Altana

v20patch

Altana v2.0 Rules Patch

The damage has been done. Tornath, in his quest to return his people to the power and glories of galactic conquest initiated the Altana collector’s self-repair mechanisms. This action forced the hand of the Altanan Patrons to take action, for the timing could not have been worse, nor could it have been coincidence. Even as the lost continent was rebuilding itself, a fleet of Nadir overseer ships stormed the Altana system.

The skies over Altana were darkened to pitch black as the entire world was enveloped into another dimension of existence where the collector was shut off from the rest of the galaxy. It was a calculated move of desperation to halt the unthinkable from happening.

Racials

The current system for racials is lackluster and needs some system designer love. [More to come.]
  • Generic Botch Immunity: Select as many Arts as you have Racial levels. You cannot botch rolls made for those Arts. These Arts may be swapped out between game sessions, but not during. After all of the Arts have been selected, you may also begin selecting Schools.
  • Human Survival Instinct: You cannot botch Survival rolls. You receive a +1 bonus per Racial level taken to any roll where failing means death or dismemberment. This will even mitigate a botch.
  • Saurian Ancestral Memory: You cannot botch Engineering rolls. Saurians receive a +1 bonus per Racial level take to any roll that fails, thus sometimes turning failure into success. Botches are unaffected and remain botches. Saurians carry the fragmented memories of their ancestors, some of which go back millions of years. Never lie to a Saurian, for when the lie is discovered he and his children and his children’s children will not soon forget it.
  • Neko Enhanced Senses: You cannot botch Larceny rolls. You receive a +1 bonus per Racial level taken to any roll when trying to use their senses in adverse conditions. This also helps them overcome illusions and concealment, and for performing their own feats of stealth.
  • Meeyl Companion: You cannot botch Culture rolls. The first Racial level buys the “pet” which can be of any size but otherwise has no stat modifiers. Each Racial level taken after the first gives it two levels of Training. The drone will follow your orders to the best of its abilities and is always loyal to you. Smaller drones can fly while larger drones can be ridden like a mount.
  • Tavros Resilience: You cannot botch Combat rolls. You receive +1 bonus per Racial level taken to their bruising and lethal soak. This does not apply to elemental damage, but does stack nicely with armor for soaking normal damage types.
  • Barin Resistance: You cannot botch Biorhythms rolls. You receive a +1 bonus per Racial level taken to resist any Ailment (including alcoholic intoxication).
  • Arbre Regeneration: You cannot botch Lore rolls. You regenerate one Health Point (lethal damage first) per Racial level taken each turn. Regenerating in this manner leaves you ravenously hungry, and you will need to feed and bask in the sun for a good long while after combat or suffer random Ailments.
  • Ptak Speed Demon: You cannot botch Athletics rolls. You receive a free mini action per Racial level taken each combat (a little rest is required between combats). Only one of these free mini actions can be used per turn. This is a result of their speed and light frame. Naturally, this ability cannot be used while restrained.

Pools

Pools are being buffed overall and otherwise refined.
  • Karma is being drastically mellowed.
  • Variable is being removed and its functionality merged into Karma.
  • All pools will have their temporary attribute bonuses increased to +3 or +1d6 per pool point, but still for a single use only. Furthermore, all pools are refreshed at the beginning of each game session, rather than after an in-game night of rest.

Karma

Pool Trait

System: Spend one Karma pool point to add either +3 or +1d6 to a single Attribute. You may not spend more than one pool point per use (but spending one on the accuracy roll and one on the damage roll is acceptable). This bonus lasts for only a single use.

Special: In addition to what you can do with these pool points, having this pool provides a bonus to actually spending XP on rolls. Where the normal XP multiplier on a roll’s result is x2, having this pool will increase that multiplier to x3.

Pool Size: Total unspent XP. This pool only uses unspent XP to set its temporary maximum limit, and XP expenditure is not required to use this pool. This pool refreshes to full at the beginning of each game session.

