Thursday, December 20, 2007

True Lycanthrope Prestige Class

Prerequisites:
Minimum Heroic Level: 7th
Race: Lycanthrope
Darkside Score: 1
Trained Skills: Endurance

Base Attack Bonus: Full
Force Points: 6+1/2 character level
At each level, a True Lycanthrope gains 1d12 hitpoints+ Con modifier

Defense Bonus: You gain +2 to reflex, and +4 to Fortitude Defense

Bonus Feat: A True Lycanthrope gains Extra Second Wind as a bonus feat.

Totem Beast: When taking this class, choose an animal to be your defined Totem Beast. This can be a wolf, tiger, bear, etc. When raging, your hybrid takes on the visual traits of this animal.

Talents:A True Lycanthrope gains a talent every odd level. He must select from the Lycanthropy Talent Tree, the Regeneration Talent Tree, the Survivor Talent Tree(Scout), or the Brawler Talent Tree(Soldier)

Damage Reduction: A Lycanthrope gains +1/- DR every other level. This stacks with other sources, such as from the Elite Soldier class.

Lycanthropy Talent Tree
Animal Shape: You can take on the animal form of your totem beast. This gives you a +10 to Deception checks when someone tries to spot your disguise.

Animal Shape II: You can assume the Large hybrid form of your animal. This grants you +1 square reach and a +2 bonus to Strength in addition to any other benefits.
Prerequisite: Animal Shape I, Regeneration I

Regeneration Talent Tree
Regeneration I: You can use your Endurance skill to perform First Aid, Treat Disease, Poison, and Radiation and perform Surgery on yourself at no penalty, and with no equipment. This take 1 full round, and requires no recovery time. There are no penalties for failure.
You can use this ability to reattach severed limbs, but not regrow them.

Regeneration II: You receive 2x the number of hitpoints from Treat Injury checks. You can benefit from First Aid and Surgery multiple times per day, at a cost of 1 Force Point each.
Prerequisite: Regeneration I

Regeneration III: If you die, you may attempt to Revivify yourself once, using Regeneration I. If you fail, you are permanently dead.
You cannot recover from conditions such as being beheaded.
Special: If you spend a Destiny point, you automatically succeed.
Prerequisite: Regeneration II

True Vampire Prestige Class

Prerequisites:
Minimum Heroic Level: 7th
Race: Vampire
Darkside Score: 1

Base Attack Bonus: Half
Force Points: 6+1/2 character level
At each level, a True Vampire gains 1d12 hitpoints+ Con modifier

Defense Bonus: You gain +2 to reflex, Fortitude, and Will Defense

Colors of the Night: True Vampires gain Darkvision. They ignore all concealment, including total concealment from darkness. True Vampires can perceive colors in the darkness.
Normal: Creatures with Darkvision cannot perceive color while in darkness.

Talents:A True Vampire gains a talent every level. He must select from the Nosferatu Talent Tree, or the Influence Talent Tree(Noble)

Nosferatu Talent Tree
Create Ghoul: You gain a minion called a ghoul. Ghouls are fanatic but intelligent followers, and obey any and all commands unquestionably and to the best of their ability.
You must have killed this minion through the Corrupt Transfer Prestige Class. Convert any heroic levels this minion has into nonheroic levels. Ghouls may never have heroic levels. You can only create ghouls from human characters up to three quarters of your level, rounded down.
Refer to the Crimelord prestige class for details.

Spawn Vampire: Any ghouls you create can become Vampires. Vampire Spawn can never have heroic levels. Vampire Spawn do not lose their first level feat, and return to human form once you have been slain. Vampire Spawn are under your direct control.
Prerequisite: Create Ghoul

Undead Regeneration: After one or more rounds of being unconscious, you can activate a Second Wind as a swift action or use the recover action. You gain one additional use of Second Wind.
Prerequisite: Heroic Level 10th

Withstand Sunlight: You are not instantly destroyed by sunlight, but are at a permanent -1 on the condition track when exposed to it indoors or during daylight hours outside. Shading has no effect.
If reduced to -5 or more on the condition track while in the sunlight, you are destroyed.
Prerequisite: Unholy

Unholy: You gain a +5 bonus to defense against Anathema wards.

