Friday, December 14, 2007

House Rules/Clarifications

There are some issues regarding setting conversion, especially when looking at lightsabers and Jedi (Mages). If the below rulings coincide with existing rules, it is a clarification, if not, it is a houserule.

Sorcerors and Magic (The Force)
Weapon of Choice: You cannot choose unarmed strike, improvised weapons or an improvised weapon, as your weapon of choice.

Block, Deflect: You can only use Block and Deflect with your weapon of choice. You cannot deflect grenades or artillery weapons. Shotguns, Archimedes Flechette, and other 'spread fire' weapons still do half-damage if deflected.

Move Object: You cannot ready an action to 'deflect' or 'catch' ranged weapons (Including grenades, cannonballs and thrown weapons) with Move Object. You cannot light wicks with Move Object. You cannot effectively wield weapons or shields with Move Object.

Force Grip: The range on Force Grip is 6 squares only.
A character that has been Force Gripped can only take standard actions.
(The 'line of sight' component was made to accommodate vid-screens in Star Wars, since there aren't any in Industria Nocturne, the range is a flat 6 squares. Apply this ruling to any similar cases.)
(Normally, Force Gripped characters can only take swift actions)

All organizational prerequisites for Force-based talents, prestige classes and feats are dropped. Darksiders may freely take the Jedi Knight and Jedi Master class.

Equipment:
Taser Weapons: Taser weapons that explode deal one less die of damage.

No comments: