
Note
Down load the Fastplay Alternity rules
TSR's Alternity section (with downloading)
2 Headmaster examples
Hold your horses I ain't started them yet! I'm currently working on the rules
for headmasters, which will be posted very soon.
Living mechanical beings able to convert their bodies into land and air vehicles, weapons and other mechanical forms. Heroic Autobots waging an age old war against the evil Decepticons. They are more than meets the eye, they are the...
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ALTERNITY is a trademark owned by TSR, inc. and is copyrighted.
TRANSFORMERS is the intellectual property of Hasbro/Kenner.
I do not claim to be an employee of the above organisations, or have
purchased the rights to solicit material in relation to
the above products for a profit.
Permission to copy for personal use only.
The Transformers (TFs) are huge mechanical beings ranging from 6' tall to 40' and beyond. To try to detail every TF would be nearly impossible. So below is a method to convert Tech specs into something that can be used in Alternity. This is far from perfect, but it works for me. If you can come up with something better, let me know, and I may just add to/change this system.
STRENGTH
A TF is well and truely much stronger than a fleshling and therefore does
not use the table for humies. Some can lift well over 10 tonne, a feat impossible
for a normal human to ever hope to do. Write down double the STR score on the
TF sheet, however, if the TF is a micro master then write half the STR on the
sheet (round up). For every one point of STR on the sheet the TF can lift one
tonne.
The damage a TF can do from a punch is on the following table,STR Punch Damage (O/G/A) 1 4+1w / d6+1w / d4m ..2 d4+2w / d6+2w / d4+1m ..3 d4+3w / d6+3w / d4+3m ..4 d6+2w / d8+2w / d6+2m ..5 d6+3w / d8+3w / d6+3m ..6 d8+2w / d10+2w / d8+2m ..7 d10+1w / d12+1w / d10+1m ..8 d10+2w / d12+3w / d12m ..9 d10+3w / d12+5w / d12+1m .10 d12+2w / 3d6+1w / 2d6+2m .11 3d4+3w / 3d6+3w / 3d4+3m .12 3d4+4w / 3d6+5w / 3d4+4m .13 4d4+1w / 4d6+1w / 4d4+1m .14 3d6+1w / 4d6+2w / 3d6+1m .15 3d6+2w / 4d6+3w / 3d6+2m .16 3d6+3w / 3d10w / 3d6+3m .17 3d8w / 3d10+1w / 3d8m .18 3d8+1w / 3d10+3w / 3d8+1m .19 3d8+3w / 3d10+5w / 3d8+3m .20 3d8+5w / 3d12+1w / 3d8+5m
SKILL
Take the TFs skill and double it. Write the result on the TF sheet. Do not confuse
this with "skills" of another race. A TFs skill represents their DEX.
ENDURANCE
Like skill, double what is on the tech spec's and record the result on the TF
sheet.
INTELLIGENCE
Add 5 to the TFs score and write the result on the sheet.
WILL
Add STR & ENDUR together to determine the TF's will.
RANK
Add 10 to the TF's score and record this on the sheet.
UNTRAINED & RESISTANCE MODIFIERS
Next to ability scores are spaces for "untrained" in here write 1/2 of the
relevant ability (rounded down) plus 3. For example; a TF with 15 Int, will record
next to this score an untrained of 10.
Next to untrained spaces are provided for "res. mod." which is determined
on the table below.
STRUCTURAL INTEGRITY
Like constitution determining durability, endurance determines the
structural integrity of the TF (the number of boxes in the various categories). The
TF has as many Fatigue and Mortal boxes as the number appearing in
endurance (on the sheet), permanetly mark or blank out the excess. The TF has
twice as many stun & wound boxes. The rules for wounding and so on from
Durability (in the Fast play rules) apply to TFs, just that they are much more
harder to harm than a fleshling.
For example; a TF with 8 endur on their tech spec's will have 16 endur on
their sheet. This results in the TF having 16 blank mortal and Fatigue boxes and
32 stun & wound boxes.
Some TFs can have success scores above those provided in the fast play rules so they are continued here.