Shapeshifter(Hound):You can turn into an unholy canine beast. As a swift action, you can turn into a four legged, Medium sized canine. Your speed increases by 1 square, and you gain a Bite Attack which deals 2d6+str damage. You gain a +2 to melee attacks, and gain the Trip Feat.
Prerequisite:One other Nosferatu Talent

Shapeshifter(Bat):You can turn into a Tiny bat as a swift action. You have a -8 to Strength to a minimum of 2, and gain a fly speed of 6 squares.
Prerequisite:One other Nosferatu Talent

Shapeshifter(Mist):You can turn into a sickly green mist as a full round action. In mist form you are immune to physical attacks(but not energy or magical) and can pass through tight openings. You cannot perform any other actions than movement. You only have a fly speed of 1 square.
Prerequisite: Unholy,Shapeshifter(Bat) or (Wolf), Heroic level 10.

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.

Thursday, December 13, 2007

New Talents and Feats

This is a list for all new Talents, Feats and Force Powers available in Industria Nocturne.

New Talents:

Soldier

Weapon Specialist Talent Tree:

Quick Reload: Choose a weapon group or exotic weapon that you have Weapon Specialization in. You can reload weapons from that group as a free action. Additionally, you may use Rapid Shot with that weapon, even if it only has a capacity of one.
Prerequisite: Weapon Specialization with chosen exotic weapon or weapon group

Scoundrel

Smuggler Talent Tree:

Master Smuggler: Items you carry count as one size smaller for the purpose of hiding. You gain a +2 to Persuasion and Deception checks involved with smuggling weapons and contraband.

Social Engineer:You may choose to reroll any Gather Information checks, keeping the better of the two results.

Mad Bomber: Explosives count as an additional one size smaller for the purpose of hiding.
Prerequisite: Master Smuggler

Spacehound Talent Tree:

Hyperdriven: Use your class level instead of scoundrel level.

Replace the Spacehound Talent with: Ship's Hand: You know your way around a vehicle. You are proficient with all vehicle weapons, and take no penalty for using tools and vehicle parts (Such as pipes and wooden beams) as improvised weapons.

Other

Sith Talent Tree

Wicked: You gain a +5 defense bonus against Force Powers with the [light side] descriptor.

New Feats:

Weapon of Choice :
Requires Sorceror Level 1
Select a new Weapon of Choice. This must be a melee weapon.

Anathema Expert I
Instead of adding 1/2 your character level and Wisdom to your warding roll, you can instead add your level+Int, Wis, or Charisma
You gain +1 to hit when using an anathema weapon against a vulnerable creature.

Anathema Expert II:
When you fail an anathema ward check, your anathema object is not destroyed. You can retry anathema ward checks once per round.
You gain +2 to warding checks
You gain +2 to damage when using an anathema weapon against a vulnerable creature

Anathema Expert III:
When using an anathema ward, you create an aura 2 squares wide which vulnerable creatures cannot enter. If you force a creature into the aura, it will attempt to flee as far as possible. If it is trapped, it can only move away from you. It may make melee attacks against other creatures in the aura, but not you.
You gain +2 to warding checks. This stacks with Anathema Expert II

Anathema Expert IV:
Warding is a move action.

Slayer:
Choose a type of supernatural creature. You gain +4 damage against that creature when using an anathema weapon. You gain +2 to all saves against that creature's Force Powers. You gain +2 to warding checks against that creature. These bonuses stack with any gained from the Anathema Expert line of feats.

Rationalist:
Prerequisite: Not Force-Sensitive, No Force Training, Trained in a Knowledge Skill
You gain a +5 bonus to defense against Force Powers.

