Defenders of Aylanae
Aylanae Reboot Rules Modifications
- Added Ruling for Eidetic Memory and using untrained skills.
- New guidelines for complications have been implemented. Complications (Revised)
- The new Resistance power was added to replace the old Limited Protection in terms of an effect to exceed PL caps on defense.
- Descriptor Tiers were redone, lots of descriptors had their values and significance reduced.
- Immunity was prepriced to reflect the new ability tiers.
- The “temporary” modifier in the healing effect was modified and clarified.
- Power stunts now grant +2 ranks instead of +5 points for ease of math.
- NPCs may no longer take the luck advantage, however they now have 1-2 hero points for use.
- The dazed status condition now prevents turning insubstantial, permeating through solids, and burrowing without leaving a tunnel, cutting off other means of easy escapes when a battle is turning against you.
- Tiring flaw may no longer be combined with Unreliable (limited uses).
- Regeneration power now uses a different mechanic. This is mostly to make lower ranked regeneration feel more useful, and also to eliminate the confusion of what happens with rank 6-9 regeneration.
- Defensive Roll had its armor restriction removed, now it’s a flat +1 to initiative per rank.
- Deflect power was capped at parry defense. This was always sort of the case, as deflect is used “in place of an active defense”, but I never directly spelled it out.
Changes from Version 1
- Alternate rules from the gadget guide are being used for inventor, ritualist and artificer
- Immortality is limited to one use, then the points must be reallocated.
- Presence no longer gives a free skill rank per point.
- Death rolls rules change became less complex. Now behaves similar to how all my other death rolls worked.
- Limited skills were largely removed (mostly due to the amount of space they took up in house rules to explain).
- Lethal damage rules were greatly simplified.
- Limited Protections that transcend the PL cap now cost more.
- Each rank in defensive roll no longer grants a bonus to dodging area attacks, but now grants a bonus to initiative.
- with the change to Def Roll, the evasion advantage was re-added, it behaves as it appears in the book.
- Multiattack is back to its book cost (+1 cost per rank)
- Great fortitude, Rapid Fire, Combat Mastery and Iron will advantages were removed.
- The Persistent Extra was removed.
- Alternate Vehicle Rules were moved to their own file.
- Healing power was reworked. It’s DCs are now lower consistently, but it starts by healing wounds as opposed to removing the staggered condition first. This makes it more reliable but less powerful when it succeeds.
- Immunity costs were altered somewhat.
- Partial concealment changed up a bit to be more in line with existing rules.
- Tracking was removed from a sensory effect and just made purely an advantage. It’s a cost break for people with multiple tracking senses.
- Senses in general received a bit of an overhaul, which should grant some cost breaks in a few areas. Specifically to characters with multiple special senses.
- The close attack and ranged attack advantages (which previously gave proficiency in attack forms) have been removed. All characters now have proficiency, and if you wish to be inept with a weapon or category of weapons, you can take it as a complication. The DM may however give you penalties for non-familiarity if you for instance have no vehicle skill and try to fire the weapons on a Magitech armor.
- A ruling regarding fatigue and continuous power usage has been added to the rulings section.
- The cost increase on improved critical advantage was removed. It was returned to its original cost of 1 point.
- The prior change to Impervious is reverted and instead Impervious defenses can now opt to “take 10” on any resistance roll, though this must be chosen before the dice are rolled. They still grant their standard benefit.
- Penetrating was toned down. It no longer grants double its rank in penetrating power.
- Sleight of Hand skill returned for simplicity so that the skills match those in the rulebook (except for the combat skills which are still removed).
- The Limited Penetrating flaw was removed. Not a big deal since nobody took it anyway.
- The sense power was slightly revised. Dual sense is now simply a modifier to a sense like ranged or extended. Danger sense was also made into its own new sense type (this makes it somewhat more expensive). Penetrating sense’s wording had it revised somewhat.
- The subtle extra has been changed around a bit, it’s been reworded.
- The concealment power has been rewritten. Instead of working against sense type, it now actually conceals a given aspect of your presence (such as your heat, or your ability to seen by visible light). The sense type used is now irrelevant. This follows common sense better.
- The cost of invisibility has been tweaked in accordance with the new concealment power.
- The dazed status condition was made a bit more serious, and it’s now harder to retreat while dazed (and by extension staggered).
- Rules for acceleration were added, such that fast characters take a round to get up to top speed.
- The dexterity stat has been removed. Agility now handles all its old skills (such as Vehicles).
- All attack rolls (ranged or close) are now keyed off the fighting stat.
- The combat mastery advantage has returned, giving a +1 bonus to all attack rolls. Limited forms of attack bonuses have been abolished entirely (as they never really qualified for the 50% usefulness that a limited effect should have).
- The close and ranged attack advantages have been reworked, they now function similar to D&D proficiencies. The end result is that mixing close and ranged attack is now much cheaper. Attacking with an ability you don’t have proficiency with takes a -5 penalty.
- Sleight of hand has been lumped into the stealth skill.
Revision 9 (This is a big one)
- Limiting Deception skill to lying only has been reduced to quirk level for this campaign as opposed to a true limited 1 as the majority of use for that skill tends to be lying in Aylanae since it’s not the standard superhero game.
- Combat Mastery advantage was removed. You must now take Close Attack/ Ranged Attack again as normal in the core rules.
- Accurate extra was nerfed to only grant +1 to hit instead of +2.
- Especially broad powers (generally spellcasting arrays) now requires the Varied Array Extra (which was a newly created modifier).
- The Spellcasting Flaw was added to represent verbal and somatic gestures. This cancels out the modifier for varied array, so you can take a spellcasting array at effectively base cost.
- Vehicles now effectively get Agile for free, thus you may use your piloting bonus to boost their defenses.
- Reach extra now grants a benefit for close combat.
- Added two new advantages: Great Fortitude and Iron Will, to encourage more diverse fort/will scores.
- Multi-attack’s cost has been reduced to a flat 5 points.
- Improved Critical Advantage now costs double (2 points per rank)
- The Charge-Up drawback was added to reflect powerful attacks that need to be charged.
- Senses rules have been redone, mostly for clarity.
- Ability scores now add double their rating to their key skills. So a 4 agility will be a +8 to agility based skills. This is skill checks only, not attack rolls, effect ranks.
- You now get 3 skill ranks instead of 2 per point spent on skills.
- Combat skills were removed, instead just take limited flaw on close attack and ranged attack advantages (this is so that they didn’t become too easy to get combat bonuses with the increased skill ranks). Attack rolls and skill checks are different things now.
- The subtle modifier was slightly tweaked to have more levels. Overall this makes it a cost increase.
- Mind reading has been redone to be simpler and require less extraneous rolls.
- Communication power was changed to a 1-3 point feature. Using mental communication was made its own power called Telepathy.
- Armor piercing was removed as a new modifier and simply became replaced the penetrating modifier (though at double effectiveness than before). This was purely a name based change since an armor piercing mind blast sounds odd when breaching impervious will.
- Impervious was buffed up.
- Noticeable requires a power worth at least 5 points to be made noticeable to get a cost benefit. Anything less than that is just a complication.
- Quirk price reduction was changed such that they give back -1 points per 5 points of the power. Effectively making them a lesser version of limited. It makes quirk pricing less beneficial for weak powers, and more beneficial for high cost powers.
- Takedown advantage and Multi-attack had their potential synergy reduced.
- Costs for Immunity have been redone to be less of a price cut compared to limited defenses, and you’re free to take them now at the increased cost. Hopefully this will cut down all the requests for taking immunity on characters.
- A new modifier called persistent was added, which allows a sustained power to persist a few extra rounds after you stop concentrating on it. Useful should you get stunned and don’t want to lose your force field.
