Li Po is pleased to offer a MS-DOS character generator and a spaceship generator for players of TSR's fantastic new science fiction game, "Alternity". He and I hope that this helps generate interest and sales for this wholesome, masterfully-prepared gaming system.
You must run the program from an MS-DOS prompt, and it must be in a directory with eight or fewer letters in its name.
Since this is an ongoing project, Li Po still needs testers. The current version offer "Star Drive", "Dark Matter", and independent options.
"Alternity" is the lawful trademark of TSR hobbies. We all must respect copyright. It's not just the law -- it's what's right.
If you would like a free copy of the generator, and to receive updates, send your request to scalpel_blade@yahoo.com. Mention "Alternity" on your subject line.
If you prefer, you can download directly...
Versions:
alter_vs versions:
1.00a Hatches handled properly
alter_c version:
1.01 Deleterious mutations handled properly
2.00 (11/11/99) "Dark Matter" and "Mindwalking" books added.
I though that the non-mindwalker types should add +1 to the cost
of psionics knowledge, psionics law, and psionics biology,
rather than as stated in "Mindwalking". I ran out of programming
space for the high-level careers in "Dark Matter", and all "Mindwalking"
careers.
2.01 (11/21/99) Motivations, character traits, and moral attitudes made
optional. Able to choose a variety of options for "Dark Matter" and
"Star Drive" campaigns (oops!)
2.01c (11/23/99) Periods in the character's name will not crash the
character sheet. Telekinesis and Psychoportation are two separate
broad skills. Dark Matter special races (referee's invention)
with psionic abilities can be mindwalkers.
Thanks to these testers:
1.00 "Player's Handbook" rather than early edition
alter.exe has now been divided into
alter_c.exe for
characters, and
alter_vs.exe for
spaceships (plus vehicles soon).
1.01 Corrected costs for skills associated with two professions
1.02 Unarmed damage listed
1.03 Initial last resort point assignment corrected,
skills modifiers to resistance modifiers corrected,
scores for purchased broad skills applied to unpurchased
their specialty skills
1.04 Weapons, cybergear, short sheets for supporting cast.
The original (pre-release) limits on
high scores (i.e., a human can have only one 14, etc.)
made optional.
1.04a Error in fusion age armor corrected!
1.04b Error in rounding constitution for mortals corrected!
I hope nobody died because of this error!
1.04c Dermal mutations listed and the appropriate adjustments
made; other ways to generate characters, or incorporate your own
already-on-paper friends!
1.04d Mechalus given proper cybergear, maximum constitutions
changed from pre-release to release versions for Weren and
Mechalus.
1.04e Choice of availablity of psionics, mutations,
cybergear for particular campaigns,
errors in calculation of constitution for
fatigue and mortals re-corrected
1.05 Save your campaign name, type, and up to 12 special races.
Weren durability corrected.
1.05a Careers from "Star Drive" added.
1.06 "Star Drive" nations and their benefits
added, error in random calculation
of drawback points corrected, personal
equipment is now available.
1.06a "Alien Compendium" creatures added
1.06b Minor fixes, problems with Progress Level 0 remedied
1.06c Minor fix for those choosing 5 mutation points
1.06d Weapon damage strings no longer tuncated; good mutation
giving psionic abilities now works better
1.06e Proper xereen swim speed; some mutations better explained
1.06f Cybergear from "Arms and Equipment"
1.06g Problem with enhancement programs corrected.
2.00 Ship generator added -- I know there are problems. Combat spec
special bonus ability is now purchased and gained properly.
2.01 First shipbuilder bugs repaired
2.02 More shipbuilder bugs repaired; t'sa armor updated;
power usage chart added; random errors to reaction modifiers
introduced in 1.06 removed
2.03 Durability counter added for ships; more bugs removed from shipbuilding
process
2.04 Robot heroes. Error in unarmed combat rolls for those
with the broad skill but without specialty skills corrected.
Grid savvy skill added.
2.05 Robotics and Artificial_intelligence skills added.
Errors in durability requirements for hangers, computers, and
cargo space corrected. Spaceship compartments now can be
checked and changes made.
2.06 Sorry! The two previous versions
failed to print skills unavailable for robots, even if
you were not a robot.
Error has been fixed.
2.07 Errors following choice of "Forego Life Support"
corrected
2.08 Option to waive all but the first ten-skill-point expenditures
for cybergear.
2.09 Supporting cast free agents and concordans also get
resistance bonuses.
2.10 Proper abilities for campaign-specific races
restored (problem began with 2.04). "Mutant robots" bug
removed. Option for campaign-specific races be other than
male-and-female.
2.11 Marginal computers available for ships
2.12 Mutations affecting reflexes modify the action check
modifier rather than action check score itself.
2.13 Durabilities of first computer, engine, etc., counted
properly against compartment durability. Thanks Ross.
