerful of the opportunities open to Mindwalkers, especially from the standpoint of highly visual abilities. This character serves as a psionic soldier. His abilities cause lots of damage, and most non-Mindwalkers think twice about tangling with a character who can fire lightning bolts or command the very air to burst into flame. Any Combat Spec skills are applicable to the telekineticist. Usually, the character’s psionic abilities serve as a backup or to pull off a surprise attack; a telekineticist doesn’t like to wear himself out early in a battle. When the telekinetic seeks another mental discipline, he often looks to Telepathy, which provides a few other mental attack forms, a psionic defense, and the ability to mentally communicate with allies on other parts of the battlefield. (PHB, p. 237)

SCM Template (Human)

M O G A

STR 11 11 12 13

DEX 11 11 12 13

CON 9 9 10 11

INT 9 9 10 11

WIL 11 11 12 13

PER 9 9 12 13

Action Check 12+/11/5/2 12+/11/5/2 13+/12/6/3 14+/13/6/3

# of Actions 2 2 2 3

Psionic Energy Points

11 11 12 13

Skills:Marginal: Athletics; Modern Ranged Weapons, Vehicle Operation; Stamina; Knowledge; Awareness; Interaction; Telekinesis- kinetic shield.

Ordinary: Athletics; Modern Ranged Weapons-pistol, Vehicle Operation; Stamina; Knowledge; Awareness; Interaction; Telekinesis-kinetic shield 2, -levitation, psychokinetics, pyrokinetics; Telepathy-contact, -mind shield.

Good: Athletics-defensive martial arts 2; Modern Ranged Weapons-pistol 2, -rifle 2, -SMG 2, Vehicle Operation; Stamina; Knowledge; Awareness; Interaction; Telekinesis-kinetic shield 2, -levitation, photokinetics, psychokinetics 3, pyrokinetics 3; Telepathy-contact, -mind shield.

Amazing: Athletics-defensive martial arts 2; Modern Ranged Weapons-pistol 4, -rifle 4, -SMG 4, Vehicle Operation; Stamina-endurance 4; Knowledge; Awareness; Interaction; Telekinesis-electrokinetics, -kinetic shield 3, -levitation, photokinetics 2, psychokinetics 4, pyrokinetics 4; Telepathy-contact, -mind shield.

Equipment: Battle jacket, pistol, rations, survival gear.

SCM Template (Fraal)

M O G A

STR 9 9 10 11

DEX 10 10 11 11

CON 9 9 10 10

INT 9 9 10 13

WIL 11 11 12 13

PER 12 12 13 14

Action Check 11+/10/5/2 11+/10/5/2 12+/11/5/2 14+/13/6/3

# of Actions 2 2 2 3

Psionic Energy Points

16 16 18 19

Skills:Marginal: Modern Ranged Weapons, Vehicle Operation; Knowledge; Awareness; Resolve; Interaction; Telepathy, Telekinesis.

Ordinary: Modern Ranged Weapons-pistol; Vehicle Operation; Knowledge; Awareness; Resolve; Interaction; Telepathy; Telekinesis-kinetic shield 2, -levitation, -psychokinetics, -pyrokinetics.

Good: Modern Ranged Weapons-pistol; Vehicle Operation; Knowledge; Awareness; Resolve; Interaction; Telepathy-contact, -datalink, -mind blast, -mind shield 2; Telekinesis-electrokinesis 2, -kinetic shield 3, -levitation 2, -photokinetics, -psychokinetics 2, -pyrokinetics.

Amazing: Modern Ranged Weapons-pistol; Vehicle Operation; Knowledge; Awareness-intuition 2, -perception 2; Resolve-mental 2; Interaction; Telepathy-contact 2, -datalink 2, -mind blast 3, -mind shield 4; Telekinesis-electrokinesis 2, -kinetic shield 4, -levitation 2, -photokinetics 2, -psychokinetics 4, -pyrokinetics.

Equipment: Battle jacket, pistol, rations, survival gear.

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Monotheistsby Jim Clunie

Monotheist Supporting Cast

The beliefs that support Monotheist FX abilities, though simple at their outset, quickly became central to well-organised congregations who spent much time in expanding the faith and debating its tenets, providing a life's work to a great many dedicated and passionate individuals.

These descriptions refer to the Knowledge-scripture skill described fully in the next section (Monotheist Skills).

Deacon

A healthy Church requires the support not only of inspiring figures, but of strong and mature members who are willing to take responsibility for the many and constant less-glamourous tasks that keep the activities of the faith running. Such a person may be recognised formally by the title of deacon or simply known and respected as a person of faith, but in either case, the support of the most respected members of the congregation is vital to any church leader. This description covers Church functionaries such as bursars (those who administer scholarships) and sextons (caretakers of churches) as well.

A Marginal or Ordinary deacon usually remains a non-professional while Good or Amazing SCMs may follow either the Tech Op or Diplomat profession.

M O G A

STR 9 10 11 12

DEX 8 9 10 11

CON 9 10 11 12

INT 9 10 11 12

WIL 10 11 12 13

PER 9 10 11 12

Marginal Skills: Athletics, Vehicle Operation, Stamina, Business, Administration

Ordinary Skills: Athletics-specific, Business-small business, Knowledge-computer operation, System Operation, Technical Science, Awareness-intuition, Lore, Resolve, Interaction-bargain

Good Skills: Unarmed Attack, Stamina-endurance 2, Vehicle Operation-land 2, Knowledge-first aid, language (specific) 2, scripture 2, Law, Security, System Operation, Technical Science-repair 2, Administration-management 2, Awareness-intuition 2, Resolve-mental resolve 2, Investigate, Teach, Entertainment-musical instrument 2, Interaction-charm, intimidate, Leadership, Monotheism-guidance

Amazing Skills: Unarmed Attack-brawl 3, Stamina-endurance 4, Security-protection protocols 2, Administration-management 3, Awareness-intuition 4, Lore-occult lore 2, Resolve-mental resolve 4, physical resolve 2, Street Smart-street knowledge 2, Teach-specific 2, Culture-diplomacy, etiquette (specific) 2, Interaction-either charm 3 or intimidate 3,

Leadership-inspire 3, Monotheism-either cure or visionExorcist

Many religions have allowed for the special spiritual function of combating the influence of evil spirits and of magic, recognising the unique profession of the exorcist. In the Catholic Church, for example, exorcism fell to separate religious orders who may not, in the past, have been fully ordained priests - though the most learned and holy of men, such as Pope John Paul II, have been known for their skill in exorcism as well. The GM may treat an exorcist as a borderline crackpot or charlatan (a Diplomat or Free Agent), a figure of truly impressive spiritual gifts (an Adept) or quite possibly both.