New Force Powers:

Corrupt Transfer [Dark Side]
You transfer the life force from a creature, willing or unwilling, to yourself.
Time:Standard Action
Target: One Adjacent Creature
Make a grab or grapple attack. If you are successful, Make a Use the Force Check.
The result of the check determines the effect
DC 15: You deal 2d6 Damage
DC 20: You deal 4d6 Damage
DC 25: You deal 6d6 Damage
You heal half as much damage as you deal. You can only heal as many hitpoints as the target has remaining.
You can spend a Force Point to heal as much damage as you deal, and spend a Destiny Point to move +5 steps along the condition track

Negate Damage
You spontaneously negate a single attack that does physical damage, such as a gunshot or a sword blow.
Time:Reaction
Target: One attack made against you that deals physical damage
Make a Use the Force Check: If the result of the check equals or exceeds the damage dealt, the attack is negated and you take no damage. Otherwise, you take damage as normal
Special: You must be aware of the attack (and not flat-footed) to negate it.

The techniques below are commonly practiced by the Church of Creation in their fight against the supernatural.

Abjure [Light Side]
Requires: Rebuke
Time:Reaction
Target: One other character within 6 squares or within line of sight
If an ally is the target of a Force power, you may Rebuke that power.
You may not use this power on yourself.

Ward [Light Side]
Requires: Rebuke
Time: 1 minute
Target: Self
You create a ward around yourself the protects against the harmful influence of the supernatural. If you choose, you may Rebuke the next force power that targets you as an automatic reaction.
When you use this power, roll Use the Force. The strength of the Rebuke is determined by this roll.
This ward is permanent until used.

Ward Other [Light Side]
Requires: Ward
Time: 1 minute
Target: One other character within 6 squares or within line of sight
As ward, but you may only target another character
You may not use this power on yourself.

Exorcise [Light Side]
Requires: Abjure, Ward
Time: 1 round
Target: One charcter within 6 squares or within line of sight
You may remove a Force power that is currently affecting another character. Roll Use the Force. If your check meets or exceeds the check of the Force Power you are trying to remove, that Force power is removed. If your roll 5 or more above the roll, you may steal that Force power for yourself. Note that using Dark side powers will give you the appropriate amount of Darkside points.

Sunday, December 9, 2007

Vehicles

Vehicles:
Star Wars vehicles are not available in this setting.

The horse is the most efficient method of land based transportation, and the primary method of travel for the average person. However, large companies utilize airships and railroads for massive overland shipments, and the idle rich often tootle about the outskirts of town in their electrical cars.

Armoured Airship
A flying war vessel used by wealthy nations in battle. These are often used as siege platforms against cities and fortresses, and insertion points for special forces. They are loud, shiney, and rather noticeable.

Cost: 7,500,000 (new only)
Colossal air vehicle (airship)
Init +0 Senses Perception +0
Defense Ref: 16 (Flat Footed 16) Fort 26; +13 Armor
HP: 200; DR 15; Threshhold 76
Speed: fly 6 squares (90 km/h)
Ranged:
6 Heavy Cannons +7
3 Light Cannon +7
Fighting Space: 10x5 or 1 square (Vehicle)
Cover: Total
Base Attack +7; Grp +38
Atk Options: Scatter or Explosive Shot
Str: 42 Dex: 10 Con -, Int 0
Skills Init +0, Mechanics +8, Pilot +0
Crew(6 expert) Passengers (30)
Cargo: 2 tons, Consumables 2 days, Carried Craft: 2 Ultralights
Payload: 200 Explosive Shot, 20 Scatter Shot
Weapons:
3 Heavy Cannon(Port Broadside) 8d10x2, 2 square splash
3 Heavy Cannon(Starboard Broadside) 8d10x2. 2 square splash
3 Light Cannon (Bottom turrent) 5d10 x2 1 square splash

Ultralight
Ultralights combine a small glider with a powerful propeller driven electrical engine. They are fast, but short ranged. They are often used for reconnaissance and harassment. Ultra-lights are typically not powerful enough to carry bombs or missiles. Civilian versions are unarmed, and typically used for recreation.