Table 3; Success No.s continued
Score M / O / G / A 29 30+/ 29 / 14 / 7 30 31+/ 30 / 15 / 7 31 32+/ 31 / 15 / 7 32 33+/ 32 / 16 / 8 33 34+/ 33 / 16 / 8 34 35+/ 34 / 17 / 8 35 36+/ 35 / 17 / 8 36 37+/ 36 / 18 / 9 37 38+/ 37 / 18 / 9 38 39+/ 38 / 19 / 9 39 40+/ 39 / 19 / 9 40 41+/ 40 / 20 /10 41 42+/ 41 / 20 /10 42 43+/ 42 / 21 /10 43 44+/ 43 / 21 /10 44 45+/ 44 / 22 /11 45 46+/ 45 / 22 /11 46 47+/ 46 / 23 /11 47 48+/ 47 / 23 /11 48 49+/ 48 / 24 /12 49 50+/ 49 / 24 /12 50 51+/ 50 / 25 /12
FUNCTIONS
Every TF has a purpose in life, what they term their funtion. Although they
do not pursue this in every parsec in a rotation, function does shape the TFs life.
Below is a method to randomly determine the function of a TF.
Main table (roll d20)
1 - 5 Warrior [fi]
6 Arctic Warrior [fi]
7 Recon [sc]
8 Defense [le]
9 Decoy [in]
10 Communications expert [in]
11 Roll on creatures table
12 Roll on leaders table
13 Espionage [sc]
14 Desert fighting specialist [fi]
15 Seige Warrior [st]
16 Shock Trooper [st]
17 Space Warrior [fi]
18 Sea Warrior [fi]
19 Martial Artist [in]
20 Long range weapons specialist [fi]
Leaders table (roll d8)
1 Defense Commander [le]
2 First strike leader [le]
3 Desert assault commander [le]
4 Sky commander [le]
5 Sea operations commander [le]
6 Espionage coordinator [in]
7 Urban assault leader [le]
8 Roll on independents table [le]
[fi] = Fighters, [sc] = Scouts, [st] = Stormers, [le] = Leaders, [in] = Indies,
TFs have a number of sub-functions primarily determined by their main function.
Ability
STR Athletics
Climb
Jump
Throw
Unarmed attack
Brawl
Martial arts
* Special attack
SKILL Acrobatics
Dodge
Manipulation 5
Lock pick
Ranged Weapons
Pistol
Rifle
SMG
* Special weapon
Stealth
Sneak
* Special ability
Vehicle Operation
Land vehicle
Air vehicle
Space vehicle 5
ENDUR Stamina
Durability
Resist pain
Patience 3 2
Survival
Survival training
* Special structure
INT Demolitions
Set explosives
Disarm 2
System operations
Engineering 2
Sensors 2
Weapons
* Special op's
Technical Science 10 6
Juryrig
Repair
First aid - Mechanical life 2
Surgery - Mechanical life 4
Knowledge
First aid - Fleshling life
Treatment
Computer Science 8 5
Computer Operation
Hacking
Hardware 3
Software
Wetware 5
Business 3 5
Corporate 2
Small business
Accounting
Corporate accounting
Auditing 4
WILL Administration
Bureaucracy
Awareness
Perception
Intuition
Investigate
Search
Deduce
Resolve
Mental resolve
Physical resolve
Tactics
Infantry tactics
* Special wisdom
RANK Culture
Alien cultures
First encounter
Native culture
Interaction
Bargain
Charm
Seduce
Intimidate
Taunt
Interrogate
Leadership
Command
Inspire 2
Traits of the TFMain trait (roll d20) Autobot / Maximal (d10) Fighters (d6) 1 Nasty 1 Constructive 1 Battle wary 2 Mean 2 Hot headed 2 Cock sure 3 Aggressive 3 Impatient 3 Calm 4 Loud 4 Helpful 4 Savage 5 Forceful 5 Distrusting 5 Sloppy 6 Apathetic 6 Playful 6 Roll on Scouts table 7 Laid back 7 Audacious 8 Friendly 8 Protective Scouts (d6) 9 Talkative 9 Pedantic 1 Curious 10 Passive 10 Roll on Decepticon table 2 Meddlesome 11 Quiet 3 Fool hardy 12 Pessimistic Decepticon / Predacon (d8) 4 Inquisitive 13 Happy 1 Deceitful 5 Restless 14 Troublesome 2 untrustworthy 6 Roll on Stormers table 15 Optimistic 3 Dependable 16 Greedy 4 loyal Stormers (d4) 17 Generous 5 Impatient 1 Savage 18 Honourable 6 Constructive 2 Territorial 19 Domineering 7 Devious 3 Brutal 20 Cruel 8 Roll on Autobot table 4 Roll on Leaders/Indies table Other (d4) Leaders/Indies (d4) First roll on the main table followed, 1 Dependable 1 Inspirational by the TFs affiliation, and then the 2 Independent 2 Charismatic TFs function type. 3 Sly 3 Sinister 4 Roll on Autobots table 4 Roll on Fighters tableblah blah moer to come