Defenders of Aylanae
General Rules Changes
Compilation of Rules Changes
• Dexterity no longer exists. It’s relevant skills were folded into Agility. Fighting now determines the bonus to attack with ranged and close attacks (instead of dexterity for ranged).
• Ability scores now add double their rating to their associated skills.
• A revision was made to how complications are judged as far as severity. This makes complications less arbitrary in terms of how they’re awarded. It also introduces a new type of lesser hero point called a benny. Complications (Revised)
• While dazed, you must always take the charge action when using close attacks, even if you are adjacent to your opponent.
• A character who begins his turn dazed can’t teleport, burrow or permeate even if that condition is removed later in the turn.
• A dazed character can’t accelerate and always moves at half-rank. See Acceleration under the Alternate Rules section below.
• The death roll is no longer a fortitude save and is instead an unmodified roll against DC 10 roll. Dying rolls are made in secret so that others aren’t sure how close a given creature is to death.
Skill ranks per point
You now get 3 skill ranks per character point spent on skills (raised from 2 ranks per point).
Close Combat and Ranged Combat were removed as skills. I don’t feel there’s any need to have that much granularity or specialization with one weapon in M&M.
When determining the defense of a vehicle, a driver/pilot can add half his Vehicle skill’s bonus, rounded down, to the defense of his vehicle (still applying the base defense penalty for vehicle size). This cannot exceed the cap based on power level. This only applies if a vehicle is moving relatively quickly and taking evasive actions. A stationary vehicle is considered defenseless and a vehicle that is moving slowly is considered vulnerable.
Extra 1 Degree Afflictions: Immobile, Limited Disabled.
Extra 2 Degree Afflictions: Blinded, Limited Unaware.
• The cost for hindered is now a +1 point flat cost which allows you to add it to all tiers of your affliction. This is in addition to any other conditions the affliction has.
• The controlled and compelled conditions now count as 2 conditions instead of 1, and thus require the “Extra condition” extra to take.
• Having a limited version of disabled and unaware (such as vision unaware or fighting disabled), takes 1 less degree of failure than normal.
• Instead of choosing an affliction of the appropriate tier, You can get 2 afflictions of a lower tier that apply instead. So instead of taking stunned as a “fail by 2” affliction, you can opt to take impaired and dazed, in which case a target that fails by 2 degrees would be affected by both.
• New movement afflictions have been added. There is no save required to remove these afflictions unlike typical afflictions. The result is permanent but can be removed simply by moving back to where you were.
Knocked Down (1 degree): The target is knocked prone, though is not held this way, so does not require a save each turn to remove the condition, he merely has to use an action to stand up.
• If using radio-style communications (such as an Aela communicator) or some form of media that requires a receiver, this is a 1-3 point feature. For telepathic communications, a new power called Telepathy (new Effect) was created.
• Concealment has been rewritten. See the new version here.
• A new extra can be taken for +1 cost per rank which makes the duration of create instantaneous. This allows it to be put into an array and create real permanent objects.
• Effects with a lethal descriptor that make a character unconscious also give him the dying condition. A failure by 5 or more degrees on a damage soak roll with a lethal weapon instantly kills the target. Human targets, and those without supernatural resistances may also suffer other complications from being attacked by lethal descriptor weapons.
• This power’s rank is capped by the user’s parry.
• The following extras can be taken, they are normally benefits from the movement category though have been made cheaper.
Safe Fall (Flat +1 point): So long as you’re capable of taking actions, you suffer no damage from falling.
Slithering (Flat +1 point): Move normally while prone and suffer no penalty while attacking while prone.
Sure-footed(Flat +1 point per rank): Reduce the speed penalty for moving through or around obstacles by 1 for each rank of sure footed.
Wall-crawling (Flat +1 point per rank): One rank of wall crawling lets you climb at your ground speed -1 with no check required, though you’re still vulnerable while climbing. 2 ranks allows movement at full speed and without being vulnerable.
Water Walking (Flat +1 point per rank): One rank lets you move your ground speed on the surface of water, quicksand or other liquids without sinking unless you fall prone or can’t move. With 2 ranks you must no longer move to walk on water, and can lay prone.
• The persistent modifier costs +1 per rank instead of +1 flat, identical to persistent for regeneration. (This seems to be an error in the book)
• The DCs has been changed: the base DC is 10 for an unstaggered character, 15 for a staggered/unconscious character, and 20 for a character who is dead. It’s only possible to heal dead characters with the resurrection extra.
• The order at which conditions are healed has been changed. Healing order now works as follows, fixing the first condition that applies per degree of success.
1. It first converts dying or dead to unconscious but stable.
2. It removes 1 wound.
3. It removes the staggered condition if no wounds remain.
• Healing others in combat with a touch or ranged healing requires an attack check, though they are considered vulnerable if they want to be hit.
• You can’t revive an unconscious or dying character to return to the combat. At most you just stabilize them. Even if fully healed of all damage conditions, they require a minute to recover or longer.
• The “Action” extra specified is removed (it seems to be a relic of an earlier edition as it references what seems to be an inverse increased action extra that doesn’t exist). To make matters worse, the extra never actually specifies what kind of action the modified healing is, so I’ve just removed it.
• Wounds that are returned to you via the “temporary” flaw can’t be healed until the end of the adventure. This includes other healing magic, regeneration, etc. There is no way to remove them without something extraordinary.
• The cost of illusions are halved. Visual only illusions cost only 1 point/rank, while lesser senses (like hearing/etc) cost half a point per rank.
• Detailed (New Extra): For a flat cost of +1 per rank, you may increase the insight DC of your illusions by +2 per rank. This is not capped by power level.
• For purposes of this campaign, because immortality is a rare event, once you come back to life once using immortality, you must re-spend the points on something else and cannot take immortality again for that character. You get one free life, but that’s it.
• Immunity is still allowed but generally being discouraged except in extreme cases. In general it should be replaced with the new effect Resistance. A creature made of fire for instance could be immune to fire, but for general fire resistance, take resistance.
• Immunity costs have been rewritten. Immunity Redone
• Invisibility costs 10 points to gain invisibility to visible light (see the redone concealment power). There is no longer a greater invisibility to all visual senses, as the way the concealment power works has been changed.
• Cost increased to 5 points/rank (this is due to the increased cost of afflictions).
• The rules for this power were replaced. See the revised Rules here: Mind Reading Redone.
• Wall crawling, slithering, sure-footed, water walking and safe-fall were moved to modifiers to ground speed (with cost reductions).
• There are also degrees of limitations for limited protection, meaning that limited was taken one or more times. Limited 1 means that the limited flaw was taken once, limited 2 means it was taken twice, etc. For a corresponding -1 cost per rank for each time it was taken. So limited 2 grants you-2 cost per rank.
Instead of counting off rounds, any damaged character with regeneration gets a d10 roll at the end of their turn. If they roll equal to or under their regeneration rank, they heal from it. For ranks higher than 10, the character automatically gets healing for the first 10 ranks and may get an additional point of healing if they roll under their remaining ranks.
• Senses has been replaced with a pair of new effects to be more self-explanatory instead of the confusion over what is and isn’t a sense type. The new rules are here Senses Effect.
• A new extra can be taken for +1 cost per rank which makes the duration of transform instantaneous. This allows it to be put into an array and make permanent changes to objects.
This advantage also grants a +1 initiative bonus in addition to its usual effect.
When using a knowledge check that is untrained, you get to add your intelligence score only once to the check, not twice as normal for skills.
If you possess this as a permanent advantage (not attached to an array power or piece of equipment), then it applies to all attacks you make. You don’t have to choose a specific attack form to gain the benefit unless it is a non-permanent choice.
The alternate invention rules are being used from the gadget guides. See gadget guides page 122. One of the most notable changes in the new rules are that you can no longer use routine checks (aka take 10) on inventing rolls.
NPCs can no longer take this advantage.
The alternate ritualist rules from the gadget guides are being used. See gadget guides page 127. Like the alternate invention rules, these rules also forbid routine checks (aka taking 10).
The rules do not define what’s an appropriate scope for Second Chance – what is too broad a Descriptor and what is too narrow. See the modified protection power for the table of effects. Second chance is limited to taking only a limited 3 toughness attack form (such as falling damage) or a limited 2 fortitude or will effect, such as poison. A character can only take this advantage up to 2 times and it counts against his limited protection cap (see limited protection).
Takedown triggers only on the first attack you make on a minion in your round. Thus you cannot use multi-target multi-attacks to create multiple takedown chains. Takedown cannot be used at all for area attacks.
Tracking is no longer specifically linked to any one sense, instead those with this advantage may track with any acute sense they possess. Effectively this means you get tracking on all your acute senses. Note that your senses must be able to pick up a lingering trail of some kind, which may invalidate some senses which leave only instantaneous effects like tracking by sound. You can follow trails and track using a particular sense.
You move at your speed rank –1 while tracking. For 2 ranks of this advantage, you can move at full normal speed while tracking. Due to the variety of senses being used to track, it’s difficult to set specific modifiers, but the easiest possible trail will be DC 10. Generally the more time that’s elapsed, the colder a trail will be.
Bonus reduced from +2 to +1.
Alternate Effect (Extra)
Characters can devote more points to an array than are necessary for the highest power, creating what is known as a “broad array”. In a broad array, characters can have multiple array elements active if they can afford them all with the total points in the array. Note that if you don’t purchase the dynamic extra, you must pay for the array element in full to activate it.