Cost: 400,000 new, 300,000 used
Civilian cost: 350,000 new, 250,000 used
Large Air Vehicle (ultralight)
Init +14 Senses Perception +8
Defense Ref: 16 (Flat Footed 10) Fort 15;
HP: 60; DR 10; Threshhold 15,
Speed: fly 6 squares (90 km/h)
Ranged: Heavy Machine Gun +5, 3d12
Fighting Space: 2x2 or 1 square (Vehicle)
Cover: Half +5
Base Attack +5; Grp +16
Str: 18 Dex: 22 Con -, Int 0
Skills Init +14, Mechanics +8, Pilot +14, Perception +8
Crew(1 expert)
Cargo: None, Consumables 1 day

Passenger/Cargo Airship
These vehicles are typically used by large shipping companies and are well out of the average person's purchasing power.
They can typically hold several tons of cargo or up to 50 passengers. Because helium is a rare resource used for military airships, these vessels are typically filled with hydrogen. This tacitly ensures that they will be not be used for military purposes.

Cost: 2,500,000 new, 1,750,000 used
Passenger Ticket: 400
Colossal air vehicle (airship)
Init +8 Senses Perception +8
Defense Ref: 10 (Flat Footed 10) Fort 13; +13 Armor
HP: 200; DR 10; Threshhold 76
Speed: fly 6 squares (90 km/h)
Ranged: N/A
Fighting Space: 10x5 or 1 square (Vehicle)
Cover: Total
Base Attack +7; Grp +38
Str: 42 Dex: 10 Con -, Int 0
Skills Init +8, Mechanics +8, Pilot +8, Perception +8
Crew(6 expert) Passengers (50)
Cargo: 20 tons, Consumables 2 weeks, Carried Craft: 2 Ultralights

Bicycle
Bicycles are used often in cities where there isn't room for stables. They offer speedy and safe transportation with low cost and maintenance. Outfitting them with small electrical motors is a popular practice, but considered slightly dangerous because damage can cause small, but not particularly lethal explosions.

Cost: 100 new, 50 used
Medium Ground Vehicle (Bike)
Init +5 Senses Perception +5
Defense Ref: 10 (Flat Footed 10) Fort: 10
HP: 10; DR 0; Threshold 10
Speed: 6 squares (20 km/h)
Ranged: N/A
Fighting Space: 1x1 or 1 square (Character)
Cover: None
Base Attack +0; Grp +0
Str: 10 Dex: 10 Con -, Int 0
Skills Init +5, Pilot +5, Mech +5, Per +5
Crew(1 notmal)

Electric Motorcycle
Cheaper than cars, these vehicles are often employed by messengers and occasionally military scouts. They run silently and have a fairly decent range due to low weight and mass. Most of these motorcycles are little but a chassis strapped onto a large capacitor, making them extremely dangerous and a poor choice for combat and urban driving.

Cost: 20,000 new, 15,000 used.
Medium Ground Vehicle (Bike)
Init +15 Senses Perception +8
Defense Ref: 16 (Flat Footed 10) Fort: 14
HP: 20; DR 5; Threshold 12
Speed: 10 squares (60 km/h)
Ranged: N/A
Fighting Space: 1x1 or 1 square (Character)
Cover: None
Base Attack +5; Grp +14
Str: 18 Dex: 24 Con -, Int 0
Skills Init +15, Pilot +15, Mech +8, Per +8
Crew(1 expert)

Electric Car
These vehicles are relatively efficient and fast, utilizing electrical capacitors for power instead of steam. The main drawback is that they are highly explosive- a crash means a death sentance not only for the driver but everyone around him. As such, they are toys for the idle rich and under no circumstances allowed in urban areas- although the influence of their drivers causes authorities to often overlook that rule.
There are no capacitor recharge stations, so drivers must maintain thier own vehicles at home.

Cost:40,000 new, 35,000 used
Large Ground Vehicle (Car)
Init +12 Senses Perception +5
Defense Ref: 14 (Flat Footed 10) Fort: 14 +1 Armor
HP: 30; DR 5; Threshold 12
Speed: 10 squares (60 km/h)
Ranged: N/A
Fighting Space: 2x2 (Character)
Cover: Half +5
Base Attack +0; Grp +15
Str: 18 Dex: 18 Con -, Int 0
Skills Init +12, Pilot +12, Mech +5, Per +5
Crew(1 normal)

Steam Tank
Armored, expensive and slow juggernauts of the battle field, these monstrous pillboxes are infantry support vehicles, boasting machine guns and a crew of four. They are slower than a horse, and so typically used only as tie-breakers in trench warfare.
Steam tanks are usually crewed by 4 men, a commander, a pilot, a gunner, and a mechanic who also serves as a loader. Without a loader, the Heavy Cannon takes 2 rounds to load.

Cost:430,000 new
Huge Ground Vehicle (Tank)
Init +8 Senses Perception +8
Defense Ref: 14 (Flat Footed 14) Fort: 20 +4 Armor
HP:100; DR 10; Threshold 30
Speed: 2 squares (15 km/h)
Ranged: 2 Heavy Machine Guns +5 (Pilot), Dmg 4d12, Arc: Front
2 Heavy Machine Guns +5 (Gunner), Dmg 4d12, Arc:Turret
1 Heavy Machine Gun +5 (Commander), Dmg 3d12, Arc: Turret
1 Heavy Cannon (Gunner) +5, Dmg 6d10x2, 2 Square Splash
Fighting Space: 4x4 (Character)
Cover: Total
Base Attack +5; Grp +25
Str: 30 Dex: 10 Con -, Int 0
Skills Init +8, Pilot +8, Mech +5, Per +5
Crew(4 expert)
Payload: 30 shells

Implents Arcane

Nocturne Arcana
Secrets of the Night: In the battle against Darkness, the Church of Creation and other practitioners of magic have determined the properties of anathema- objects that repel and harm supernatural creatures. These are a few of them

Anathema-
Certain objects are repulsive to supernatural creatures. Because of their supernatural nature, they have an intrinsic connection to ideas and concepts. Objects representing antithetical concepts can gravely injure them, or drive them away. For example, vampires are repulsed by garlic, and both vampires and werewolves are harmed by the touch of silver

Anything can be an anathema ward, typically these are tokens, artworks, relics or the like.
Only material suitable for creating actual weapons and armor, such as woods and metals, can be made into anathema weapons and armor.

Anathema Ward- Small tokens and objects like garlic can drive away supernatural creatures. A character in possession of an anathema ward can hold a creature at bay, preventing it from attacking. Vulnerable creatures are not actually damaged when in contact with wards.
Hold at Bay(ex)- As a standard action, you strongly present the object, and attempt to drive off the target creature. When a creature attacks you, roll your half character level+wisdom modifier. If you beat the opponent's will defense, that opponent cannot touch you or attack you with a melee weapon without reach for the duration of the combat. If you fail, the anathema is destroyed.

Anathema Weapon: Weapons and ammunition forged out of a material that is anathema to a creature deal +2 damage and ignore any damage reduction the creature has. A creature that touches an anathema material takes 2 damage for every round he is in contact with that material.

Anathema Armor: Armor forged from an anathema material gains +2 Reflex and Fortitude defense against creatures that are repelled to it.

Creatures of Darkness
The International College of Scientists has so far determined 4 types of supernatural beings.

Supernatural Practioners
Witches, sorcerors and the like. These are human men and women that practice magic in various forms.
Lycanthropes:
Creatures that are half animal, half human and associated with the moon. These creatures are generally known to fear silver
Undead
These creatures are corpses or spirits of the dead that have been reanimated to some degree or another. The vulnerability of these creatures is typically determined by what they hated in life, or symbols that are antithetical to their existance.
Demons
The denizens of hell, the underworld, or some other plane of existance seperate from the natural world. These creatures are typically repelled by symbols of nature, pureness or good.

Relics Anathema
The Church of Creation has devised several weapons in their fight against darkness

Cross-Bow
A crossbow with an exaggerated cross along the crossbeam, which has been anointed by Church priests.
Users wielding a Cross-Bow gain a +1 equipment to warding checks against vampires and other creatures that find crosses offensive, in addition to being standard crossbows.

