What is AltEternity? Only the most ambitious Tabletop RPG tool available.
Have you ever wished you could flesh out your NPCs for your games easily and/or automatically?
Do you like to play different RPG formats, but wish you could take your characters from one campaign type to another, easily?
Would you like to be able to quickly go from World Map,
to Country Map,
to Regional Map,
to Area map,
to Locale Map,
to building map, to room map, as quickly as you can click on each?
Would you like to see the effects of protection spells, light effects, infravision, etc. ?
Do you wish you could expose your maps in the manner that the Players are able to see from their characters point of view?
Would you like to track marching order, battle actions, time duration of spells and other effects through turn based activities as well as days of non-encounters and player preparations? Battle effects and spell duration are automatically added to the running naration of activities that you can embellish or ignore as desired. Embellishment is indicated in Red.
Would you like to create your own Game System with your own rules and character attributes?
Would you like to be able to create a world history and allow your players to time travel and create alternate realities?
Would you like to easily take your characters to other planes of existance, timelines, alternate realities, heavenly or underworldly locations?
Then AltEternity is for you. Create game maps, calendars, worlds, universes and alternate planes of reality if you wish. Track party locations, set NPC locations and abilities, likely alternate locations, personality, voice used, clothing, skills, history, etc.
With AltEternity you will be able to show to the players; maps and information that is intended to be displayed on a second monitor, while on the Game Master's screen is a mini-version of the map and information about each Player Character and each Non-Player Characters. Marching Orders, Spells in effect and duration remaining.
Track each character's needs for Food, Drink, Rest, Relief of Bodily requirements, recovery times for damage to heal naturally, weight carried, items on hand, items owned and stored at other locations and more, or not. Track each character's timeline thoughout history. Every character has three Timeframes to track. First and foremost is Heartbeats, one per second, this is permanent and does not get altered by the GM or player, it is simply a tracking of the passage of heartbeats for the character. Then there is Functional Time or the timeframe in which the character is currently able to act. i.e. if the character was affected by an aging spell, they may have to act as an elder person would even though they are in fact a youth. Finally is Visible Time, or how the person appears to others. Having an aging illusion cast on one, they may apear to be old but in fact are not. AltEternity is designed so each feature is optional and not required. You are allowed to use the program as you desire, you are not forced to use any feature.
Design campaigns with random and scheduled encounters. Clicking on a map element will bring up details of the encounter, reminding the GM of the campaign encounter elements.
Create Monsters, NPCs and others on the fly. Need a character for a random encounter, select the parameters from varrious lists, race, class, professions, skill levels, random historical events to flesh out the character and possessions.
Ever have your players dump weapons to use the scabbard to hold items or materials found in the game? Every item that can be a container, can act as a container, including details like, leaky bottom, liquid oozes out at 1 oz per turn. Or, have you wanted to keep track of damage done to containers like sacks, boxes and crates over time? Sure the character has a sack, but it is currently at 50% damage, meaning there is a chance it will fail for every time it takes damage or for every turn the sack is used to support weight. This is automatically tracked for the GM during the passage of time.
Track the passage of time in Seconds, Minutes, Hours, Days, Years, Centuries, or Eons. Set the amount of time for a year, and a day for autocalculation of hours in a day. Duplicate realities to a particular date and branch off into seperate histories, tracking each as desired.
Set character birthdates, aniversaries, and so on, or not. It is all up to the GM. Set the lifetime of objects, from moments to eons. Set standard prices, and apply increases and decreases across the board, allow certain items in certain stores. Set up caravans and supply chains in automation. Provide specific or random items for sale or aquisition.
Assign date values to items, only allowing them to be available after a certain game date. Create your reality's Timeline and set constraints on time travel. Assign specific or random lifetimes for items. i.e. A sack will last three years with use, or a sack will last 3 years + or - six months. A sword can last a maximum of five hundred years without use. Item usage is assumed while within the possesion of a charcter, but if stored in a safe environment, it will not age unless there is an absolute age the item is useful. i.e. rations are only good for three weeks without use, but if carried by the player will only survive one week unless consumed. This is because of jostling and abuse through the act of carrying the item, rodents, bugs etc. that the rations are exposed to that they wouldn't be in a home or store.
We have a ton of ideas to incorporate into AltEternity, but it will be a long time coming without help. We are open to having input from anyone in the community of RPG players.