M O G A

STR 9 10 11 11

DEX 8 9 9 10

CON 9 10 11 11

INT 8 9 10 11

WIL 10 11 13 14

PER 10 11 12 13

Marginal Skills: Investigate, Lore-occult lore, Interaction-intimidate

Ordinary Skills: Unarmed Attack, Stamina-endurance, Knowledge-language (specific), scripture 2, Law, Medical Science, Awareness-intuition, Investigate-interrogate, search, Resolve-mental resolve, Interaction-charm

Good Skills: Unarmed Attack-brawl, Acrobatics-dodge, Manipulation-specific skill, Knowledge-2 x language (specific) 2, scripture 3, Life Science, Physical Science, Awareness-intuition 2, Investigate-research, Lore-occult lore 3, psychic lore 2, Resolve-mental resolve 3, Teach, Entertainment-sing, Interaction-interview 2, Leadership-inspire 2, Monotheism-exorcism

Amazing Skills: Melee Weapons-blade 2, Acrobatics-defensive martial arts 2, Knowledge-language (specific) 4, scripture 4, Medical Science-psychology 3, treatment 2, Security-protection protocols 2, security devices 2, Social Science-history 3, System Operation-sensors 2, Awareness-intuition 4, perception 2, Investigate-research 3, Lore-occult lore 5, Resolve-mental resolve 4, physical resolve 3, Teach-diplomat 2, adept 2, Deception-bluff 3, Interaction-charm 3, taunt 2, Leadership-inspire 3, Monotheism-demon ward, exorcism 4

Investigator

"Time usually takes care of these things. If it gets to the point where people are flocking to this thing, the church will call in experts. If people forget about it, it may just fade away." - Dianne Dunagan, Archdiocese of Chicago, on the discovery of an image of the Virgin Mary on the stomach of a pet turtle, 2006

Based, as they are, on written documents of the faith's founders and early proponents, Monotheist beliefs lend themselves to intricate scholarship and extended academic careers. Many who take up such studies go on to a more hands-on role in the Church as pastors or preachers, or remain behind university walls as professors and essayists. However, the truths of life and death are not a matter solely for academic journals but are of vital importance to every member of the Church. Thus, those Diplomats and Tech Ops who have suitable learning often must venture into the field to follow up some rumour or report, to publish their judgement of its truth and relevance to the Church and if necessary to deal with errors among the faithful as harshly as the situation demands. Envoys from one major faith to another, or from

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religious leaders to the secular authorities, need very similar skills, perhaps dropping a Science skill and adding more languages and Culture skills.

Today, many major religious groups, from the Greek Orthodox Church to the Southern Baptist Conference, occasionally need to assemble and dispatch such specialists.

A religious investigator in the Islamic world might have the title of qadi, or jurist. In mediaeval Europe they might represent the Inquisition or the witch-finders of the English-speaking world. Given sufficient worldly influence in the hands of the Church, an investigator might command a squad of soldiers or even a specialist criminal investigator or executioner.

M O G A

STR 8 8 9 10

DEX 8 9 10 11

CON 8 9 10 11

INT 10 12 13 14

WIL 10 11 12 13

PER 10 11 12 13

Marginal Skills: Knowledge-deduce, Awareness, Investigate, Lore, Interaction-interview

Ordinary Skills: Knowledge-computer operation, specific language 2, Law-specific, Life Science or Physical Science or Social Science-specialty skill at rank 2, Medical Science, Administration-bureaucracy, Investigate-research 2, Teach, Interaction-two specialty skills at rank 1

Good Skills: Unarmed Attack-brawl, Knowledge-deduce 3, any two specific languages 2, Law-law enforcement, Life Science or Physical Science-any two specialty skills at rank 2, Medical Science-forensics 2, Physical Science or Life Science, Social Science-specialty skill at rank 2, Awareness-perception 2, Investigate-research 3, search 2, Lore-specialty skill at rank 2, specialty skill at rank 1, Street Smart, Teach-tech op 2, Culture, Interaction-specialty skill at rank 3, specialty skill at rank 2, Monotheism-blessing

Amazing Skills: Stamina-endurance 2, Stealth-hide 2, sneak 2, Knowledge-deduce 5, Life Science or Physical Science or Social Science-specific skill 3, Medical Science-psychology 3, Social Science-history 4, Awareness-intuition 4, Investigate-research 5, search 4, Lore-occult lore 4, Street Smart-specialty skill 3, Culture-two specialty skills at rank 2, Leadership-inspire 2, Monotheism-aura, demon ward

Missionary

And We did not send any messenger but with the language of his people, so that he might explain to them clearly; then Allah makes whom He pleases err and He guides whom He pleases and He is the Mighty, the Wise. - Qur'an 14:4, translation

Carrying the message of the faith to other countries, or to the unbelievers of the great cities of their own land, demands a particularly sturdy, self-assured and thoughtful individual. Unfortunately, the life of a missionary is a young man's game and all too often front line promotion of the Church falls on those too callow for such responsibility.

Marginal Skills: Athletics, Vehicle Operation, Knowledge-scripture, Interaction

M O G A

STR 8 9 10 11

DEX 9 10 10 11

CON 9 10 11 12

INT 9 10 12 13

WIL 9 10 11 12

PER 10 11 12 13

Ordinary Skills: Stamina-endurance, Knowledge-specific language 2, Social Science, System Operation, Awareness-intuition, Resolve, Teach, Culture-etiquette (specific), Interaction-charm 2

Good Skills: Movement-swim, trailblazing 2, Knowledge-deduce 2, first aid, scripture 3, any two specific languages 2, Life Science-botany 2, zoology 2, Technical Science, Administration-management, Investigate, Lore-occult lore, Teach-tech op 2, Culture-diplomacy, first encounter 2, Deception-bluff 2, Entertainment, Leadership-inspire 2, Monotheism-aura

Amazing Skills: Athletics-climb 2, jump 2, Stamina-endurance 4, resist pain 2, Acrobatics-dodge 2, fall 2, Business-small business 3, Knowledge-first aid 3, any two specific languages at rank 4, scripture 5, Technical Science-juryrig 3, Resolve-mental resolve 3, physical resolve 3, Street Smart-street knowledge 3, Teach-diplomat 3, Culture-any three etiquette (specific) skills at rank 3, first encounter 3, Interaction-bargain 3, charm 5, interview 2, Leadership-inspire 4, Monotheism-signs and portents, vision

Pastor

These Diplomats serve as the leaders and spiritual advisers of local congregations. Depending on denomination, the character might have the title of vicar, parish priest, mullah or rabbi. A leader of a Christian religious community might be known as Abbot or Mother Superior. Some Monotheist religions grant their leaders the status of a priest by a ceremony of ordination, but many other groups do not hold such an office for different historical or doctrinal reasons (and, in any case, no Earthly ceremony or title can guarantee access to paranormal FX powers).

Supported by their followers in part or all of their living expenses, pastors enjoy a respected position in society, together with the sometimes heavy responsibility of keeping their charges in line and answering to an unsympathetic outside world for the stance of the congregation.

A Pastor who must organise other local church leaders (a bishop, chief rabbi or similar) has a particularly thankless task when his fellow priests become quarrelsome, senile or drunken or abuse their position. A Pastor who serves as a chaplain to a particular group, such as soldiers, prison inmates or medics, might have some of the skills of an Ordinary SCM of that career as well as those of a Pastor.

M O G A

STR 8 9 10 11

DEX 8 9 10 10

CON 9 10 10 11

INT 9 10 11 12

WIL 10 11 13 14

PER 10 11 12 13

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Marginal Skills: Knowledge, Awareness, Interaction-charm, intimidate

Ordinary Skills: Business-small business, Knowledge-scripture 2, Administration-management, Awareness-intuition, Lore, Resolve-mental resolve, Leadership

Good Skills: Knowledge-computer operation, first aid, scripture 3, Administration-management 2, bureaucracy, Awareness-intuition 2, Resolve-mental resolve 2, physical resolve, Street Smart, Teach, Interaction-interview 2, Leadership-inspire 2, Monotheism-guidance

Amazing Skills: Unarmed Attack-brawl 2, Stamina-endurance 4, Business-corporate, small business 3, Knowledge-deduce 3, any two specific languages rank 2, Administration-management 3, Awareness-intuition 4, Investigate, Lore-occult lore 3, Resolve-mental resolve 4, Teach-diplomat 3, Culture-specialty skill 2, Deception-bluff 2, Interaction-bargain 3, charm 4, intimidate 4, Leadership-inspire 5, Monotheism-either aura or blessing, vision

Preacher

This Diplomat believer has a particular gift for encouraging and teaching the faithful (and others who are willing to listen) by giving inspiring public sermons. Because a preacher's words are often disputed both by the unbelievers and by those in the Church who differ with his interpretation, he must also become a skilled debater. A preacher might be a member or the leader of a local congregation, but many of the most notable preachers instead travel widely, giving their message to as many listeners as possible. The organisers of the Church may help to spread a preacher's words by publishing tracts, books or more recently audio and video recordings.

