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Alt 1
Alt 1
Core Rules
The ALT RPG is a simple, generic roleplaying game that lets you
experience adventure in any genre of play. All you need to play is paper,
pencil, and six-sided dice.
Travel: A character can travel a number of miles Vehicle Combat: Vehicles act much like
per hour on foot equal to half their Movement. creatures do in combat, with a few differences.
Generally, characters can travel 8 hours per day,
Advancement rule, getting hurt on purpose to get extra XP. Adding to the ALT RPG a certain amount of XP to spend on
advancements. Then, begin play, with leftover
Over, characters grow in skill and ability. At the When you advance in a skill, you might wonder You can use the ALT RPG for any type of role- XP kept as normal for later.
end of each gaming session, the GM awards 1-3 what it really means. The bullet points below playing game you want to run. However, the
XP to each character. These points can be spent show what each level in a skill means, in real- traits, flaws, skills, spells, and even rules Skill Flaws: As an optional rule, your character
in between sessions in the following ways: world terms. presented here are just baseline suggestions. may choose up to two skills that he or she is bad
Feel free to add skills if you want a skill that is at; whenever they are relevant to a check you are
To improve an attribute: It costs XP equal to x1: An experienced novice not covered by the list. Feel free to create your making, you get -1 to the roll. For each skill you
10 x the new value of the attribute to improve x2 to x4: A professional own traits and flaws, and spells (in fact, you will choose to be bad at, you may learn an additional
an attribute. For example, to go from Strength x5: Among the best in the region likely need to supplement these with your own.) skill. Keep in mind that your GM may disallow
2 to Strength 3, would cost 30 XP. You can x6: Among the best in the world you to be bad at skills that are irrelevant to the
improve an attribute only 1 point at a time (i.e. x7: Superhuman Optional Rules Character Creation campaign.
you can't go from 3 to 5 for 50 XP, you would
need to spend 40, then 50). These are optional rules for characters in the
To learn a new skill: It costs 10 XP to learn a ALT RPG. Consult with the GM before using
new skill. You must have some sort of in-game any of these, as the GM decides what rules are
training or exposure to a skill in order to learn in effect in his or her campaign. Feel free to
it. invent your own rules and mechanics for the
To improve a skill: You may improve a skill type of game that you want to play; the ALT
you already have for 20 XP. Write x2 next to RPG is intended to be expanded upon.
it. That skill now gives +2, rather than +1. You
may spend 30 XP to improve a skill from x2 to Races: Your character might not be a human.
x3, giving a +3 bonus when it is relevant, and Different races and species have different
so on, spending a number of XP each time capabilities. A race gives +1 to one attribute, and
equal to 10 x the new value of the skill. As -1 to another. It might also grant some minor
with attributes, you can only go up 1 point at a ability. Below are some example races for a
time. fantasy setting.
To gain a new trait: It costs 10 x the value of Elves: +1 to Agility but -1 to Strength. Elves
the trait XP to gain a new trait. For example, have low-light vision, which allows them to
gaining the Fencer trait (value 2) would cost see twice as well in dim light or at night.
20 XP. Dwarves: +1 to Strength but -1 to Charm.
To remove a flaw: If your character could Dwarves have infravision, which allows them
conceivably overcome a flaw in real life (such to see in black and white in complete
as Illiteracy, through learning to read), you darkness.
may spend XP equal to 10 x the flaw's value to Orcs: +1 to Strength but -1 to Intellect.
remove it. Half-elf: +1 to Charm but -1 to Strength.
To add to your Wounds: You may gain +1 Catfolk: +1 to Agility but -1 to Willpower.
Wound for a number of XP equal to your new
number of Wounds x 5. For example, to go Starting Specialized: You might want your
from 3 Wounds to 4 Wounds would cost 4 x 5 character to start out better at a skill; maybe he
= 20 XP). It is recommended that the GM focused almost exclusively on sword-fighting,
disallows this type of advancement in a more more so than most characters. For a starting
realistic campaign, but it is great for heroic or character, you may choose to give up one of
pulp games. your starting skills, to start another a x2. For
example, if you had Intellect 3, instead of
Players should track their total XP, spent or starting with 3 skills, you could start with a skill
unspent. at x2, and another skill at x1 as normal.