This extra has largely been replaced by a variety of new afflictions. Instead use afflictions as it is more balanced.
A line area starts at 60 ft (rank 1) instead of 30 ft.
Continuous effects do not continue when an array element is no longer active. However the cost of continuous has been reduced to a +1 flat increase.
You can only take this flaw if your dodge is at least equal to 3/4 your power level (round up).
In addition to its usual effect, you may opt to take a routine check (take 10) on any check with an impervious ability. Note that if you have only partial impervious, or if your impervious rank was reduced by something such as penetrating, you may only add your effective impervious ranks to your routine check.
Increased Range (Extra)
Attack or Control powers made into perception range require a line of effect to the target, not simply line of sight. This prevents usage of breaching vision with perception attacks to create the ultimate “kill from anywhere” combo. Attack or control powers with perception range as their base (such as illusion) do not have this limitation, only powers with the increased range extra.
The wording on this modifier is a mess, so for purposes of the game I’m just going to ignore it and provide a few example ratings and what they do.
Indirect 1: Emerges in a single general direction from a physical object which isn’t generated by an effect (such as create). Examples include a thrown boomerang which comes back towards you, or a sentry gun which can fire in a narrow fire arc.
Indirect 2: An attack from the ground or the sky, coming straight up or straight down. Attacks which require you to be outdoors may also quality for the Limited flaw.
Indirect 3: An effect which emerges from another effect or a common terran. For instance, something that comes forth from a portal you create, or something that emerges from a created object/summoned creature etc. It also includes attacks that emerge from any point from the ground, or from any water.
Indirect 4: An effect which emerges from anywhere within range that you can see or otherwise sense.
This flaw is only worth points if the base power is worth at least 5 points.
Penetrating has been reworked. When an attack with Ranks in the Penetrating Extra hits, check whether the target has ranks of Impervious Toughness applying against the attack. If so, each Rank of Penetrating negates the Impervious Extra of 1 rank of Toughness/Will/etc.
If no Impervious Toughness applies against the attack, each rank of Penetrating negates 1 Rank of Limited Protection. Penetrating will not remove non-limited protection effects.
A quirk now grants -1 points per 5 full points of the power. This makes quirks more of a lesser version of limited. Quirks that the GM doesn’t expect will come up hardly at all should be treated as complications. The GM may allow you to get back points for multiple small point powers with quirks (even different quirks) to add up to 5 points.
This modifiers effects only detecting a power with standard perception. That is 1 rank makes it hard to detect with regular perception, and 2 ranks makes it undetectable with normal senses. Specialty senses targeting the specific descriptor still work. if you want to cloud from those take a linked concealment effect on the power.
When using a tiring effect, you may exceed the normal power level cap as though your PL was 2 points higher. A tiring power may also not have unreliable (limited uses). This is implied in it being tiring.
If the “5 uses” version is used on multiple powers in the same array of alternate effects, they all share the same pool of 5 uses instead of having a separate pool.
Bag of Tricks (General, Ranked [1/2 PL])
For each rank in this advantage, you may execute a power stunt without suffering the effects of fatigue. Your free tricks refresh when your hero points refresh at the beginning of an adventure. You can also spend your trick points to jury-rig inventions and use an invention a second time in an adventure, as though you were spending a hero point.
Charge Up (Flaw)
Cost Reduction: -1 cost per rank
This can be applied to Attack powers. It requires the power to take a full round to charge (requiring the character to use both move and standard action) and visibly be charging the power in some fashion. A character charging a power is considered vulnerable. The power can be released next round as a standard action. A character treats his power level as being 2 higher for purposes of determining the power level caps of this power.
Cost: See below
The Effect with this Extra affects the target once immediately, and will keep attempting to affect its target(s) with a set periodicity after that. Like with the Secondary Effect extra, subsequent attacks do not cost Actions, but neither can they stack with subsequent uses of the Effect by the Character – see the Secondary Effect Extra (DCA p132).
The initial attack is solved normally. Starting with the first Chronic attack onward, it becomes possible for the target to beat the Effect. If the target succeeds against the Effect with 2+ degrees, the Effect is gone and will never attack again.
There exists five Ranks of the Chronic Extra :
• Chronic 1 lets the Effect attack on its own every 14 Ranks of time after the initial attack (one day). This costs a flat 1/Rank – thus one point (like a Feature 1).
• Chronic 2 lets the Effect attack on its own every 9 Ranks of time (one hour). This costs a flat 1/Rank – thus two points (like a Feature 2).
• Chronic 3 lets the Effect attack on its own every 5 Ranks of time (four minutes). This costs +1 per Rank
• Chronic 4 lets the Effect attack on its own every 2 Ranks of time (30 seconds or five rounds). This costs +2 per Rank
• Chronic 5 lets the Effect attack on its own every turn. This costs +3 per Rank, similar to making an Instant Effect Continuous.