To describe a Faith Healer, optionally make the character an Adept and make the following changes to skills: add Monotheism at Ordinary grade, revise Good Monotheism skills to aura and cure 2, at Amazing grade add Medical Science and revise the Monotheism skill to cure 6.

M O G A

STR 8 9 10 10

DEX 8 9 10 11

CON 9 10 11 12

INT 10 10 11 13

WIL 9 10 11 11

PER 10 12 13 14

Marginal Skills: Knowledge-scripture, Interaction-charm

Ordinary Skills: Stamina, Interaction-charm 2, intimidate, Entertainment, Leadership-inspire 2

Good Skills: Stamina-endurance 3, Business-small business 2, Knowledge-deduce 3, scripture 4, specific language 2, either Life Science or Physical Science, Social Science, System Operation-communications or sensors, Lore-specialty skill 2, Resolve, Street Smart, Teach, Culture, Interaction-charm 4, seduce, Monotheism-aura, vision

Amazing Skills: Stamina-endurance 4, Acrobatics-dodge 3, Business-corporate 2, either Life Science or Physical Science-specialty skill 3, System Operation-communications 2, Lore-specialty skill 3, Resolve-mental resolve 3, Teach-diplomat 3, Culture-diplomacy 2, Deception, Leadership-inspire 5, Monotheism-cure

Theocrat

From a religious school's leadership to a town council to the highest office in their respective countries, if Zealots are the bloodied jackboot of Monotheist extremism, Theocrats are the silk-clad foot that guides the boot home. In the past, though, religious leaders have ruled many communities more wisely and fairly than their secular rivals might have done and preserved much knowledge and moral authority through ages of violence, darkness and ignorance.

M O G A

STR 8 9 10 10

DEX 9 10 11 12

CON 8 9 10 10

INT 9 10 11 12

WIL 10 11 12 14

PER 10 11 12 14

Marginal Skills: Business, Knowledge-scripture, Law, Interaction

Ordinary Skills: Stamina, Vehicle Operation, Business-corporate, Knowledge-computer operation, language (specific) 2, Security, Administration-bureaucracy, Awareness-intuition, Investigate, Lore, Resolve-mental resolve, Street Smart, Deception-bluff, Interaction-bargain, charm, specific skill, Leadership

Good Skills: Unarmed Attack, either Melee Weapons or Modern Ranged Weapons-pistol, Stamina-endurance, Manipulation-lockpick, Stealth-sneak, Business-corporate 2, illicit, Knowledge-language (specific) 3, scripture 2, Law-specific skill, Security-security devices, System Operation-communications 2, Administration-bureaucracy 3, Awareness-intuition 2, perception, Investigate-research 2, Lore-conspiracy theory 2, occult lore, Resolve-mental resolve 3, Teach, Culture-etiquette (specific) 2, Deception-bluff 2, bribe, Interaction-charm 3, intimidate 2, Leadership-inspire 2, Monotheism-aura

Amazing Skills: Stamina-endurance 2, Acrobatics-defensive martial arts 2, dodge 2, Modern Ranged Weapons-pistol 2, Stealth-sneak 2, Business-corporate 3, Knowledge-computer operation 3, language (specific) 4, scripture 3, Law-court procedures 2, law enforcement 3, Social Science-history 2, System Operation-communications 3, sensors, Administration-bureaucracy 4, management 2, Awareness-intuition 4, Creativity-creative writing 2, Investigate-interrogate 2, research 3, Lore-occult lore 3, Resolve-mental resolve 4, physical resolve 3, Street Smart-criminal elements 2, street knowledge 3, Teach-diplomat 2, Culture-diplomacy 2, Deception-bluff 3, bribe 2, Interaction-intimidate 4, taunt 3, Leadership-command, inspire 3, Monotheism-signs and portents, vision

Zealot

Those Combat Specs who yearn to deal mayhem for the supremacy of their religion organise into such notorious groups as the Kahanist Jewish Defence League, the Army of God and the various affiliates of al-Qaeda. Their urge to destroy those who are unlike themselves binds their cause closely to exponents of racial hatred (such as the Phineas Priesthood movement) and of certain strains of ultra-nationalist politics. However, in difficult times, the faith of Zealots has been vital to defend the community of believers from the violent hatred of equally committed foes and often to shelter nonbelievers, also, from pillage and slaughter by the ungodly.

Mature and experienced Zealots are a threat to any foe - tough, cunning and highly trained - but even the most fragile of Zealots can carry the death of dozens of innocents in an explosive-packed vest.

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M O G A

STR 10 12 13 14

DEX 9 10 11 13

CON 10 11 12 13

INT 8 9 10 10

WIL 9 10 11 12

PER 8 8 9 10

Marginal Skills: Athletics, Unarmed Attack, Stamina, Modern Ranged Weapons, Resolve

Ordinary Skills: Melee Weapons-bludgeon, Unarmed Attack-brawl, Stamina-endurance, Modern Ranged Weapons-specific skill, Vehicle Operation, Demolitions, Knowledge-computer operation, scripture, Awareness, Lore-conspiracy theory, Resolve-physical resolve, Street Smart-street knowledge, Deception, Interaction-intimidate 2

Good Skills: Athletics-climb 2, jump 2, throw 2, Heavy Weapons, Melee Weapons-bludgeon 2, Unarmed Attack-power martial arts 2, Movement-trailblazing, Stamina-endurance 2, Survival-survival training (specific), Modern Ranged Weapons-pistol, rifle 2, Vehicle Operation-land 2, either air vehicle or water vehicle, Business-illicit, Demolitions-scratch-built 2, set explosives 2, Knowledge-2 x language (specific), Security-protection protocols 2, security devices 2, System Operation-engineering 2, Tactics-infantry 2, Technical Science-juryrig 2, Awareness-perception 2, Investigate-interrogate 2, Lore-conspiracy theory 3, UFO lore, Resolve-mental resolve 2, physical resolve 3, Street Smart-criminal elements 2, Teach-combat spec, Deception-bluff 2, bribe 2, Interaction-specific skill 2, Leadership-command, Monotheism-guidance

Amazing Skills: Heavy Weapons-specific skill 2, Unarmed Attack-power martial arts 3, Stamina-endurance 4, resist pain 2, Survival-survival training (specific) 3, Acrobatics-daredevil 2, dodge 3, Manipulation-lockpick 2, pickpocket 2, Modern Ranged Weapons-pistol 3, Stealth-hide 3, sneak 3, Vehicle Operation-specific skill 3, Business-corporate, illicit 3, Demolitions-scratch-built 4, Knowledge-computer operation 3, Law-court procedures 2, System Operation-weapons 2, Awareness-perception 3, intuition 2, Investigate-research 3, search 2, track 2, Lore-fringe science 3, Resolve-mental resolve 4, Street Smart-criminal elements 3, Culture-2 x etiquette (specific) 2, Deception-specific skill 3, Interaction-intimidate 4, specific skill 3, Leadership-command 2, inspire 2, Monotheism-aura, blessing

Monotheist Skills

Intelligence Skills:

KnowledgeScripture (specific)Each time this skill is chosen, specify the holy scripture to which it applies. The hero has read thoroughly a specific set of holy scriptures and memorised the text and location of many pertinent verses. Make a skill check to recall a passage of scripture suitable to the occasion. This can provide a -1 bonus to an encounter check, if the GM decides that the SCM is likely to be impressed by the scripture that the believer quotes.On a Good success, the hero can both quote the passage and provide its chapter and verse. An Amazing success is word-for-word accurate, while an Ordinary success allows the hero to know the approximate location (the book or chapter) and look up the verse in the scriptures with a single additional action.This check gains a -1 bonus if the scripture is quite short and pithy (a single book without reference to other traditions - typical of very new religious sects) or a +1 penalty if the scripture is weighty with many separate parts (three books or more). Use of a concordance or

annotated version of the scripture gives a -2 bonus, but the result can only be an Ordinary success.> Keen Understanding: At rank 4, the hero gains a -1 bonus to Monotheism skill checks. This bonus increases to -2 at rank 10.> Spiritual Warfare: At rank 6, the hero's resistance modifier against Diabolism FX attacks, any other FX skill specified by the GM as evil and ungodly magic and against all attacks or skill checks by demons increases by +1. The increase in the hero's resistance modifier is +2 from rank 11 upwards.