- Campaign cap for ground speed, quickness, flight and so on was altered. It is now tied to power level. The new guidelines are:
Burrowing: Max speed capped at PL/3 (round up).
Flight: Max flight speed is rank PL-2.
Quickness: Max ranks capped at PL/2 (round up). Exceptions may apply.
Speed: Max ground speed rank capped at character PL-2.
Swimming: Max swim speed rank capped at character PL-2.
Leaping: Max leaping rank capped to character PL-2.
- Senses have been revised to be more self explanatory.
- Immobile affliction was moved from tier 2 to tier 1.
- Hindered affliction was made a simple +1 flat point add-on.
- Lethal damage is now a descriptor instead of a 0 cost extra.
- Lethal damage was reworked such that Imbued don’t normally suffer lasting effects from it unless they take a specific complication.
- Power stunts with a duration of instantaneous no longer last for a scene, instead they gain a bonus 5 character points to build and also temporarily increase the PL cap.
- Rules for limited expertise skills were added.
- DC for resurrection healing was altered somewhat, now using the same scaling DC of the main healing skill and requiring 2 degrees of success.
- It is now slightly easier to heal lethal damage, as it only blocks a retry on a failure by 2 degrees or more. One can still use extra effort to retry.
- Rules for dying were revised somewhat.
- Second chance advantage had some minor alterations.
- Tiers of Limited protection were changed.
- Aela Cannon on Shiadar combat armor now is only area damage 6, but targets fortitude instead of toughness.
- The dazed condition now grants a -2 penalty to all close attacks. This does not stack with the penalty from charge, effectively you’re always charging. This saves the need to declare that you’re stepping back from a dazed opponent to force the charge.
- Multiple unreliable effects within the same array use the same pool of 5 uses, instead of having 5 uses each.
- Agile no longer costs extra on a vehicle.
- Mecha repriced such that Aela communicator is now a 1 pt feature.
- Added the new Throw action.
- Move Object (due to a reinterpretation) now works on creatures as well as objects.
- Removed the thrown and knocked back afflictions. Knockback for melee attacks can be represented via a linked/ limited (only for knockback) move object effect that is resisted by toughness (the same toughness roll to resist the damage).
- Indirect has been rewritten
- Presence now grants a free skill rank per rank of presence
- Dexterity now adds to initiative along with Agility
- Continuous effects can no longer be put into arrays, however its cost has been reduced to a flat +1.
- Create and Transform gained an instantaneous modifier that costs +1 cost per rank to allow them to be put into arrays. Thus if you had continuous create or transform, it now becomes instantaneous at no change in cost.
- Defensive roll now grants a +1 bonus to dodge area effects in addition to its normal benefit.
- Evasion advantage has been removed, as Defensive roll has absorbed its prior usage.
- Various ground movement modes (Slithering, sure-footed, wall crawling, etc) were moved to ground speed power as modifiers (with cost reductions).
- Clarification: After some research, it appears that unreliable (5 uses) abilities can be added to arrays that don’t contain other elements with this. This isn’t a formal rules change so much as a misunderstanding I had with the system. But I wanted everyone to be aware of that, since I had told people different things prior.
- I’ve removed the nerf to Accurate modifier on a power. It now grants +2 to accuracy as stated in the book.
- A new advantage “Combat mastery” has been added. It effectively absorbs Close Attack and Ranged attack and rolls them into one, granting a +1 bonus to all attack rolls per rank (restricted by caps as usual).
- Low penetration (new flaw) was changed such that it’s possible someone may want to take it now.
- Added ability to take 2 afflictions of a lower tier instead of 1 on the standard tier.
- Lethal damage rules were altered with added bits making healing and regeneration more difficult.
- Regeneration is now unbanned.
- Healing powers no longer require the unreliable modifier (though note the change to the lethal damage rules).