Arts

The changes to the Arts themselves are minor, but their usage is expanded. See Combat below for more.
  • If character creation gives an Art to a non-Deva character, they do get whatever bonus or penalty granted by that Art. However, they cannot improve that Art directly with XP. They can instead purchase Skills within that Art and raise other traits that give bonuses to Arts.
  • The Stone art is being changed to Athletics. Points that used to be allotted to the old Culture will be refunded or allotted to Athletics.
  • The Light art is being changed to Culture. Points that used to point to Influence will be refunded or allotted to the new Culture.
  • Each language will be its own skill, giving the first +1 in any given language a cost of 1xp, the second 3xp, the third 5xp, and so on. Higher levels of a language impart better understanding of its more subtle nuances, dialects, and poetic license. Because of linguistic commonalities in the various languages of Altana (only Imperial and Saurian being truly alien) if you do not have any points in a given language skill, you may roll Culture to attempt to communicate anyway.
  • Medicine is being renamed to Biorhythms. This change is intended to expand the concept of the Art and make it both more holistic and more primal. Biorhythms will still be the primary Art for medical professions.

Upbringings & Lifestyles

Upbringings and Lifestyles will be adjusted radically to cope with the changes to Arts. Where before an Upbringing or a Lifestyle would only touch on four Arts each, both now touch all eight, raising the maximum gain from the combination of the two to a +2 base Art. Situational Ethics and Suburban will remain unchanged. Players will be given an opportunity to freely reassign their Upbringings and Lifestyles.
  • Amoral: Combat +1, Survival +1, Engineering +1, Larceny +1, Lore –1, Athletics –1, Biorhythms –1, Culture –1
  • Moral: Lore +1, Athletics +1, Biorhythms +1, Culture +1, Combat –1, Survival –1, Engineering –1, Larceny –1
  • Rural: Combat +1, Survival +1, Athletics +1, Biorhythms +1, Lore –1, Engineering –1, Culture –1, Larceny –1
  • Urban: Lore +1, Engineering +1, Culture +1, Larceny +1, Combat –1, Survival –1, Athletics –1, Biorhythms –1

Jobs

Rogues will have their bonuses apply to Athletics instead of Influence.

Spheres

As the Mind attribute is being given over to Hit Difficulty, Spheres ratings will step in to take the place of resisting magical attacks. Unless otherwise specified, you use your specific Sphere rating (if positive) to resist attacks of that element (Fire resists fire attacks, Ice resists ice attacks, etc.). If an attack is composed of multiple elements, you use the lower of your corresponding Spheres to resist. Combined with fueling Pools and the changes to Schools, this should make Spheres much more interesting.