Language (Aramaic, Ancient Hebrew, Hellenistic Greek, Latin or Arabic)These languages are particularly useful for study of the historical texts of Monotheism. As described in the Dark.Matter Campaign Setting, skill checks against skills in dead languages (Ancient Hebrew, Hellenistic Greek and Latin) suffer a +1 step penalty.> Obscure Phrasing: At rank 4, the linguist has a sufficiently broad knowledge of uncommon words and historical usage of the language that he gains a -1 bonus to skill checks (such as Knowledge, Social Science, Investigate-research and Lore checks) to obtain information by reading texts written in the language. This bonus increases to -2 at rank 7.> Jargon: At rank 6, the hero is familiar with even the most technical of terms in the language, and can use his language skill to read technical works that would otherwise require him to check against a broad or specialty skill that he does not possess. If this rank benefit is purchased early, it relates only to two chosen fields of knowledge.> Erudite Speech: At rank 8, the hero's pronunciation is so exact and his use of the language so confident that FX skill checks that take the form of a prayer or incantation expressed in the language gain a -1 bonus. At rank 12, this bonus increases to -2.

LawCanon lawThis version of Law-specific knowledge covers the detailed knowledge of those acts deemed and prosecuted as crimes by a particular organised Church, as they apply to its priests and (sometimes) its believers; the jurisdiction of the Church as against that of the secular authority; and the history and development of Church law.This is not quite the same as the study of national codes of laws inspired by scripture, which simply fall under the standard court procedures and law enforcement skills, but a character with 4 or more ranks in the appropriate canon law specialty gains a -1 bonus to dealings with such religiously-inspired legal systems.+ Sanctuary: At rank 5, in any region where the Monotheist belief for which the hero has the canon law skill is legally recognised by the state, the hero may make a Law-canon law check as an encounter skill to allow a character (including himself) to surrender to the Church rather than immediately being arrested or summarily punished by civil authorities. The character's protection lasts for one hour, after which the lawyer must make further Law skill checks to achieve a more lasting resolution of the character's legal problems. The right of sanctuary ends immediately if the protected character refuses to heed the instructions of Church authorities or otherwise abuses their trust. All subsequent Law checks after the lawyer invokes sanctuary suffer a +2 penalty. At rank 9, the penalty to further Law checks reduces to +1 and at rank 11 claiming sanctuary gives no penalty to later Law checks.

Social ScienceHistoryWhen choosing an area of expertise at rank 3 and 6, as described in the Dark.Matter Campaign Setting, a hero might choose to specialise in the history of a particular church (or a specific period in its history) or the derivation and historical understanding of a particular scripture. The bonuses provided to skill checks within the hero's area of expertise according to his skill rank are as listed in the Dark.Matter Campaign Setting.

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FX Events:Appearances of the Blessed Virgin Mary

Increasingly as the Dark Tide rises, the focused emotions of believing communities create favourable conditions for seemingly miraculous manifestations - or perhaps a greater than Earthly power has decided to show its presence in the world for the transformation of humanity.

Then again, considering the recurring relationship of some of these images with funguses and molds, perhaps any such entity is not as numinous as Monotheists would like to think.

Although the paranormal is infinitely unpredictable, manifestations of belief show certain identifiable patterns that may or may not be related to a common cause. One such cluster involves the image of the much-beloved Virgin Mary.

The forms of appearance described here (divided, for convenience, into appearances of the first, second and third kinds) are specific to the place where they first appeared. Generally the sacredness of the event dissipates if the object affected is moved, but may persist to a lesser extent in the case of certain adjuncts of major appearances.

Prominent figures of certain other faiths, such as the name of Allah formed by plants or rock features, the Buddha or the major Hindu deities, may appear in similar events. The sites of unexplainable events, such as a miraculously preserved mosque in the area of a natural disaster, may retain spiritual power in the eyes of believers.

Belief in the literal occurrence of miracles is controversial, but by no means absent, in modern-day Judaism.

Appearance of the First Kind (Our Lady of the Hearth): Images that are said to resemble the Blessed Virgin Mary sometimes can be perceived in the shapes of common objects, with a strong correlation to items of domesticity and comfort, such as kitchen walls, baked foods or domestic gate-posts.

An appearance of the first kind gives a -1 bonus to checks for the Faith perk, assuming the believer considers the subject of the image as sacred to his faith.

In addition, one believer may petition the image for healing of a loved one, making a Monotheism-cure check as a Willpower feat (a character may not apply his ranks in Monotheism-cure even if he happens to have the skill). The supplicant may attempt to cure disease as if he had that rank benefit of the cure skill, but a hamburger bun in the shape of the Virgin Mary unfortunately cannot regenerate limbs or raise the dead. This is a one-time-only opportunity - if the cure check succeeds, the event becomes an appearance of the second kind, but if failed no other petition can succeed.

The image loses all of its properties if moved from the place where it first appeared (small portable items can be safely moved within the same room). Photographs, sketches or other copies of the image do not have any special properties.

Appearance of the Second Kind (Our Lady of Sorrows): This broad category covers paranormal events associated with images of the Virgin Mary (including appearances of the first kind) - especially images that weep with unexplained fluids such as salt tears, blood, anointing-oil or wine, or miraculous healings.

Provided that the image remains in the same location where the event occurred, it acts as a minor holy relic, granting a -1 bonus to Monotheism FX checks. Residue of the event, objects that have touched the image, or photographs or copies of any kind do not have special properties.Appearance of the Third Kind or Major Appearance: To believers, these are events of extreme and lasting significance, promoting the sites of such visitations (such as Lourdes, Fatima and Medjugorje) to worldwide fame. Non-believers prefer explanations such as epilepsy, mass hysteria, nationalist politics or fungal toxins.

The Blessed Virgin first appears to one or a small group of innocents, such as early-teenage children or the mentally disabled, though later in the event - since it is a hallmark of such visions that they are repeated

many times - she may be seen by adults as well, accompanied by many other strange occurrences (such as apparent shifts in the position or colour of the sun, or the unexplained appearance of doves or other symbols, as at Asyut, Egypt) and some phenomena may even be photographed. She appears within a bright light, perhaps visible as a faintly-defined figure. Likewise the messages that she gives are very simple and uplifting, but carry a sense of profound importance.

Anyone visiting the site may make a Willpower feat check to determine if they will experience a possible vision (the GM may place modifiers to this check or a minimum time between checks). On an Amazing success, the visitor experiences a vision of the Blessed Virgin and becomes a visionary of that site. Visionaries experience repeated visitations on only an Ordinary success, as often as once per day when they return to pray at or near the site, giving the effect of a Monotheism-vision check or other appropriate Monotheism skill (such as cure) without spending FX points. A visionary can gain the Monotheism FX broad skill for 2 skill points less than the normal cost. If he attempts to use a Monotheism specialty skill within a kilometre of the site, he gains a -4 bonus.

Other users of Monotheist FX and Enochian FX gain a -2 bonus when attempting to use such powers at the site of a major appearance, but Diabolism skills suffer a +2 penalty (though the site is not, in itself, necessarily holy ground).