2.14 Removed lockup problem during first computer placement
for ships with small first compartments.
2.15 Fraal diplomat-mindwalkers can have access to all
broad psionic skills.
2.16 Bonus in mental resolve is described appropriately.
2.17 Observant and photo-memory achievements are no longer
available to those choosing them as initial perks.
2.18 Per "Dragon", only one 10-point expenditure for cybergear.
2.19 Tech ops, not free agents, get accelerated learning.
Sorry about the error!
2.20 Early missile weapons assigned to the correct progress
levels. Sorry about the error.
2.21 Solar bonus points added correctly. Sorry about
the error.
2.22 No more ships with crew quarters but no life support.
2.23 More flexible life support / autosupport for the crew.
2.24 Skill points assigned correctly for human mutants.
Only one mention of interstellar drive type in listing.
2.25 Added mention of rank adjustments for ranged weapons;
can spend the last remaining skill point; Borlean and Orion
attribute points assigned correctly; no skill point bonus
for obsessed Borleans; power factors you decide not to take
for a compartment are not kept; cybergear does not become
unavailable before constitution limits.
2.25a Mechalus minimum constitution 6, computer technicians
and reporters get appropriate skills packages.
2.26 "Spaceships" added
2.26a Errors in durability of defenses from 2.26 fixed
(thanks Allister!)
2.26b Dedicated sensor computers available (ditto!)
2.26c Fuel tanks tracked, security hatches and other
basics available again, planetary thrusters can indeed be
primary engines
2.26d Minor corrections in durabilities; dedicated computers
can be of various quality
1.01 Vehicles other than spaceships
1.01b "Hi-powered engine" available multiple times for increasing cost
1.01c Costs not lost if first compartment initially not okay
1.01d Weapons listed as such for non-spaceship vehicles.
Sorry about the error!
1.02 "Observant" and "Photo Memory" no longer reversed!
1.03 New careers, perks and flaws
1.03a Corsairs package handled appropriately
1.04 Rules
2A-2B, and 2C introduced as options
1.05 (5/11/99) Dataware professions added
1.06 (5/19/99) Remaining cybertolerance for
cybergear shown; Approve / disapprove cybergear
final selections; Hatire can buy "faith-plus",
remaining broad skill number (Thanks Axel)
1.07 (5/23/99) Minor fix for AD&D races
1.07a (7/19/99) Tech ops get proper discount on "bargain"
1.08 (8/4/99) Psionicist constitution requirement (9)
waived for Riglia and Rakon. Edanweir race and Dreth nation added.
1.09 (9/26/99) Biologists package is fixed.
1.10 (10/17/99) Mutants are not all listed as "Human" (sorry!);
crossbow rolls handled for crossbow skill level rather than bow skill level
2.01a (11/23/99) Bug in generation of monotheist-visionary eliminated
("Divine Guidance" and "Fraal Guidance" caused the confusion!) Thanks
Chris House.
2.01b (11/23/99) Pointed out that each modification of the program
that adds new specialty skills messes up saved special campaign
races' skills. I think I have fixed this. Thanks Dylan B.
2.01d (11/23/99) If "Mindwalking Book"
is not in use, "Psychoportation" broad skill is unavailable,
and "Psi Flaws" and "Psi Perks" are not offered.
2.01e (11/25/99) "Achievement benefit: Increasing psionic energy
points" brought into conformity with "Mindwalking" for non-Dark_Matter
campaigns
2.02 (12//2/99) Robots are back. Some FX material has been added
from the "Gamemaster Guide".
2.03 (12/7/99) Errors in 2.02 fixed. You can once again
increase skills normally
using achievement points. Skill points are returned
for rejected cybergear.
2.04 (1/21/00) Defensive martial arts skill listed properly,
as dexterity rather than strength (thanks Heiko).
2.05 (2/18/00) "FX Guide" material added.
2.06 (6/14/00) Error in making "improved fists of iron" available
has been fixed.
I've written elsewhere about alternatives to character deaths in fantasy role-playing. In "Alternity" as in other games, players identify with beloved characters.
If a character is killed according to the rules, it seems reasonable to let the other player decide whether the outcome is actually death, permanent disability, temporary disability, being removed from play for a time, or simply embarrassment. The original constitution is the maximum number of times this can happen prior to mandatory retirement.
Try this. It's the best for fun.
Alternity Mailing List
Alternity RPG Net
Timbuctoo -- poet Alfred Tennyson's vision,
in 1829, of humans living with aliens throughout outer space
Evan Williamson, physician, special friend, and "Alternity" fan.
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New visitors to www.pathguy.com reset Jan. 30, 2005: |
Programmers: Here is SOME of the source code for alter.exe, mostly the stuff taken over mechanically from the game books. It will save you time typing when you are putting together your own routines.
Try one of Ed's chess-with-a-difference java applets!