If a character who gains a flaw through in-game Starting More Experienced: The characters
events (such as One Eye or One Arm), the GM you create for the ALT RPG are generally
might award the character compensatory XP assumed to be novices with some training. Your
equal to the value of the flaw x 10. This is not a group might want to start out with more
required rule, but it is a suggestion to keep one powerful and skilled characters than normal. To
character in a group from being far less capable do so, each player should make a character
than the others. Do not let characters abuse this normally. Then, before play, give each character
Flaws Shaky Aim (2): You get -1 to ranged attacks. Traits is required. You can advance a spellcasting
Slow Learner (2): You gain XP half as fast. trait (such as Arcane Spellcasting II, Arcane
Below is a list of flaws. You may have up to two Slow (1): You get -1 to Movement. Below is a list of traits. You may take traits of a Spellcasting III, etc.) by spending 20 XP to
. You may not select the same flaw more than Slow Healer (1): You get -2 on Strength rolls total value equal to the total value of the flaws purchase the trait as normal. See the Magic
once. to heal lost Wounds. you took. You may not select the same trait more supplement booklet for more information on
Truthful (1): Must make a Willpower check to than once. spellcasting (included with this booklet).
Absent-Minded (1): Must make Willpower willingly tell a lie. Tough (2): You get +1 to Threshold.
checks to remain focused on tasks requiring Unskilled (1): You start with one fewer skill Armored Caster (1): You may cast spells while Unbreakable Will (1): When you make a
concentration. wearing armor. Willpower check, you may roll twice and take
Blind (3): You cannot see. You get -4 on all Attractive (1): You get +1 on Befriend and the higher result.
Fighting, Shooting, Awareness, and Acrobatics Persuasion checks with the opposite sex.
checks, and any other checks that require Block Arrows (1): You may make a Fighting
vision. You also cannot make called shots in check against a ranged projectile fired at you.
combat. You automatically fail sight-based With a shield, you get +1. If you roll higher
Awareness checks. than the shooter's attack roll, you deflect it.
Charitable (1): Presented with the opportunity Dead Shot (2): The Aim action (see Special
to help others, your character almost always Combat Rules) gives you +2 damage in
does so. He must succeed on a Willpower addition to its other benefits.
check to refuse someone help, even in minor Dual-Wielding (2): May wield two weapons
situations. without penalty (-2 each normally).
Colorblind (1): You cannot discern colors. You Elderly (0): Your character is older, more than
get -1 on Awareness skill checks. half the normal lifespan for his or her race.
Cowardly (2): Whenever outnumbered, or You get -1 Strength and Agility, but +1
badly wounded (having lost more than half Intellect and Willpower.
your Wounds), you must make a Willpower Fast (1): You get +1 Movement.
check, or do your best to flee. Fast Healer (1): You get +2 on your Strength
Deaf (2): You cannot hear, and get -2 on checks for natural healing.
general Awareness checks. You automatically Fencer (2): You get +1 to Defense when using
fail a hearing-based check. a rapier and no other weapon or shield.
Frail (2): You get -1 to Threshold Finesse (1): May add Agility to melee weapon
Illiteracy (1): You cannot read or write. damage instead of Strength, provided that
Non-Combatant (3): Your character is not weapon deals 1d6-1 or less base damage.
meant for combat. You get -1 to Defense, and Heavy Armor Focus (2): Reduce penalties to
cannot take the Fighting or Shooting skills. Defense from armor by 1.
Obese (1): Your character is significantly Iron Fists (2): Your unarmed damage is 1d6
overweight. Multiply your weight by 1.5, and rather than 1d6-3. Still add Strength 2 to this
reduce your Movement by 1. total.
One Arm (2): In addition to equipment-based Repairman (1): You can repair damaged or
effects (cannot carry a sword and shield, or a broken machinery or vehicles in half the
two-handed weapon), you also get -2 on all normal time.
tasks that require both arms. Sharpshooter (2): Using the aim action (see
One Eye (2): You get -2 to all Acrobatics, Special Combat Rules) also gives +4 damage
Awareness, Shooting, and Throwing checks, on next ranged attack (if it hits).
as well as any other checks that require depth Skilled (1): You know an extra skill.
perception. Sneak Attack (2): When attacking an unaware
Paranoia (1): You get +1 to Awareness, but foe, you get +4 to hit and +4 to damage,
there's a 1 in 6 chance (GM rolls secretly) that instead of +2 in each case.