Nonliving matter, such as water or earth, taken from the site of a major appearance, or images made at the site and blessed by a visionary, can maintain heightened spiritual energy when taken away. The GM may specify that an item sourced from a particular site grants a -1 bonus to Monotheism checks if the substance is used in a prayer or ceremony, and individual items may potentially have other powers, such as a chance to heal the sick – as for an Appearance of the First Kind, a believer may make a single Monotheism-cure check, but if this check fails the item forevermore has no special properties.

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Jinthar / Fachanby Malcolm E Birtwell

Once I got past the wind and wave blasted pinnacles of the breathtaking Cliffs of Defiance and landed safely within the Patronage cave-port of Suul-an-TaaI I got my first glimpse of Jinthar on their home ground; and they certainly were not the bloodthirsty, cultureless monsters I was expecting. They did, however, still look butt-ugly. – Master Jel J. Cannon, ISS 11.07.2A2347

DARKHEART-11A is an approximately Jupiter-sized temperate EuGaian planet with turbulent climate, abundant oceans and varied surface landforms. It is the principal planet of the Darkheart (Lashek) Syndicate. It is not the original Jinthar home world.

DARKHEART IV-11A or LuutlashekParent Star and Planet:

Darkheart IV Globular Cluster, Star DARKHEART-11 Lashek-an-Lashek or Lashek Star; G-Class Main Sequence, Planet DARKHEART IV-11A Luutlashek (5772LY from Lopac)

Orbital Radius: 1 AUOrbital Period: 270 days Rotation Period: 20 hoursAxial Tilt: Minimal 3.2°Diameter: 142,555kmDensity: 1.2Surface Gravity: G3 1.4gAtmospheric Gases: N, O2, CO2

Atmospheric Pressure: 4.5 standard atmospheresMedian Temperature: 10°CSatellites: NoneGRAPH: G3 R1 A2 P3 H2

Class 1

Introduction:Few people have encountered the Jinthar apart from fringers, prospectors and explorers as Luutlashek is far beyond the galactic fringe in the Darkheart IV Globular Cluster. Jinthar are commonly perceived as violent, untrustworthy, xenophobic, cannibalistic slavers and are often bracketed in with space orks and suchlike.

Description:Jinthar are a race of large sentient cephalopod molluscs, evolved from squid-like animals that moved onto the land from the oceans to compete with their worm-like cousins. Due to their former aquatic habitat Jinthar are much more adapted to environmental extremes and can operate without difficulty in some environments which would prove hazardous to unprotected humans. Jinthar can breathe on land and underwater equally. Their single eye is light sensitive and performs much better in low light conditions but their sense of hearing and smell is enhanced to compensate. They are primarily carnivores, using their beak and radula to eat bones to produce calcium for their

eggs, and mantle armour, but can survive as omnivores for a time. A full grown Jinthar is around 4 to 6 metres in length covered in leathery grey-green skin and moves by rhythmic waves of muscular contraction on the underside of its body, rather like a snake or snail. It can simultaneously secrete a layer of mucus on which it travels over hazardous terrain, to help prevent damage to its tissues. When it stands up it is around 2.5 metres tall. A Jinthar has mantle plates providing natural armour around the vital organs. Its brightly coloured face; yellow in immature of either sex, red in adult females and blue in adult males, has a large single light-sensitive eye and a yellow beak and radula. Around its head are strong finger-like tentacles; three on its brow and one on its chin which it uses as a hand. It also has a single arm protruding from the middle of its ventral area, below the head, with a similar hand like arrangement of fingers. This physiological appearance gave rise to its Fachan nickname; after the Scottish creature of folklore. Males also have blue crest, which is their penis, which they expand when aroused; usually when courting or fighting.

Jinthar Ecological Data:Biochemistry: Series IEnvironment: Class 1 - 3GRAPH: G1-3 R0-1 A2 P2-4 H1-2Biome: Cool, twilight, damp TerranEncounter Chance: UnusualGroup Size: Solitary, pair or small group d4+1Organization: MeritocracyNiche: CivilizationIntelligence: Sentient

Encounter:Jinthar avoid contact with others because of their fearsome reputation so appear shy, retiring and mysterious. Their GNMC nickname is Slug which demonstrates the usual contempt with which Jinthar are treated. Where individuals are known, however, they are trusted and even liked.

They are most likely encountered on board ships or at spaceports. Because the social

concept of patronage is instilled in Jinthar from hatching they may regard

their boss and friends as a patronage and will therefore do all in their power to assist or protect them.

The large Lashek Syndicate on the far fringe of the 70th Mentaraean Centesimal is

fairly peaceful and tolerant of outsiders, whereas other Jinthar are far less friendly.

Initially if possible Jinthar will use their uncanny mimicry skill to confuse aggressors, but if a fight is unavoidable Jinthar generally

rely on their Korzuk Quantum SMG until melee ensues, at which point they may use the Tolzuk

Shock Spear in combination with their frighteningly strong bite. Although slow, Jinthar are tough

opponents hand to hand. Around 2% of Jinthar retain their primeval spray

defence mechanism which can be used to devastating effect in melee and

around half of these individuals (1% of total) retain their camouflage defence as well.

Habitat/Society:Their original home world is, as yet, unknown, but their

primeval habitat is assumed to be the Mesopelagic (twilight) ocean zone from 200 metres down to around 1,000 metres. It is

thought that Jinthar left the oceans owing to a natural ecological disaster on their home world forcing them to seek prey in the

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shallows and eventually on land.

Jinthar females are inseminated by males in a courtship lasting 2d6 hours and then lay d4 eggs after a similar respite. The eggs are very hard, white and rugby ball sized. The eggs hatch in one year and the hatchlings are fed and protected by both parents for around another year before being released, fostered or sold. At one year old the fosterlings are around half the size of a full grown adult and reach full size after another d4 year’s growth. In their last year’s growth the fosterlings’ sex is determined and

their face changes colour as appropriate. Females are not ready to court again until their most recent clutch has reached adulthood. Average lifespan is 70 to 100 years (60 years +d4 x 10 years). There is no concept of family in their culture; Jinthar young perceived as imperfect are killed by their parents and fed to other young. Cannibalism is an accepted Jinthar way of life and they are quite happy to eat their dead, believing the deceased’s strengths will pass to them.

It is widely held that the Sathar and Jinthar have a common ancestry, much like early Homo sapiens and Neanderthal man. Their home world, according to Jinthar accounts, is sadly a radioactive wasteland in the grip of perpetual nuclear winter following their great war. Jinthar would have overrun their weaker Sathar cousins had it not been for deep-rooted Jinthar superstitions and their inability to tolerate or withstand any kind of FX (Yeldaa). Jinthar are invariably found wearing numerous talismans, amulets and charms designed to protect the wearer against the supernatural. Jinthar attained their current progress level, PL8, before the Sathar and used it to colonise new worlds and encounter new species. As a result they are less xenophobic than Sathar and consider their cousins barbarians for their constant aggression towards others. Jinthar are also more creative and appreciative of art and culture in all its forms and are very acquisitive as a result. They often collect jewellery and fine art and love to create beautiful artefacts and designs in all areas of their lives. Jinthar consider themselves superior to other life forms and are active slavers, but are not necessarily aggressive unless the life

form is an obstacle to a patronage or syndicate goal. It is unusual but non-Jinthar are reported as having risen up through patronage and syndicate ranks.

Jinthar society is a cutthroat meritocracy. A powerful Jinthar matron or patron fosters young Jinthar to indoctrinate into the way of their matronage or patronage. Those who show merit are rewarded by moving up the hierarchy which is not dissimilar to that of a corporate structure. Some matronages and patronages are allied together in large syndicates. Fosterlings are implanted with a subdermal comlink as a mark of their acceptance into a patronage. It is patronage law that Jinthar must not enslave or eat someone from their own patronage or syndicate but must assist or protect them when asked. There are small numbers of Jinthar young who are released free and not as fosterlings or who leave a patronage. These are known as the Aimless, ranked only just above slaves, and are the most likely Jinthar to be encountered. How the un-fostered Jinthar acquire the subdermal comlink is unknown.

Zuk-an-YeldaaThese Aimless Jinthar are the exception to the patronage rule. They are loners or pairs; a master and apprentice, but held in very high regard by Jinthar society as a whole, as they hunt FX users and kill them. Through years of self discipline they have gradually reduced or overcome their fear of FX and become skilled assassins. These Jinthar are usually

Combat Specs and have the following special Achievement Benefits available to them:

Level 3 Psionic Awareness Perk cost 3Level 5 Reduce Phobia to +2 cost 3

Level 7 FX Awareness Perk cost 3Level 9 Reduce Phobia to +1 cost 3

Level 11 Reduce FX Susceptibility to +2 cost 5Level 13 Remove Phobia cost 3

Level 15 Reduce FX Susceptibility to +1

cost 5

Level 17 Remove FX Susceptibility cost 5

Jinthar Game Data

As yet the only friendly Jinthar encountered are those of the Lashek Syndicate or the Aimless. By

and large Jinthar avoid contact with other intelligent species unless they need their skills. A typical encounter might be on the far fringe of the 70th Mentaraean Centesimal. Jinthar are occasionally employed as space hands on the fringes because of their toughness and skills with technology. If they regard you as a patron or a member of their patronage they will prove a very trustworthy and dependable friend. Jinthar signature equipment is a variety of jewellery, body ornamentation, subdermal comlink, shock spear and quantum SMG.

Jinthar Shock Spear Tolzuk (one-handed)Description: 1.8m long and 2.5cm in diameter, made from shiny silver metal with rounded ends and a sliding three position button 60cm from one end. Button in central position is off, button forward is full charge and button back is stun only.

Accuracy: -1Actions: 3 Type/Firepower: En/O Damage: 2d4s/d6+2w/2d4+1w [or stuns]Hide: N/AClip Size: 20 strikesMass: 1kg Skill: Melee Weapons-powered Special: Ordinary damage to self on all attacks,

unless wearing insulated gloves.

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Essentially a staff-sized pulse baton, this weapon is much meaner. The combat battery is larger and thus it can deliver a bigger-sized jolt while having the same or even superior capacity than the ordinary pulse baton. The extra reach also makes it a very accurate weapon. On the downside, since there is no insulated handle and the current runs along the whole length of the staff, a pair of insulated gloves is required or the non-Jinthar wielder suffers Ordinary damage on every phase he is in contact with the weapon. Even with the gloves, it's possible to shock oneself, suffering Ordinary damage on a Critical Failure for trained users, or Ordinary damage on a Failure and Good damage on a Critical Failure for untrained users.

Jinthar Quantum SMG KorzukDescription: Small conical pistol sized weapon weighing 1kg attached by gravitic cabling to a 5kg cylinder magazine 30cm in length and 15cm in diameter. The cylinder is a fast power converter and can be recharged to full capacity in around 3 hours from any power source. Jinthar weapons are usually beautifully decorated and personally customised.

Accuracy: 0Actions: 3 Type/Firepower: En/O Damage: d4+3w/d6+4w/d6+1mRange 60/150/300mHide: N/AClip Size: 30 Bursts or 10 Full AutoMass: 6kg Skill: Modern Ranged Weapons –SMG Special: Rechargeable integral cylinder

magazine

Typical Level One Jinthar Free Agent Spacehand:STR=12DEX=11CON=9Durability: 10/10/5/5Move: Sprint 18, Run 12, Walk 4, Easy Swim 2, Swim 4Reaction Score: Ordinary/2PEP/FX Points: N/A

Attacks:ATTACK FORMS Base Range (S/M/L) DamageBrawl +d0 Personal d4+1s/d4+2s/d4+3sBite +d0 Personal d4w/d4+2w/d6+1wShock Spear Tolzuk +d0 Personal 2d4s/d6+2w/2d4+1w

[or stuns]SMG, Quantum Korzuk

+d0 60/150/300 d4+3w/d6+4w/d6+1m

*Defensive Odour N/A 10 Special

Defences:+2 STR resistance modifier vs. melee attacks+1 DEX resistance modifier vs. ranged attacks+1 INT resistance modifier vs. encounter skills+0 WIL resistance modifier vs. encounter skillsArmour type: Natural Armour [d6+1 / d4+1 / d4]; CaCO3, chitin & conchin plates

Skills:Athletics (12) –Climb 4 (16), Melee Weapons (12) –Shock Spear 1 (13), Unarmed Attack (12) –Brawl 1 (13), Modern Ranged Weapons (11) –SMG 1 (12), Stealth (11) –Hide 1 (12) –Sneak 1 (12), Stamina (9) –Endurance 1 (10), Awareness (10) –Perception 1 (11), Creativity (10) –Mimic 2 (12), Investigate (10) –Search 1 (11) –Track 1 (11), Knowledge (11) –Language Common (12), Systems Operations (11), Technical Science (11) –Juryrig 1 (12), Interaction (7) –Bargain 1 (8),

Psionic/FX Skills :Not applicable

Jinthar as Heroes

The GM may allow Jinthar to be played as heroes. Jinthar can be any profession but have no FX or Psionic ability. A Jinthar hero gains the following free broad skills: Unarmed Attack, Stamina, Knowledge, Awareness, Creativity and Interaction.Jinthar toughness is represented by Durability x 1.2 and slowness by reduced movement (80% of standard) and action check (+d4).

Jinthar Flaws:FX Susceptibility - Penalty to all rolls versus all FX +3.Obsessed - Will pursue own selfish or patronage aims ruthlessly.Phobia - Terrified of FX and users and so penalty to all rolls in their perceived presence +3.

Jinthar Species Abilities:Night Vision - Reduce low-light penalties up to 2 steps; no effect in total darkness.Natural Armour - d6+1 / d4+1 / d4 CaCO3, chitin & conchin plates.Light Sensitivity - +1/+2/+3 step penalties in lightFX Susceptibility - Saving roll versus any FX is at +3Superior Audio Recognition - -d4 to Perception Track and Search rollsSuperior Olfactory Senses - -d4 to Perception Track and Search rollsSound Mimicry - -d4 to Mimic skill*Defensive Odour - Can be used d4+2 times in 10 day period and is effective in air or water. ALL beings within 10m must make a Stamina –Endurance roll at penalty as follows: within 2m +2 penalty, within 5m +1 penalty and within 10m no penalty. Results A = no penalty to actions, G = +1, O = +2, F = +3, CF = +4. Penalty lasts d4 hours. Initial odour can be detected up to 1km away. Odour can still be detected on any in 10m contact area d4+2 days later.

Jinthar GRAPH Tolerance:Gravity G1 G2 G3 No penaltyRadiation R0 R1 No penaltyAtmosphere A2 No penalty (Can also survive underwater)Pressure P2 P3 P4 No penaltyHeat & Cold H1 H2 No penalty

Jinthar heroes must meet these Ability Score limits:

STR DEX CON INT WIL PER6-14 4-12 8-16 6-14 9-15 4-14

A28

Arcanomorphsby Derek Holland

The idea of magical genetic engineering has had my attention ever since I read the Merlane kit in Dragon magazine issue #237. Using Jim Clunie's optional rank benefits concept and Red Dragon's FX rules, I have finally developed a FX skill rank benefit that I find acceptable for this theme.

Alteration- transmute

Alter Life (12 points): At rank 10, the caster can alter creatures permanently. Every time the spell is cast, the mutations new body parts or minor physical change is added. At rank 12, these are replaced with greater new body parts or major physical change. The spell takes 8 hours to cast and costs $15,000. At rank 12, the time required increases to 16 hours and the cost is $50,000. This rank benefit does not charm the creature (that requires Enchantment- charming). Multiple castings upon a creature can result in something that does not look anything like the original. Any living creature can be affected (though the GM might want to exclude things like demons and elementals). The resulting creatures, called arcanomorphs, are sterile. Mental mutations may not be added with this spell; it is thought there may be a divine version that allows that.

