Alacrity Fantasy

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

For seasoned adventurers familiar with the landscape of fantasy role-playing, Alacrity offers a refreshing approach focused on narrative freedom and dynamic action. Its intuitive d100 skill-based system provides a clear measure of character capability, while the flexible action economy encourages bold, cinematic choices, allowing multiple actions within a round at the cost of increasing risk. Forget rigid spell slots; Alacrity’s magic system empowers players and GMs to craft unique “Effects” discovered through story and learned organically, putting the focus squarely on character concept and creative problem-solving within a robust yet streamlined framework.

Designed for fast-paced play and ease of adjudication, Alacrity empowers the Game Master to make swift rulings, keeping the story moving without getting bogged down in complex subsystems. This emphasis on flexibility and shared storytelling makes it an ideal engine for any fantasy campaign you can imagine. Best of all, Alacrity: Fantasy Edition is provided completely free**, ensuring that epic adventures and memorable stories are accessible to everyone looking for a versatile and engaging fantasy role-playing experience.

Dedication

To my dear friend, James Walker, Jr., the finest Game Master I’ve ever known. This edition is built upon the foundation we created together back in 1999. His spirit lives on in these pages.

Alacrity: Fantasy Edition

Introduction: Welcome to Alacrity

Chapter 1: Playing the Game

Chapter 2: Creating a Character

Chapter 3: Character Archetypes

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Wizard

Chapter 4: Character Origins

  • Origin Components
  • Species Descriptions
  • Background Descriptions

Chapter 5: Special Actions and Circumstances

  • Modeling Common Maneuvers
  • Specific Situational Rules
  • Overland and Sea Travel
  • Damaging and Breaking Objects
  • Naval Travel and Combat
  • Siege Combat and Engines
  • Optional Rule: Fast Damage Dice
  • Mounted Combat
  • Pack Beasts and Burden

Chapter 6: Equipment

  • Coins: The Currency of Adventure
  • Starting Wealth
  • Weapons
  • Armor
  • Tools
  • Adventuring Gear
  • Mounts and Vehicles
  • Services
  • Crafting Equipment and Materials
  • Mastery Properties
  • Magic Items

Chapter 7: Magic

  • Learning to Channel
  • Mana Pool and Recovery
  • Claiming New Effects
  • Casting
  • Concentration
  • Mana Batteries
  • Heroic Casting
  • Arcane Adepts and Unlikely Casters
  • Communion
  • Guidelines for Converting Spells to Effects
  • Enchanting Items and Permanent Effects

Chapter 8: Worldbuilding

  • The Big Picture
  • Gods of Your World
  • Mapping Your Campaign
  • Factions and Organizations
  • Magic in Your World
  • Creating a Campaign
  • Campaign Events
  • Play Style

Chapter 9: Creating Adventures

  • Elements of a Great Adventure
  • Adventure Structure
  • Adventure Types
  • Complications
  • Creating Encounters
  • Random Encounters

Appendix A: Generic Effects

  • Generic Effects

Appendix B: Monsters and NPCs

  • Monster Template

**OK, so maybe it isn’t completely free. I have those annoying Google ads and Amazon affiliate links.  If you find this stuff valuable, click on some of that stuff to help us out.  

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Print for Personal Use

You are welcome to print a copy of pages from this book for your personal use. Please note that mass distribution, commercial use, or the creation of altered versions of the content for distribution are strictly prohibited. This permission is intended to support your individual gaming needs while maintaining the integrity of the material.

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File Created: 04/28/2025
Last Modified: 04/28/2025

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