Schools

Mostly focusing on Aura, Control, and the new Craft school, all of which needed to be more interesting to use in play.
  • The temporary Aura pool will now replenish itself after a single scene dedicated to rest (such as pausing to plan out your party’s next move while everyone catches their breath). Spending temporary Aura points is always instantaneous and at will, neither action nor initiative is required.
  • The party bonus for Control is going away. It has proved to be cumbersome in play and overly beneficial leading to an over-reliance on it. By removing this bonus, players won’t be nearly so unexpectedly shafted when the party is split. Also this allows Control to do a little more than simply manage crystals.
  • To make Aura a more compelling stat, it will be tied in more closely with (non-crystal) Control use, higher tiered crystals, and Crafts (introduced below). Some of the next tier crystals will require Aura points to activate, while others may require a minimum permanent Aura rating or even a number of temporary Aura points continually dedicated to them. The commonly available first tier crystals will continue to not require Aura in any way as one of the foundation attributes of that tier.
  • To make Aura a more interesting stat, you may spend a temporary Aura point to enhance any Art or School by +1 for the rest of the scene. This will be known as an Aura bonus, and is treated like any magical bonus granted from crystals. Aura bonuses stack with other Aura bonuses and Remembrance dice, but do not stack with actual crystal bonuses. Furthermore, a single stat’s total Aura bonus is limited to be no greater than your Control rating and cannot more than double the stat’s natural total. If you choose to increase your Control rating with Aura points, the Aura bonus will vanish by the time you can attune anything to that Control slot.
  • Any Control slots not currently used for crystal attunement may be converted into a single +1 for any Attribute or Sphere stat. This will be known as a Control bonus, and is treated like any magical bonus granted from crystals. Control bonuses stack with other Control bonuses and Pool dice, but do not stack with actual crystal bonuses. Furthermore, a single stat’s total Control bonus is limited to be no greater than your permanent Aura rating and cannot more than double the stat’s natural total. Rearranging your Control bonuses takes the same amount of time as crystal attunement, and thus should not be attempted in combat.
  • Any temporary Aura points and Control slots not currently used for other things may be used to attune to Mods. (See Mods below.)
  • The onerous stat You Don’t Know is being unveiled finally as Craft. This stat’s exact nature is determined by the academy that trained you. It is Runecraft for students and alumni of the Human/Saurian academy, the Craft of replicating the effects of crystals by reproducing their resonance and thus communing your desires directly with the manifold harmonic below (which requires a balance of time, concentration, and Aura). Each of the other six academies also has some unique Craft they specialize in, such as Ninjutsu for the Neko Ninja, Faith for the Ptak Templars, Alchemy for the Barin Brewmasters, Stance for the Tavros, etc. Knowing the Craft from one academy precludes you from knowing any other Craft. Backgrounds
  • The Ice background is being changed to Remembrance. Points that used to be allotted to the old Languages background will be refunded.
  • The Wind background is being changed to Status. The benefits of Status should not be confused with those of Organization. Status is more broadly scoped affecting several institutions, where Organization allows you more direct access to the resources of a single institution. Status can open doors gently that Organization often cannot.
  • All backgrounds will have their level scale affects codified.

Contacts

  1. One contact.
  2. Two contacts.
  3. Three contacts.
  4. Four contacts.
  5. Five contacts.
  6. Six contacts.
  7. Seven contacts.
  8. Eight contacts.

Remembrance

  1. One die per game session.
  2. Two dice per game session.
  3. Three dice per game session.
  4. Four dice per game session.
  5. Five dice per game session.
  6. Six dice per game session.
  7. Seven dice per game session.
  8. Eight dice per game session.

Status

  1. One die per game session.
  2. Two dice per game session.
  3. Three dice per game session.
  4. Four dice per game session.
  5. Five dice per game session.
  6. Six dice per game session.
  7. Seven dice per game session.
  8. Eight dice per game session.

Organization

  1. One die per game session.
  2. Two dice per game session.
  3. Three dice per game session.
  4. Four dice per game session.
  5. Five dice per game session.
  6. Six dice per game session.
  7. Seven dice per game session.
  8. Eight dice per game session.

Resources

  1. One die per game session.
  2. Two dice per game session.
  3. Three dice per game session.
  4. Four dice per game session.
  5. Five dice per game session.
  6. Six dice per game session.
  7. Seven dice per game session.
  8. Eight dice per game session.

Racial

  1. One die per game session.
  2. Two dice per game session.
  3. Three dice per game session.
  4. Four dice per game session.
  5. Five dice per game session.
  6. Six dice per game session.
  7. Seven dice per game session.
  8. Eight dice per game session.