Cost Reduction: -1 point per 10 points (or -1 per 5 points, see text)
Description: The power requires hand gestures or a verbal component to activate. This makes use of the power very obvious (and thus may not be taken with noticeable or subtle). It also limits the character to speaking for use of the power, or requires both hands free, thus effects that bind the character, such as grappling will restrict hand movements and anything that inhibits the ability to speak will prevent verbal effects.
If a character uses only hand gestures or verbal components, this flaw lowers the cost of the power by 1 point per 10 points of the power. If the power requires both, then increase this to 1 point per 5 points of the power.
This flaw can’t be taken on effects that are “always on” and never need to be switched or activated. For such powers, a spellcasting limitation counts as a complication, since it comes up so rarely.
Varied Array (Extra)
Cost: +1 point per 5 total points of the power.
Stunts made with this power have a broad range of effects. This is a common modifier for spellcasting and similar powers.
Acceleration: When moving via any ability other than teleportation, on the first round you start moving, you only move at the speed equivalent to half your movement rank (round up). On following rounds, assuming you keep moving, you can accelerate to full speed. You don’t have to travel in a strictly straight line, but having to dramatically change your movement direction will prevent you from accelerating.
Improved Critical Hit Afflictions: Instead of inflicting +5 to effect DC, you can instead opt to add an additional affliction (as though it was linked) to the attack. The affliction has a rank equal to the rank of the initial effect that scored the critical and uses the same defense that the triggering attack uses (and the same resistance roll).
Improved Power Stunts: Using a power stunt to create an instantaneous one-shot effect gains a bonus +2 ranks. In addition, the power stunted power may treat its power level caps as though your PL was 2 higher.
Heavy Damage: When making damage resistance checks, the penalty you suffer to future damage resistance rolls is equal to your degree of failure instead of always being -1. For instance, if you fail a damage resistance check by 2 degrees you suffer a -2 penalty to future damage resistance checks instead of -1.
Strength Damage on ranged/multiattack weapons (Equipment Guide): When using a strength-based attack with ranged/multiattack or some other modifier that increases the cost per rank, if you have not paid extra to include your strength bonus, you may instead add your strength divided by the cost per rank of the effect. For example, a ranged damage effect would add half your strength. A ranged multiattack effect would add 1/3 your strength.
NPC hero points: Instead of using complications and the luck advantage as NPC hero points, NPCs of importance will be assigned 1-2 hero points usable each encounter.
New Combat Actions
Throw (standard/Free action)
You can throw a creature you’ve grabbed or an object you’re holding. Tossing an object or creature indiscriminately in a general direction is a free action. Tossing one at a specific target requires a standard action. If you only have a 1 degree grab on the creature, treat your strength as halved for purpose of the throw.
Throwing Distance: You can throw an object a distance rank up to (your Strength rank – object weight rank). If throwing a non-aerodynamic object, this is further reduced by 1, and if the target is unbalanced (such as top heavy), subtract a further -1 penalty. Unwilling creatures are always considered both.
Throwing Objects at another creature: You can toss an object at a creature. Treat this as a ranged attack, with a damage equal to the mass rank of the object + half your strength (round up). If the object is especially large, you can treat it as a ranged area damage effect with a rank of half your strength and half the object’s mass. All applications of this are still capped by power level.
Throwing Creatures: Throwing a creature behaves similarly to an object. If a creature you’ve thrown hits a solid wall, it takes damage equal to the toughness of the object or your strength (whichever is less).
Throwing a creature upwards: Generally it’s assumed that you’re throwing a creature for horizontal distance and not upwards, if you’re throwing a creature straight upwards for the purpose of dealing falling damage to the creature, subtract an additional point from the distance rank you throw the creature. It takes falling damage based on the distance off the distance fallen.
Power Attack: Power attack does not help to breach impervious toughness. While it does increase the effect DC, it does not actually add more ranks to the damage effect.
Fatigue and Powers: Using powers is exerting, about equivalent to sprinting if you use powers for long periods. Uses in combat and other short term uses don’t do much, however, teleporting/creating matter/transforming/etc. for several minutes repeatedly will fatigue you.
Healing/recovering from Damage: When removing effects from damage, such as staggered, this is considered separate (and must be removed separately) from the -1 to damage resistance that also comes with it. You do not heal them both as part of healing the staggered condition.
Homing (Extra): Since maintaining a homing attack requires a free action, you cannot switch to another power in the array without losing the homing attack. Further a power with homing can get a total of one attack roll against a given creature, so you cannot launch two separate attacks in the same round against the same creature with the same homing power.
Recovery Shock: Recovering from being unconscious requires a shock period of 1 minute to recover and be able to act normally again. Thus healing such conditions is not instantaneous.