Garlic Butter:
This thick, viscous goo made from melted garlic is not only delicious with hotbread, but also effective against vampires. Weapons dipped in garlic butter deal +2 damage against vampires. The goo often causes jams and barrel irregularities when used with firearms, inflicting a -2 penalty to hit.

Silver Swords & Maces:
A silver sword is composed of a silver alloy, and costs +300 extra to make. Because of the martial symbolism inherent in swords, and the distinctive 'cross' shape they often make, they are effective as wards and weapons. These weapons can ward and harm creatures vulnerable to silver. Spears and axes do not possess the same symbolism and are ineffective as wards, although silver maces and cudgels shaped like priestly instruments are.
Like any wards, silvered swords and maces melt and shatter if the user fails a warding check. A melted silver ingot does 2 damage on contact with a vulnerable enemy.

Wolfsbane:
The leaves of this plant are poisonous to lycanthropes. Ingestion of the plant causes 2d4 Primary Con damage, and 2d4 secondary con damage on a succesful attack against Fortitude. The poison's attack roll is 1d20+15. Contact poison made from the plant is less effective, dealing 2 primary con damage, and 2 secondary con damage with an attack roll of 1d20+10. Wolfsbane is very distinct, and Lycanthropes can easily pick up the scent with a DC 10 Perception check when within 2 squares of the source. Clever assassins typically mask the scent with strong spices and herbs.

Sanctified Relic:
This is usually a major focus in a church, an artifact blessed by a minor saint or high-ranking priestly official. It is usually very expensive, and unique. Depending on the particular blessings, these relics are only effective against a select group of creatures.
+2 equipment bonus to Warding checks, and the item is not destroyed on a failed check.

Rules Conversions

Rules
Differences between Saga to Industria Nocturne

Errata: We are using all (Relevant) errata.
http://www.wizards.com/default.asp?x=starwars/article/sagaederrata

Races:
Only Humans are available from the SAGA handbook.
Industria Nocturne also supports three other races: Vampires, Dhampyr and Lycanthropes

Vampire
In Nocturnum:Your Darkside Score is 1
Blood Curse: You do not gain a first level feat.
You gain the Force Power: Corrupt Transfer and Mind Trick
Sunlight Vulnerability: While you are in direct sunlight or exposed to intense UV radiation, you take 5d6 damage per round.
Damage Reduction: You gain DR 5/silver or piercing
Undead: You do not heal naturally and are immune to poison and disease. You do not need to eat, sleep or breathe.
Child of the Night: Once every night you heal a number of hitpoints equal to your level.
Immortal: You cannot be killed, except by a critical hit and sunlight (Indicating the removal of head or stab in the heart). Any conditions that would render you dead instead render you unconscious. Note that this leaves you fairly vulnerable to being critically hit.
Anathema: There are several items and powers that specifically repel Vampires.

Dhampyr
The half son or daughter of a vampire, you possess your parent's curse and a special affinity for killing vampires.
In Nocturnum:Your Darkside Score is 1
Cursed by Blood: You gain the Force Power Corrupt Transfer
Vampire Hunter: You gain one of the following feats: Skill Focus(Occult Lore), Anathema Expert I, or Slayer
Impending Doom: A Dhampyr may choose to reroll any Use the Force check made to search their feelings or sense the Force, keeping the better of the results.

Lycanthrope
In Nocturnum:Your Darkside Score is 1
Ability Modifiers: +4 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom, -2 Charisma
Extraordinary Recouperation: A Lycanthrope regains hitpoints at double the normal rate
Shapeshift: Once per day, a Lycanthrope can change shape into a half-man, half-animal hybrid form. The Lycanthrope gains a +5 rage bonus on melee attack rolls and melee damage rolls, but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use The Force.
The rage lasts for 5 rounds+Con modifier, but the character remains in hybrid form indefinitely until the player reverts to human form as a free action.
A Lycanthrope can use Darkside Force Powers while raging
Shapeshift does not stack with Dreadful Rage
Skills: Lycanthropes can take 10 on Climb Checks, and reroll Initiative checks. They must keep the result of the second roll, even if it is worse.
Anathema: There are several items and powers that specifically repel Lycanthropes.