Pact

  1. +1 bonus for patron stats. A physical feature (hair/feathers/fur, fingernails,, eyes, skin, significant portion of clothing, etc.) takes on your patron’s color.
  2. +2 bonus for patron stats. +1 soak versus your patron and your patron’s prey, -1 soak (to a minimum of 0) versus your patron’s predator. At this point and hereafter, you are vulnerable to the effects of the Elemental Command crystal.
  3. +3 bonus for patron stats. A second physical feature takes on your patron’s color.
  4. +4 bonus for patron stats. +2 soak versus your patron and your patron’s prey, -2 soak (to a minimum of 0) versus your patron’s predator.
  5. +5 bonus for patron stats. A third physical feature takes on your patron’s color.
  6. +6 bonus for patron stats. +3 soak versus your patron and your patron’s prey, -3 soak (to a minimum of 0) versus your patron’s predator.
  7. +7 bonus for patron stats. A fourth physical feature takes on your patron’s color. Objects on your person (save for specific images and iconography) take on your patron’s color to a startling degree.
  8. +8 bonus for patron stats. +4 soak versus your patron and your patron’s prey, -4 soak (to a minimum of 0) versus your patron’s predator.

Rank

  1. +1 bonus for job stats.
  2. +2 bonus for job stats.
  3. +3 bonus for job stats.
  4. +4 bonus for job stats.
  5. +5 bonus for job stats.
  6. +6 bonus for job stats.
  7. +7 bonus for job stats.
  8. +8 bonus for job stats.

Mods

In addition to crystal attunement, Aura points and Control slots may be apportioned to Mods. Mods allow your character to do fantastic combat maneuvers or to replace a stat use with an alternate stat. Mods cannot be taken away from you, nor turned off, but they must be learned. After learning a Mod, it still must be attuned to with regular (daily) ritual discipline before it can be used.

Combat

  • The attribute for Initiative rolls will be changed from Intellect to Agility.
  • Accuracy will remain as it is, generally Agility or Dexterity (depending on attack type), plus Combat.
  • Hit Difficulty will be changed to 10 + Mind + Athletics.
  • Physical damage will be increased by the attacker’s Biorhythms rating.
  • Lethal soak will be increased by the defender’s Vitality rating.
  • Bruising soak will have Vitality’s bonus doubled.
  • Physical soaks will be also increased by the defender’s Survival rating.
  • Non-intelligent beasts (like those found at crystal nodes) will rely upon four elements for their stats instead of eight, these being: Fire, Wind, Stone, and Water. However, they will have access to both Attributes (Strength, Agility, Vitality, and Mind) and Arts (Combat, Survival, Athletics, and Biorhythms) from those elements.
  • Answering the question that “If you have a very light weapon capable of attacking twice in a main action, then can it be used to make two parries instead?” In all likelihood, probably yes. Crystals
  • In an effort to curb stat sickness, Increased Attribute crystals will be put on a square root curve of diminishing returns. This means that an Increased Stat crystal will give that stat a +1 at CL 1, a +2 at CL 4, a +3 at CL 9, a +4 at CL 16, a +5 at CL 25, and so on. Two of these of the same attribute will not stack.
  • In a further effort to curb stat sickness, Battle crystals are put on the same square root curb as Increased Attribute crystals. However, to balance their desirability against Increased Stat crystals, the two types of crystals will continue to stack their bonuses together. Furthermore, the application of certain Battle crystals will be expanded and clarified (i.e., Brutality will affect any damage you do including damage from crystals, Tenacity will also improve your magic soak, etc.). (Also, the type of benefit they provide may be switched over to dice.)
  • Due to lack of popularity (and combat time process heaviness), Boost Attribute crystals are being transformed in place into their elementally correspondent Increased Art crystal. These crystals will work just as Increased Attribute crystals, but for their given Art. They will keep their Self school affiliation.
  • Increased Sphere, a new type of crystal, will be introduced. Each of these will increase their elemental Sphere by +CL. However, they receive Crystal Level bonus from neither Sphere nor School. Two of these of the same element will not stack.
  • There will be no Increased Background crystals.
  • Assorted other crystals will be altered slightly (or even greatly) to bring them in line with the larger changes above.
  • There will be a sprinkling of new crystals here and there to be discovered by intrepid adventurers.

On the Horizon

  • Second tier status ailments possibly including (but not limited to): Disease, Poison, Slow, Immobilize, Paralyze, Fear, Blind, Polymorph, etc.
  • More detail on the Crafts of the seven academies.

Comments

dqhershey

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.