you notice something that's not really there. Spellcasting (2): Requires Intellect or
Phobia (1): Pick a phobia, such as heights, Willpower 3 or more (depending on type
wasps, or the sun. Whenever you encounter it, chosen). Pick a type of spellcasting: Arcane,
you must make a Willpower check or flee. Divine, Druidic, or Psionic. For Arcane or
Ruthless (1): Never takes prisoners or leaves Psionic, Intellect is used, and a score of 3 or
enemies alive. Must make Willpower check to higher is required. For Divine or Druidic,
spare an enemy's life. Willpower is used, and a score of 3 or higher
The Gamemaster to find someday? Hint at his location, or plant Using Margins of Success and Failure: If a should give out 1-3 XP to each player. For an
other adventure hooks. Nothing motivates the character succeeds by 4 or more and gets an average session, 2 XP is a good benchmark. For
As the GM, you have a very important job; characters more than their own motivations! extra success, what does that mean? It is left a short session, or one where the characters did
guiding the players through their adventures, to the discretion of the GM, but it is assumed not accomplish much, award only 1 XP to each
creating the world their characters exist in, Motivate Character Development: Set up that the character succeeded more quickly, or player. Likewise, for a long or very successful
portraying all of the non-player characters scenes where players have opportunity to flesh accomplished the task extra well. For example, a session, award 3 XP to each player.
(NPCs) that they interact with, and helping the out their characters. For example, a character character makes an Awareness check to hear a
characters create an engaging story. loyal to his friends, but with a strong moral noise upstairs. A normal success might mean the Also, if a player role-played a flaw very well,
compass, might encounter conflict when his character has heard the noise, but an extra had a very good idea, or did something else
Rulings, not Rules: The ALT RPG is a rules- friends do something he perceives as wrong. success might mean that the character heard the outstanding, you might consider giving that
light system; that means that, unlike some other Such a character might have to choose between noise, and can tell what room upstairs it issued character an extra 1 XP for that session. Be
games,you're going to find the rules lacking two strong influences. Such situations make for from. An opposite example is a character who careful about giving out bonus XP too often, or
sometimes. This is intentional; it's meant so that fun role-playing, though they should only occur gets a 4 on his Acrobatics check to jump a gap, giving too much to one player, as it could
these situations are covered by your own occasionally, to keep them from losing their when the TN is 5. Because he only failed by 1, unbalance the characters in the group.
creativity, rather than dense blocks of rules you impact. the GM might allow him an Agility check to
must constantly pore through. If one of your catch the other edge just barely, then pull
characters wants to do something not covered, himself up with a Strength check. In this way,
make something up on the fly. Use common you can make skill checks more interesting than
sense, and be consistent. The Yes, but and simple success or failure.
circumstantial modifiers below are tools to help
you make rulings on situations. Inventing Traits and Flaws: You might want to
create traits and flaws for your own worlds and
Yes, but....: This rule has helped campaigns. Your players might want to as well.
Gamemasters for years. One of your characters For example, in a campaign featuring shape-
wants to attempt something unexpected that you shifters, you might want to create different traits
hadn't planned for. Do you say no and leave that allow characters to transform into different
that character disappointed? The better option is types of creatures. A few guidelines:
to allow the character to try what they want to A trait should never give a straight bonus to a
do, but they must roll to succeed. With a good check. For example, a trait giving +1 to all
enough roll, even an unlikely solution can Shooting or all Acrobatics checks, would be
succeed. unbalanced. A trait giving a situational bonus
(such as a bonus to Fighting checks when
Circumstantial Modifiers: If a character wants you're next to a wall) is okay, but should be
to swing from a chandelier, or jump down from balanced. For combat traits, a situational
a table to attack an enemy, the rules don't bonus of +1 to damage is better.
provide a bonus for that. Similarly, if your Traits should (usually) not modify attributes
characters are shooting at something with the directly. The Old trait is an exception to this,
sun in their eyes, there are no rules for that because it increases two attributes but
either. Here, you can give circumstantial decreases two others. Keep in mind that traits
modifiers; usually a +1 or -1, but sometimes are usually much cheaper than attribute or skill
more. increases, so an attribute that mimics the
effects of those advances, is unbalanced.
Be a Fan of the Characters: This doesn't mean As for flaws, it is best if they have at least
let them succeed easily at everything that they some sort of mechanical penalty or
try to do; if that happened in our favorite books complication. A fully role-playing flaw (no
or movies, we'd feel let down. We admire when mechanical effects) is certainly acceptable, but
characters in stories go through adversity; should almost never have a value greater than
expose the characters to it as much as you can. 1. A Willpower check to resist a behavior
They'll feel accomplished for overcoming (such as the Willpower check required to face
something difficult. a Phobia, or the Willpower check required to
deny someone help, as per the Charitable
Use Character Motivations: If your players flaw) can help the player better role-play the
provide you with back-stories for their flaw.
characters, use them to your advantage! A
character has a missing brother who she wishes Giving Experience Points: Each session, you