Classes:
Instead of Jedi, Nocturne Arcana uses sorcerors. They are the Jedi class in every way, with a few exceptions. Replace anything that references Jedi with Sorceror

Sorceror
Flavor
-Sorcerors are not an organization, rather they are the caster class. Jedi are referred to as sorcerors, witches or wizards. The Force is their magical power, for which individual practioners have numerous names.

Instead of Weapon Proficiency(Lightsabers), Sorcerors may begin with
Weapon Proficiency(Advanced Melee Weapons)
Or with proficiency in a single Exotic Melee Weapon.

Jump and Mechanics are class skills for all Sorcerors

All Sorcerors have a weapon of choice. Many choose swords and staves as focuses for their arcana.
Weapon of Choice (Ex)
The first time you take a Sorceror class, you choose one type of melee weapon. That is your Weapon of Choice. Lightsaber oriented techniques, feats and skills can now be applied to the Weapon of Choice
Magic Weapon(Ex)-
At 7th level, a Sorceror may imbue his weapon with magical power. This ceremony takes 24 hours and 1,500 wealth. At the end of this ceremony, roll DC 20 Use the Force, you cannot take 20, If the check succeeds you complete the ceremony. If you fail, you must take another 24 hours to perform the ceremony again.
Once the ceremony is finished, you must spend a Force Point to attune the weapon.
The Sorceror gains a +1 bonus to attack rolls with a weapon he has imbued.

Scoundrel
Hyperdriven:
Use your class level instead of scoundrel level.

Replace the Spacehound Talent with:
Ship's Hand:
You know your way around a vehicle.
You are proficient with all vehicle weapons, and take no penalty for using tools and vehicle parts (Such as pipes and beams) as improvised weapons.

Skills:
-Use Computer is not available as a skill
-Knowledge (Galactic Lore) is not available

Sorcerors and Prestige Classes:
Sorcerors may take any prestige classes Jedi may take, just modify the prestige class appropriately. Namely, remove references to "Jedi" and "Sith" and any talents or feats the deal with Star Wars technology.

Knowledge (Bureaucracy)
can be used for criminal organizations, and for purposes such as streetwise
Knowledge (Occult Lore)
Details the study of the supernatural and supernatural creatures. You can use knowledge(Occult Lore) to discover the weakneses of supernatural creature, such as anathema.


Feats:

Modifications
Pistol & Rifle proficiencies apply to Firearms Weapons
Bows and individual throwing weapons (Such as boomerangs, etc.) are Exotic Weapons.
Advanced Melee Weapons Proficiency applies to martial melee weapons

Martial Arts I, II, and III
When using a melee weapon, each level of Martial arts gives you a bonus to damage.
Martial Arts I: +2 to weapon damage
Martial Arts II: +4 to weapon damage
Martial Arts III: +6 to weapon damage


New Feats:

Weapon of Choice :
Requires Sorceror Level 1
Select a new Weapon of Choice. This must be a melee weapon.

Anathema Expert I
Instead of adding 1/2 your character level and Wisdom to your warding roll, you can instead add your level+Int, Wis, or Charisma
You gain +1 to hit when using an anathema weapon against a vulnerable creature.

Anathema Expert II:
When you fail an anathema ward check, your anathema object is not destroyed. You can retry anathema ward checks once per round.
You gain +2 to warding checks
You gain +2 to damage when using an anathema weapon against a vulnerable creature

Anathema Expert III:
When using an anathema ward, you create an aura 2 squares wide which vulnerable creatures cannot enter. If you force a creature into the aura, it will attempt to flee as far as possible. If it is trapped, it can only move away from you. It may make melee attacks against other creatures in the aura, but not you.
You gain +2 to warding checks. This stacks with Anathema Expert II

Anathema Expert IV:
Warding is a move action.

