Alternity: The Vast Swamp [ EDIT ]

This game has been retired! That means it's no longer being run.
ALTERNITY is a science-fiction role-playing game produced by Wizards of the Coast in 1998. GAMMA WORLD is a setting for ALTERNITY that takes place several hundred years in the future in a post-apocalyptic landscape. This is a land of mutants and madness, where patches of radiation yet linger from the Shadow Years and strange and frighteningly familiar creatures roam the torn landscape. Humanity is no longer the master of the world. Instead, they are just like everyone else, trying to survive in a world gone mad.

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To begin with, you choose a character species. There are nine possible species in the Gamma World.

Humans, also known as pure-strain humans, are the ancestors of the Ancients. They look pretty much like modern-day humans, in a variety of shapes, shades, and sizes. They do not possess mutations and are resistant to radiation.

Androids are artificial beings with veins of circuitry weaving through non-human flesh in spiderweb patterns, forming beings that are part organic and part technology. Their bones are strengthened with flexible metal rods and their hair is a combination of organic material and cable filaments.

Dabbers are a diminutive (1 meter tall) that resembles bipedal versions of ancient raccoons. They have broad, masked faces, opposable thumbs, and short, striped tails. Their fur is mostly brown with white and brown striations. Dabbers are known for their playful personalities and their total disregard of individual property rights. Despite their small size, they have powerful mental abilities.

Mutants are as diverse and individual as pure-strain humans. They include men with scales and gills and women with wings, individuals with amazing mental powers and great physical prowess. They are humanity's stepchildren, ranging from 1 to 3 meters in height. The only certainty about mutants is that when you see one, you have probably never seen one like it before.

Sasquatch are huge (2.2 meters tall) and lumbering, weighing 180 kilograms and every pound seems to be muscle or hair. Towering above most other sentient races, they present imposing, threatening figures. Their fur and long manes range from black and browns through shades of gray to individuals with pure white hair. They are deadly opponents, even when unarmed, as their fingers end in huge, wicked talons.

Sleeth, also known as "seer lizards" are 2-meter-tall bipedal lizards. They have an erect humanoid stance, muscular tails, long snouts, and dexterous hands. Seer lizards range in color through a variety of greens. Sleeth grow through their lifetimes, and the elder leaders of their clans can reach 3 meters in height. They are known both for their thoughtful nature and their mental mutations.

Grens, or green men, are nomadic hunter-gatherers that prefer a simpler living in forests and jungles. They are normally peaceful, shy, and reclusive, seldom venturing from the safety of their woodland home. A settlement will tend food plants that grow within their community to supplement what is hunted or foraged. Grens are remarkably adept with animals and would never harm the natural environment, preferring to living in harmony with nature. They resemble pure-strain humans save for their dark green skin. Hair ranges from brown to green, though a few individuals have blonde hair. They wear a minimum of clothing, usually made from leaves and grass.

It is also possible to play a mutated animal. These creatures range in size from 1 to 3 meters tall and are generally bipedal and capable of walking erect. Most also have hands capable of grasping objects and using tools. Aside from this, they are as different as they would seem.

Finally, you may, if desired, play an intelligent, mutated plant. These beings range from 1 to 4 meters in height and are generally bipedal and capable of walking erect. Most have the ability to grasp objects and use tools, and most all have at least the senses of sight and hearing, as well as the ability to speak.

You will also be choosing a profession. There are four base professions in Gamma World:

Combat Specs rely on physical power and endurance to supplement their training in battle techniques. These warriors are walking arsenals who employ both salvaged technology and their own bodies as weapons in the pursuit of their chosen profession.

Diplomats are negotiators, political figures, managers, dealmakers, and many others who use interaction skills and personal resolve to accomplish their jobs. They specialize in getting things down through bargaining, discussion, and guile.

Free Agents are troubleshooters or field operatives who rely on agility, intuition, and their natural resolve to get a job done. They may have ties to a specific community or organization, but they work better alone or in small groups than they do as units in a large force.

Tech Ops are operatives accomplished in the use of high-tech equipment, or specialists trained to create or maintain high-tech equipment. They rely on natural genius, agility, and expert training, as well as the benefit of their technological devices. Examples of tech ops include technicians, scientists, and doctors.

Use these choices to develop an idea of the character that you want to portray. We'll get deeper into character creation in game.

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