If 20 points are spent on purchasing this rank benefit, or 8 points are spent later, fertile creatures can be created. This is a much more complex process that requires months of planning and execution- one for every point of constitution the resulting creature will have plus the number of alterations (ie. the number of new body parts mutations added). This also allows the caster to make creatures that go through metamorphosis. Add the final constitution of the grub stage to the constitution of the adult to determine how many months it takes to plan and execute. The cost is $50,000 per month.

The GM will have to decide on if this can affect humans and other sapient species.

Since not everyone has the Gamma World book for Alternity, here are the descriptions for new body parts and physical change (the latter I redesigned):

New Body Parts

Good, Con, PermanentThe mutant has an organ that is normally not found on his species. It provides a 1 step bonus to a broad skill, a 2 step bonus to a specialty skill, can replicate any Good physical mutation or any two Ordinary ones. The exact organ is decided by the player with GM approval. It may be antennae, tentacles, tail or altered skin. An example:

A physical gill is a structure that allows some invertebrates to obtain oxygen underwater. Almost all involve hairs used to capture air. A mutant with a physical gill would have a large mat of hair somewhere on his body (or over the whole thing). The hair allows the mutant to breathe underwater and provides a 1 step bonus to resisting the effects of cold conditions.

Greater New Body Parts

Amazing, Con, PermanentThe mutant is more alien than those with the Good version. The organ provides a 2 step bonus to a broad skill, a 4 step bonus to a specialty skill, can replicate any Amazing physical mutation, any two Good mutations, any four Ordinary mutations or a Good mutation and two

Ordinary ones.

Physical Change (Major)

Moderate (Extreme), Con, Permanent

These defects are mirror images of the new body parts mutations. Where there was a bonus, it is now

a penalty.

Don't forget this article is about fantasy and that the mutations could have a fantastic result. Using new body parts to cover the skin

of the creature with lead or copper, in replicating the dermal armor mutation, is perfectly

acceptable. Using greater new body parts to grow a second head or

crystal wings is also acceptable. Unless the GM rules otherwise, of course.

Here are some examples of organisms that a caster could create:

An improved guard dog has a patch of bioluminescent skin between its shoulders. If the dog

scents something it wants to eat, the patch glows green. If it scents an intruder, the patch glows yellow. If the dog senses something it fears, the patch glows red. Treat this as minor new body parts.

One typical trick casters use to increase their income is to cause the affected creature to age rapidly. They explain that it is due to the magical stress the creature is under and that it will cost a lot more for one that ages normally. Inflicting a minor physical change causes the creature to age 20% faster. Major physical change halves the life span of the creature.

Casters can also to the opposite and make a great deal of money by slowing the aging of humans and other sapient creatures. Note that the gods do not like mortals interfering with their affairs like this, so the

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caster might be cursed or have clergy hunt them down.

Another favorite money maker is very fancy birds or dogs. With a couple castings, the birds could have songs that sound like an instrument and the dogs might gain gold fur and silver teeth.

To deal with orcs, weren or other potentially dangerous or annoying creatures, casters have been know to alter predators so that they can only digest the meat of the target species. This obviously doesn't keep them from attacking others, but with training, this can be minimized. This is a major physical change.

To provide living space for an overcrowded kingdom, casters have altered humans so that they can live underground or underwater.

In warfare, living weapons that can breed can be of great use. Casters might even figure out how to make living bombs or creatures that are artillery. GMs should be ready for this if he or she wants to exclude them.

Using the idea of metamorphosis, small, catlike animals are created as to ingratiate themselves into a community. After a few months, they metamorphosis into a lion-like animal which then attack the locals.

Buildings can be created this way. Hollow gourds or trees, giant snails or even on the back of a giant turtle. Of course the animals still have to be fed, or allowed to forage, and can be stubborn.

Bioluminescent creatures or fungi can provide lighting and waste disposal.

Growing weapons and armor might be an expensive achievement- what animal or plant looks like a mace or plate mail?

Food creatures, both plants and animals, can be well worth the effort, if they are made to be fertile. A cow that is shrunk to 2 feet tall, grows wool and can digest grass easier (and thus put on the pounds much faster) could cause a population explosion in the kingdoms that ranch it.

If the GM allows this to be used on sapient creatures, the following might be possible.

Beast men, like those of Well's novel Island of Dr. Moreau, are easy to replicate with these rules. They have one greater new body parts mutation and one physical change defect. Depending on the setting, they will also have reduced mental ability scores, interaction penalties and the poor manipulation defect from Dragon 272.

Abyss walkers have gills, sonar and unhindered (an Amazing mutation

that eliminates the penalties for moving and acting underwater). These people live on the bottom of the ocean and because of their changes, live in a style very similar to surface dwellers. They can swim well, but usually prefer to walk or ride along the abyssal plain.

Cloud walkers have environmental adaptation (G, cold) and levitation (Amazing version with 10 times the duration of the Good mutation). These people live on mountain tops, magical clouds and floating cities. They can not fly, but are not in danger of falling either (at least while awake).

Dust dwellers have flight and size change (much, much smaller). These people are so small that impacts with objects that humans use doesn't cause them damage. They still try to find locations far from humanity and out of direct sun.

And then there is the idea of creating symbiotes.

Parasites could inflict defects, flaws or even reduce an ability score. In an FX rich setting, penalties to resisting magic is a fairly common result of certain parasite arcanomorphs.

Commensalists (or phorids) are scenery- they just ride along on their host without causing harm. Unless there is some very large creatures in the GM's setting, human based arcanomorphs are not that likely.

Mutalists would provide mutations, perks, but not heightened ability scores (at least not without some penalty). Keep in mind they may or may not be socially acceptable if visible.

Some GM advice:

*Keep control over players who use this, otherwise it will bankrupt the heroes and destabilize your campaign.*Creatures with a very low constitution score are very susceptible to disease, poison or even bad weather.

*To reduce the constitution to a low level will take several castings and thus increases the cost dramatically.*Since the spell can not make mental mutations, there can be no increases or decreases to intelligence or changes to personality or will. The creature will have the same mentality as before and this might have some negative consequences.* It isn't meant just for heroes and other humanoids. Dragons and other powerful fantasy FX users might have ways of bending or breaking the rules the GM decides on.

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Alternity Fan Spotlight

Harry "Scratch" BandoianConducted by Last Resort Staff

LR: Hello...?

Scratch: heya!

LR: Long time, no chat, brother, how's it going?

Scratch: Indeed, not bad at all. Just trying to make it through each day as it comes. Yourself?

LR: Can't complain much... Taking a little break from the Pens v. Flyers game to help the cause of getting LR6 out to the community.

LR: Are you ready to begin?

Scratch: big fan, eh?

Scratch: sire

Scratch: sure

LR: Most definitely. It was a tough call on this, but I owe it to the community to get LR6 out there...Scratch: haha I like a man with dedication.

LR: You know it...

LR: First question: When did you start playing RPG?s (not necessarily Alternity)?

Scratch: I picked up my first rpg when I was round about 7. My cousin told Dave me and my other cousin Gary about this game he had. It turned out to be a DnD 2ed boxed set. That first game was as silly as it could come. If I remember correctly we ended up with excalibur in the first level. Been playing ever since.

LR: Excalibur? Wow... can you say "Monty Haul"? sheesh...

Scratch: That's nothing. We found magic chewing gum that could clone items....we made a copy of Excalibur. Looking back, I don't know how we took it at all seriously. It was fun though.

LR: LOL... Well, I guess that's to be expected... it is a game after all...

LR: So, did you branch out to other RPG's?

