Alternity - Tides of War
Learning Points – To create a feeling of gradual growth and learning, rather than sudden leaps of expertise gained during each level, learning points are collected to allow character to gradually become more proficient in skills which they are actively using during role-playing. Throughout a game session, the GM will keep track of what skills each character seems to be actively working towards improvising, whether it is through practice, training, or just coincidental situations. At the end of the session, the GM awards LPs for each appropriate skill. Generally only a single LP should be awarded per session.
LPs function as Skill Points towards buying the designated skill, they are earned through role playing, and they can be combined with SP to reach the next rank in a skill. If LP awarded at the end of a session is enough to allow a character to gain the next level in a skill, that increase occurs immediately even if there is not a sufficient time lapse at the beginning of the next session.
Skill Points – To account for characters actions between sessions and to allow the players to steer their characters towards proficiency in skills they may not use often, Skill Points are awarded during character creation and throughout the campaign whenever a character obtains enough experience to reach the next level. SP do not have to be used immediately and can be saved for use later, however, during character creation, only five SP can be saved for use later in the game. It is not necessary for the player to have role-played the character actively practicing or training for this skill, however there should be a reasonable explanation of where and when this skill was acquired. As such, an antiquate amount of time must have passed that would allow the character to have learned their new proficiency in a skill. Under most circumstances it should be assumed that it takes one day per skill point spent. If a player knows what they want to work towards, they can spend a point each night and gradually work their way towards the next skill level, or they could wait until there is a time lapse sufficient to allow them to complete whatever training they had in mind.
Skill Cap – During character creation, a character may not have more than three ranks in any skill. Once the game has started, a character may not have any skill with a rank higher than his current level plus three.
Trained – Under some circumstances, the GM may designate that a particular skill is considered “Trained” even though the character has not spent enough LP/SP to reach rank one in that skill. If a skill is “Trained” its rank is set at 0, but its scores are calculated as if it was a trained skill instead of an untrained skill. A “Trained” skill does not reduce the cost to purchase the first rank, nor does it provide the character with use of the broadskill under which the specific skill falls under.
Last Resort Points – Learning Points can also be used to pay towards repurchasing used LRP. At the end of each session a player may be awarded LP towards their LRP if they role-played some aspect of their characters profile (Appearance, Attitude, Background, Motivation, Interests, Vice, or Contacts) during the session or if a Flaw they suffer from had a significant impact in the game. In any instance, the occurrence has to be something that added to the role-playing experience or impacted the decisions the character made. An aspect of the character that is routine will not earn LP even if it is very fitting for the character and in the end it is always up to the GMs discretion.
Stance – Kneeling and Going Prone
It will take 1 meter equivalent of movement to kneel or stand up from kneeling and 2 meters equivalent of movement to go prone or stand up from prone. There is no specific penalty for kneeling or going prone unless a movement modifier applies. When kneeling, you may may Walk or Run at half speed. When crawling prone, you may progress only at ¼ Walking speed.
In addition to improving available cover, stance also provides modifiers to attacks made by you. Generally, crouching provides a -1 bonus to ranged attacks made by you, and a +1 penalty to melee attacks made by you. While prone, the bonus is -2 for ranged attacks and the penalty is +2 for melee attacks.
Optional Rule 1A: Each point of mortal damage causes one wound point and one stun point as secondary damage.
This rule replaces the rule under Secondary Damage on page 53 in the Player’s Handbook. Under the old rules, an injury that inflicted 4 points of mortal damage would inflict 2 points of wound and stun damage as secondary damage; under the upgraded rule, an injury that inflicts 4 points of mortal damage also inflicts 4 points of wound and stun secondary damage.
Optional Rule 1B: If a weapon’s Firepower rating exceeds the target’s Toughness rating, the primary damage inflicted is upgraded one class before secondary damage and armor are applied. Stun damage upgrades to wounds, wounds upgrade to mortal, and mortal damage upgrades to double the listed die range for that weapon.
This rule replaces the optional rule for upgrading damage that appears on page 52 in the Gamemaster’s Guide. Previously there was no official rule for upgrading the effects of Good and Amazing firepower weapons against weaker targets. Under this rule, a fragmentation grenade (Good firepower) that inflicts 6 points of wound damage would upgrade to 6 points of mortal damage against a target wearing armor of Ordinary toughness, such as a CF coat. Be warned: This rule makes weapons of Good firepower exceedingly dangerous against lightly armored targets. (Unarmored targets are considered to be of Ordinary toughness.)
To upgrade mortal damage, simply double the dice without doubling any added damage. For instance, the tracer grenade would upgrade from d4+2 mortals to 2d4+2 mortals against a target of Ordinary toughness. Exceeding the target’s toughness by two firepower grades does not upgrade the damage twice.
Optional Rule 2A: In addition to the free broad skills determined by race selection, a new character has a number of skill points equal to 30 plus 3 times his Intelligence score available to purchase skills during character creation. Human heroes receive a special bonus of 5 additional skill points at character creation.
This replaces the skill point allocations indicated on Table P5 in the Player’s Handbook. Under the old system, an alien hero with an Intelligence score of 9 received 40 skill points for initial skill purchase; under the upgrade, he receives 30 + (3 × 9) or 57 skill points. A human hero of the same Intelligence score would begin with 62 skill points if using this optional rule.
Optional Rule 2B: During initial skill purchase, a character may not learn more than six additional broad skills, not counting his racial broad skills. Modify this number by the hero’s Intelligence-based resistance modifier.
Since low-Intelligence characters receive a much greater number of skill points in this upgrade, the limitation on purchasing new broad skills is relaxed somewhat. This replaces the limits given on Table P5. Previously, a character of Intelligence 6 would be able to purchase no more than 3 broad skills during initial skill purchase, but this upgrade increases that number to 5 (6, less 1 for his -1 Intelligence resistance modifier).