Main rules clarifications

Erik Growen

Banded Mongoose
After running an adventure and a half, we have come across some things that need to fixed up/ clarified in the rules.

1) Initiative. Who wins a tie on initiative? I have ruled that the Shield Maidens do by default being big damn heroes and all. But this is not clear in the rules.

2) The Electric weapon keyword. Does it really effect creatures with higher defences worse than those with lower defences? As worded, the "target receives a shock and must roll 2d6. If the total rolled is less than their Defence rating, they cannot take a move action on their next turn." This means that a Midgardian Wolf (Defence 5) is more immune to the Electric keyword than a Cyclopian Rampager (Defence 13). The Rampager will fail every time and the Wolf will only fail on 2-5. Is this right? What is the rationale behind this? This came up as one of the Shield Maidens has an Electric Bow.

3) In the Quick Refence Sheets at the back of the book, under Electrify (Special Combat Action) it lists: "By succeeding a Mundane (10) Engineering roll..." There is no such thing as a Mundane (10) roll. A Mundane action is a (7+) according to the rules and the GM Screen.

Again, loving the setting and the players are having a good time, but these things should be clarified and fixed in the PDFs at least.

Erik
 
Back
Top