Scratch: For a while I stuck with DnD. I didn't know any players after my cousin stopped playing, but I found out that the local toy store sold some boxed sets for cheap. I'd buy it mostly as reading material, but when I got the net I joined a Spelljammer campaign. I remember how opposed I was to Alternity when I first heard about it. Course, I never saw a book and when I did...well...I could see exactly what I was wrong about.

LR: Ah, SpellJammer... good times... I ran a few games of SJ back in the day. Always had great, sweeping story arcs... never enough players with time to invest. *sigh*

Scratch: Ive played around with other games...but very minimally. I loved Spelljammer. The fact that you could literally change the "physics" of how different spheres worked was great fun. And then theres the Spelljammer itself, I thought that was great fun

LR: So when did you start playing Alternity? And more specifically, how did you eventually come around enough to drink the proverbial Kool-Aid?

Scratch: I can't remember exactly when...but I took a jaunt through a bookstore and while looking through the different rpgs they had stocked I came upon an Alt book. I really liked the mechanic. I hated Non-Weapon Proficiencies. With my limited experience with rpgs alt seemed to me as the first game that actually handled it realistically. Course...later on I discovered it wasn't exactly new, but Alternity was far more rule moderate than those other systems.

Scratch: There was that....and I liked the pictures

LR: Yeah, the art's freakin' fantastic... I, too, loved the way it handled skills. Is the realism, or rather the approximation of realism within the game mechanic what drew you in?

Scratch: I liked the way it was realistic, but yet not so much so that it got in the way of the game. Take GURPs for instance...I've always thought you needed a math degree just to figure out how to play. Alt on the other hand was simple and effective. Yet at the same time you didn't have a rule for every little task. I'm a bit of a minimalist, the less rules I have to remember the better. That's what I hated about D20, actually. Too many rules

LR: As much of a critic of D20 as I have been, I've never actually bought a single book or even played a single game. I was spent out on upgrading my AD&D library, which is extensive enough as-is, thanks. Let's shift gears here a bit: What are your past contributions to the Alternity community?

Scratch: I'd say I'm lacking a bit in that regard. Other than the occasional neat idea or game I haven't done much. I guess you could say my only real contribution has been playing the game and loving every minute of it. Whether it might be a claustrophobic doctor who hates space ships or the tried and true flirty fighter jock...and maybe the occasional malevolent gm.

LR: LOL... yeah, that claustrophobic doc is a fond memory of mine. I must've missed that flirty fighter-jock... which game was that? Malevolent GM? Should I be worried here?Scratch: Oddly enough they're both named Byron...I do so like recycling names. The pilot I play in Trailblazers Unwritten Age. As for the malevolent gm...have you ever met a gm that you shouldn't be worried about?

LR: Ah... my Mrs. also, when she gets a minute to play, recycles the names... usually females whos names both begin & end with "A", just like her own real name (Angela). For context for the readers out there, the other Byron was Dr. Byron Cordell of the legendary Escape Velocity 2503 (EV2503) game. You're also currently running a game on A.net...

Scratch: Yup, my own homebrew game, Echoes after the Fall. Maybe another if life permits. I've got some fun things planned for you boys.

LR: Oh dear... I'm glad I went with the big bruiser-type... Is this the first Alternity game you've run on A.net?

Scratch: No, I ran another game, Empire of the Mind. It was my take on Earth: Final Conflict with a Alternity twist. Unfortunately, life kicked up a notch and I couldn't keep it going. That game had a heavy base on

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Psionics, which I tend to focus on in my games.

LR: So, I'm guessing that "Mindwalking" is an essential piece to your Alternity library, huh?Scratch: I like it and I have it sitting next to my desk...but I haven't used it much. A lot of the powers in there are way more powerful than what I want to deal with both thematically and rule wise.

LR: Really? Huh... What about some of the other ideas in there, like psionic items or whatnot?

Scratch: Those were cool. That sort of thing always reminded me of Darksun. You might find some of those in Echoes...if you all live long enough

LR: Dark Sun is a AD&D setting I'd love to run tabletop sometime... again, same problems as plagued my SJ games. I'll have to keep my eyes open for that sort of thing in Echoes, as a player... my hero would be more likely to simply try to smash the damned thing to bits... So, aside from "Echoes After the Fall", what other Alternity projects are you currently working on? Anything we can expect to see your unique stamp on in the resources section of A.net?

Scratch: Oh I've got plenty cooking...Just a matter of how long it can keep my attention. I tend to get bored with an idea round about the time it takes for me to start reading a new book or watch a new movie. Though I am writing up a setting where a test bed for a new FTL drive gets lost in a far removed region of space.

LR: Ooo... will this possibly become another Alternity game on A.net?Scratch: Maybe. I'm trying to figure out how it would work without it falling into "find planet a get what we want, move on to planet b and repeat"

LR: I'll have to keep my eyes peeled... What project would you most like to see accomplished for Alternity?

LR: Not necessarily one you are involved with...Scratch: Aside from reviving it? I think the cybernetics book by Kzin (I believe it is). I've had a bit of fondness for Cyberpunk.

LR: Ah, yes.... my favorite layout-kitty... I'm sure he'll take that positively. What is the most recent RPG-related book/item that youhave acquired?

Scratch: Well, I recently bought the fourth edition of Dnd since my friend decided to start running a campaign again. I hope to get Martial Power for Dnd once Wizards is kind enough to actually send out copies. I keep looking at my Amazon order and it's not going anywhere.

LR: Oh, man... you drank the D&D4e Kool-Aid... I'll have to clear my schedule for you on my couch... (Just kidding, bro.) Any good (Alternity or other) websites to recommend (other than the late TS.net or the venerable A.net)?

Scratch: Not really, there used to be some really good sites back when Alternity was still in print, but those seem to have fallen off the grid or I've lost the links to them. Anet, however, is my savior when work gets really dull and tedious.

LR: I hear you on that one... You mentioned your penchant for reading... what is your favorite sci-fi/fantasy book(s) and why?

Scratch: So many...Snowcrash seems to be my most recent favorite. The world crafted was just so bleak and yet humorous. Also, the characters were really awesome. I mean, how many authors even think about naming their main character Hiro Protagonist and then turn him into a

samurai sword wielding hacker?

LR: Not too terribly unlike Hiro Nakamura from NBC's "Heroes"... LOL. Feeding off of that, what sci fi/fantasy character in a book, television show, video game, or movie would you most like to be and why?

Scratch: Oh man, if I started listing off characters I wanted to be I'd have you here all night. If I had to pick just one though I think it would be Richard Mayhew from Neverwhere. Being an office drone myself I wouldn't mind just stumbling into a strange world like the one he managed to fall into

LR: Hmmm... I'll have to check that one out... Speaking of work & professions & such... What profession/career and level are you in Real Life and what is your highest skill rank?

Scratch: I worked at Bear Stearns on the Credit Derivatives desk as part of an IT team, but now that Bear has been acquired by JPM I've been doing various odd jobs relating to the transition. Sounds exciting, don't it?

LR: Certainly in this day & age with the credit crisis, it's in the news. So if you were an Alternity hero, what would your profession or career package be? How about that skill rank? (These are the fun questions!)

Scratch: Hmm I'd probably be a free agent with a 20 lv rank in Athletics - sleeping...maybe a few ranks in Power Martial Arts too.

LR: ROFLMAO,,, Athletics-sleeping...

LR: Thanks, brother.... you'll see this in LR6!

Scratch: I guess that's my 15 minutes of fame! Wouldn't want to spend it anywhere else.

LR: Aw, shucks, man...

LR: Catch you in Echoes...

Scratch: Going back to your pens game?

LR: Yeah... it's in shoot-out... real nail-biter...

Scratch: Watching the tail end of cool hand luke myself, gotta love netflix

LR: Well, enjoy. I'll catch you later.

Scratch: Later man, thanks for the opportunity!

LR: Thank YOU!

A32

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