Slayer:
Choose a type of supernatural creature. You gain +4 damage against that creature when using an anathema weapon. You gain +2 to all saves against that creature's Force Powers. You gain +2 to warding checks against that creature. These bonuses stack with any gained from the Anathema Expert line of feats.

The Force:
The Force works as detailed within the Force section. The nature of the Force is the nature of magic. Techniques can be learned from books, teachers and other similiar sources. The Darkside represents dark magic, and the Lightside represents good magic. Magics not labelled are universal to all practictioners of magic. Thus, using dark magic will slowly remove your ability to use light magic.

Light magic typically concerns defense and healing
Dark magic typically deals with inflicting destruction and suffering

Force Training:
You do not need to take Force Sensitive to gain Force Training.
If you have Force Training and not Force Sensitive, Use Force is a class skill, but you may not use any of the powers under the "Use Force" Skill until you take Force Sensitive.

New Powers:
Corrupt Transfer [Dark Side]
You transfer the life force from a creature, willing or unwilling, to yourself.
Time:Standard Action
Target: One Adjacent Creature
Make a grab or grapple attack. If you are successful, Make a Use the Force Check.
The result of the check determines the effect
DC 15: You deal 2d6 Damage
DC 20: You deal 4d6 Damage
DC 25: You deal 6d6 Damage
You heal half as much damage as you deal. You can only heal as many hitpoints as the target has remaining.
You can spend a Force Point to heal as much damage as you deal, and spend a Destiny Point to move +5 steps along the condition track

Negate Damage
You spontaneously negate a single attack that does physical damage, such as a gunshot or a sword blow.
Time:Reaction
Target: One attack made against you that deals physical damage
Make a Use the Force Check: If the result of the check equals or exceeds the damage dealt, the attack is negated and you take no damage. Otherwise, you take damage as normal
Special: You must be aware of the attack (and not flat-footed) to negate it.

The techniques below are commonly practiced by the Church of Creation in their fight against the supernatural.
Abjure [Light Side]
Requires: Rebuke
Time:Reaction
Target: One other character within 6 squares or within line of sight
If an ally is the target of a Force power, you may Rebuke that power.
You may not use this power on yourself.

Ward [Light Side]
Requires: Rebuke
Time: 1 minute
Target: Self
You create a ward around yourself the protects against the harmful influence of the supernatural. If you choose, you may Rebuke the next force power that targets you as an automatic reaction.
When you use this power, roll Use the Force. The strength of the Rebuke is determined by this roll.
This ward is permanent until used.

Ward Other [Light Side]
Requires: Ward
Time: 1 minute
Target: One other character within 6 squares or within line of sight
As ward, but you may only target another character
You may not use this power on yourself.

Exorcise [Light Side]
Requires: Abjure, Ward
Time: 1 round
Target: One charcter within 6 squares or within line of sight
You may remove a Force power that is currently affecting another character. Roll Use the Force. If your check meets or exceeds the check of the Force Power you are trying to remove, that Force power is removed. If your roll 5 or more above the roll, you may steal that Force power for yourself. Note that using Dark side powers will give you the appropriate amount of Darkside points.


Equipment
-Lightsabers are not available
-Star Wars technology such as blasters, computers, commlinks and other small electronic devices are not available.

Weapons:
Auto-fire: Weapons with autofire and capacity less than 10 use all of their ammunition when auto-firing. You cannot auto-fire such a weapon unless you are at full-capacity.
Shotguns: Shotguns are considered pistols for ranged purposes.
Rifles(S) are considered Accurate Weapons.

Melee Weapons:
All melee weapons from the D&D books are available and will be converted on demand. The general guideline is to keep the damage and special rules, and drop the critical modifier.
Simple Weapons are Simple Weapons, Martial Weapons are Advanced Melee Weapons, and Exotic Weapons are Exotic Weapons.
Special cases, such as exotic weapons whose feature is a unique critical modifer, will be converted with that in mind.

Special
All ranged weapons except explosives and heavy weapons only deal half damage to objects with Hardness 10 or greater.

Droids:
There are no droids in this setting