CH/Rules Clarifications

=== Advantages ===
;Signature Gear
Signature Gear is allowed, but have some pretty significant house rules.
;True Faith
Characters with True Faith (Turning) can repel ordinary corporeal and insubstantial undead at no penalty. Attempting to Turn corporeal demons (as-Sharak, Doomchildren, Peshkali, etc) requires a roll at a -3 penalty. Attempting to Turn insubstantial demons (Toxifiers, etc) requires a roll at a -1 penalty. It is not possible to Turn Elder Things or Half-Spirits.
=== Disadvantages ===
;Sense of Duty (Nature)
Sense of Duty: Nature should be treated as Pacifism (Self Defense Only), Pacifism (Cannot Harm Innocents), and Charitable toward all Animals, Giant Animals, Dire Animals, and Plants (including mobile ones like Crushrooms or Treants). Herbivores are considered Innocents for purposes of Cannot Harm Innocents. There is no requirement to treat dead animals or plants with any particular respect.
=== Skills ===
;Cloak
Characters who have the Cloak skill and intend to use a cloak defensively (either to Block or to gain any DB bonus) have to Ready the cloak by removing it and wrapping it around their arm. That limb is now being used to wield the cloak and cannot be used to hold anything else. (Yes, I know this hasn't come up, but there's someone arguing this on the SJ Games forum and its pissing me off).
=== Equipment ===
;Armor and Enchantments
A single suit of relatively homogeneous armor counts as a single item for Power Item purposes. Relatively homogeneous means the torso and limbs are made from the same material with the same qualities, but the head and extremities can be armored differently.
Armor enchantments (Lighten, Fortify, etc) do not stack, but a single enchantment covers all the armor a character wears. So having "Lighten" enchanted into a cloth cap reduces the weight of any other armor worn with it by 25%, while having DR+1 cast on a pair of gloves adds 1 to the DR on all body locations. Separate layers of armor need to have separate enchantments (note that Fortify and Deflect do not stack in multiple castings) and shields are always considered separate layers.
=== Combat ===
;Tip Slashes
Tip slashes can be performed with any melee impaling attack, including weapons, strikers, claws, and fangs.
;Combat Facing
	A normal character can see anything in the yellow or green hexes. He can attack things in the green hexes, and defends against attacks from those hexes normally. He cannot attack things in the yellow hexes except with Wild Swings. He defends against attacks from the yellow hexes normally, except he can only use his shield DB and Block against attacks from the same side as his shield.
A normal character can't quite see things in the orange hexes. He can only attack them with Wild Swings, and can't attack things standing on the same side as a one-handed weapon. He is at -2 to defend against attacks from those hexes, and can only use his shield DB and Block against attacks from the same side as his shield. A character with Peripheral Vision can see things in these hexes, and has no penalty to defend against attacks from them.
A normal character can't see things in the red hexes. He can only attack them with Back Attack maneuvers. He can't defend against attacks launched from those hexes. A character with Peripheral Vision can see a little into those hexes, and can Parry or Dodge at -2. Blocking is impossible.