- Any bow or crossbow can be reflavored as a firearm. If it does so it gains the following properties:
High Crit: Target takes 1[W] extra damage on a natural 20
Misfire: On a natural 1, the wielder takes 1[W] damage from the firearm
- Warlock’s Curse can be placed on the nearest uncursed enemy you can see, rather than the nearest enemy you can see.
- The minor action to draw/sheathe or retrieve/stow an item can be used to draw/retrieve or sheathe/stow two different items at the same time. This does not mean that you can sheathe/stow one item and then draw/retrieve a different one with a single minor action. It simply means that you can pull two things out at once, one with each hand, or put two things away at once, one in each of your hands.
- Sunrods only provide a 10-square radius of bright light, rather than 20 squares. They also only last for one hour, instead of four.
- Identifying the properties of a magical item requires ten minutes and a successful Arcana check, rather than merely being automatic after a short rest. The check DC is 20 + one-half the item’s level. Up to two other characters can assist in this check via the Aid Another action. If the check fails, another check can be made after ten more minutes of study. This can be attempted as many times as desired.
- Characters and creatures may use the Squeeze action in various interesting ways. Squeezing can be done as part of any movement, similar to using the Stealth or Athletics skill as you move. You can Squeeze into a smaller space in order to take greater advantage of cover. By Squeezing, you can reduce your effective space enough to count two corners of the square you occupy as though you were not in that square. This may allow you to gain superior cover or even entirely block line of sight/effect where you would ordinarily be unable to do so. You may also Squeeze in order to co-occupy the space of another creature who is also Squeezing. This could allow two allies to voluntarily Squeeze themselves into one square, and remain together in that one square. All of the normal penalties of Squeezing still apply.
- Rolling a natural “1” on an attack roll, skill check, or ability check is a Critical Failure. Suffering a Critical Failure immediately causes the failing creature or character to become dazed until the start of their next turn. A Critical Failure also automatically fails a skill or ability check, regardless of modifiers or check DC.
- Rolling a natural “20” on a skill check or ability check is a Critical Success. This will have some additional benefit above and beyond simple success in the attempted task. This benefit will vary according to the specific skill or ability score, and the situation in question. A Critical Success also automatically succeeds at a skill or ability check, regardless of modifiers or check DC.
- The Aid Another action, when used to assist a skill or ability check, has a check DC equal to the original DC of the action being assisted, minus 5. The effects of success and failure at Aiding Another remain as described in the latest rules update.
- The Intimidate skill may not be automatically used to force a bloodied enemy to surrender. This is a possible use or result, but is not guaranteed. A successful Insight check may reveal whether or not a particular enemy is likely to surrender due to Intimidation in combat, or the situation itself may provide clues.
- Any action which requires a d20 roll to determine success will gain a +1 untyped bonus if the action is flavorfully narrated by the player or accompanied by some appropriate in-character roleplay. A particularly excellent narration will garner a +2 bonus instead. Whether or not any given narration or roleplay grants a bonus to a roll will be entirely at the DM’s discretion on a case-by-case basis.
- Minions are a bit more resilient than normal. Any successful attack roll against a minion which causes damage will still automatically kill the minion. However, other forms of damage that do not require an attack roll do not automatically kill it. The first instance of such damage that a minion takes will bloody it. Once bloodied, a minion will die as soon as it takes any damage from any source. Note that damage inflicted by a power on a miss will bloody a minion, or kill a bloodied minion, which is another change from the core rules which state that a missed attack never damages a minion.
- The convenience assumption that all monsters or NPCs are essentially automatically dead when they drop to 0 hit points will not be used. When a non-minion creature is reduced to 0 or fewer hit points, they are dying, just as a PC would be. In most cases, this will not matter, as they will have no way to be healed, and thus will die anyway. But in some instances, especially with intelligent humanoids, a dying foe may indeed be healed and continue fighting.
- Leveling up takes time in-game for training. It takes a number of in-game days equal to the new level being attained, minimum. This is assuming that ten hours per day are spent training. If the character spends fewer hours each day in training, it will take longer to gain the level. There is no benefit from training longer than ten hours per day. If a character has earned enough experience points to gain two levels, they must train for the full amount of time that it would take to gain each level separately. So, for example, a 10th level character who has enough XP to be level 12 needs to train for 23 days (or 230 hours) in order to fully level up.
Retraining skills, feats, and powers can be done at any time, and any number of times, not merely once per level at the time of leveling up. However, retraining also requires in-game training time. Retraining a single feat, skill, or power requires two full training days, at ten hours per day, or a total of twenty hours of in-game training.
Taken from Black Seas of Infinity Campaign Page.