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New to Alternity?

Alternity is TSR's skill-based science-fiction roleplaying game from 1998: one set of rules for any future you can imagine, built around what your hero can do and a single, clever dice roll. Here's what it is, how it plays, and why people are still rolling it a quarter of a century later.

01 / What it is

A toolbox for the future

Alternity was designed by Bill Slavicsek and Richard Baker and published by TSR, the company behind Dungeons & Dragons. Where D&D is fantasy, Alternity was built for science fiction — not one universe, but any of them: gritty near-future thrillers, starship adventures, alien first contact, post-apocalyptic wastelands.

It's a skill-based game. A hero is defined by the skills you choose and improve, not by a class or a fixed list of powers, and nearly everything they try is a roll against one of those skills.

The core books (the Player's Handbook and Gamemaster Guide) give you the rules; the campaign settings give you somewhere to use them. The line ran until 2000, when Wizards of the Coast, by then TSR's owner, turned its attention to the new d20 System.

At a glance
PublisherTSR, Inc. (Wizards of the Coast)
DesignersBill Slavicsek, Richard Baker
Released1998
Line ended2000
SystemSkill-based
Diced20 + one “situation” die
GenreAny science fiction
New editionSasquatch Game Studio, 2018

The settings

Star*DriveSpace opera on the Verge, humanity's lost frontier, five centuries from now. The flagship setting.
Dark•MatterThe present day, with conspiracies, monsters and the Hoffmann Institute standing against what lurks in the shadows.
Gamma WorldThe classic post-apocalyptic world of mutants and lost technology, rebuilt on the Alternity rules.
TangentsParallel realities and the travelers who move between them.
StarCraftA boxed set bringing Blizzard's computer game to the table, with simplified rules.
Your ownThe rules don't assume a universe. Pick a technology level and build the future you want.
02 / How it works

One roll does it all

Everything in Alternity — picking a lock, piloting a starship, a firefight — uses the same roll.

Try the dice roller →
1

Your hero

Alternity is skill-based: what your hero can do comes from the skills you buy. Start with six abilities — Strength, Dexterity, Constitution, Intelligence, Will and Personality — and a profession: Combat Spec, Diplomat, Free Agent, Tech Op or the psionic Mindwalker, which makes some skills cheaper but none off-limits. Heroes can be human, a mutant or an alien. Skills come as broad skills with specialties under them, and buying ranks in a specialty raises your skill score.

2

The roll

Roll a d20, the control die, together with a second die, the situation die. Add them (or subtract, if the situation die is a bonus) and try to roll at or under your skill score. Low is good.

3

How well you did

The lower you roll, the better the result: Ordinary, Good or Amazing success — or Failure, or a Critical Failure when it all goes wrong. A better result means more damage, faster work, a better deal.

The situation die: one scale for every modifier

Instead of adding up +2s and −3s, every circumstance moves the situation die up or down a step. A good tool, a clear shot or a distracted guard steps it toward a bonus; darkness, a moving target or a hard task steps it toward a penalty.

← BONUS: SUBTRACT ITPENALTY: ADD IT →

Degrees of success, in one picture

Say your hero's skill score is 13. Roll 13 or less and you succeed. Roll half your score (6) or less and it's a Good success; a quarter (3) or less is Amazing. Every skill works this way, so you always know your odds at a glance.

Amazing ≤ 3 Good ≤ 6 Ordinary ≤ 13 Failure

Combat

Each round has four phases: Amazing, Good, Ordinary and Marginal. Everyone makes an action check — the same roll as always — and the better the result, the earlier in the round they act. Tough, determined heroes get more actions per round.

Damage lands on separate tracks: Stun (knocked out, not hurt), Wound, Mortal (life-threatening) and Fatigue. Attacks are low impact, high impact or energy, and armor protects against each kind differently — a vest that stops a bullet may do little against a laser.

Progress Levels

Technology is rated from PL 0 to PL 9, so the same rules handle a stone knife and a matter transmitter. A setting just picks its level.

PL 0Stone Age
PL 1Bronze/Iron Age
PL 2Middle Ages
PL 3Age of Reason
PL 4Industrial Age
PL 5Information Age (today)
PL 6Fusion Age
PL 7Gravity Age
PL 8Energy Age
PL 9Matter Age
03 / What makes it different

Why it stands out

Skill-based, not class-basedYour hero is the skills you choose. Professions make some skills cheaper, but anyone can learn anything, and every check is a roll against a skill.
Every roll has shadesNot just pass or fail: Ordinary, Good and Amazing successes give every roll a sense of how well it went, with only two dice.
One modifier scaleEvery bonus and penalty is a step on the situation die, so the GM rules quickly and nobody adds up columns of numbers.
Damage that feels realStun, Wound and Mortal tracks, and armor that matters by damage type, make fights tense without making them slow.
Any future, one systemProgress Levels, plus heroes built from skills, perks and flaws, mean the same rules run a spy thriller, a starship crew or a mutant wasteland.
Settings with depthStar*Drive and Dark•Matter are still held up as some of the best-written settings of their era.
04 / Why people still play it

It never really went away

Alternity was only in print for a few years, but the people who played it didn't stop. The skill-based rules are quick to learn and flexible enough to run nearly any science fiction, and the settings are rich enough for years of play.

Fans kept it going with free e-zines, netbooks, house rules and ship designs — many of them in this archive. Much of its design lived on in Wizards of the Coast's d20 Modern, where Dark•Matter and Star*Drive reappeared, and in 2018 Sasquatch Game Studio, with original designer Richard Baker, published a brand-new Alternity edition.

Today there are active groups on Discord, Facebook and Reddit, and tools like AlternityBeyond for building and running heroes online.

“…the combination of variability and shades of performance” — from just two dice.

Stargazer's World review of Alternity
05 / Where to start

Your first session

All free, all here.

Read a Fast-Play

All free downloads →

Watch first

All videos →

Build a hero

Grab a hero sheet above, or build one online with AlternityBeyond, which works out the numbers for you. Then try a few rolls on our dice roller.

Find a group

Ask questions, find players and share your games with the Alternity community. When you want the full rules, the original books and the 2018 edition are on DriveThruRPG.