- Telepathy is limited to NPC characters unless restricted in some way (for example surface thoughts only, contact by touch required, can be resisted) and agreed in advance with the GM.
- Time travel is limited to NPC characters unless it is just a descriptor for another power (such as speed).
- Summon / create minions is limited to NPC characters. Sidekicks must be agreed in advance with the GM.
- Background – All player characters must have a background with a family and a history – no amnesiac lone wolves as player characters please. All characters must have background skills and abilities consistent with their skill set and background.
- Aliens – If you want to play a humanoid alien, please discuss your concept and background with the referee first.
- Magic using characters – please read the article: Magic (Is it real?) and design accordingly.
- Homicidal or armed characters will find themselves hunted by the law and incarcerated. UK weapon laws apply (with slight modifications) so design your character accordingly.
- All PC builds must be confirmed as valid by Hero Lab software package – PCs start at Level 10 / 150 points and can rise to a max of Level 15. – Youth PCs or Sidekicks start at Level 8 and can rise to a max of Level 10.
House Rule – Hero Points. A player always starts with two Hero Points at the beginning of every new adventure and may hold a max of three Hero Points at any one time. They do not transfer over once the adventure is over.
- Players can recommend that a hero point is awarded to other players for good roleplaying.
House Rule – Boost. When you succeed on an attack roll by two or more degrees, every degree past the first degree of success gives you a boost against that specific opponent. A boost is an abstract combat edge relative to that foe; it may represent achieving a superior position, identifying his weak or blind spot, thinking of a surprising new tactic, etc.
Whenever you make a roll to attack that foe or to defend against or resist his attacks — or he makes a similar roll regarding you and your attacks — you may spend a boost to adjust the roll by ±2 after the dice are rolled! However, you may only use one boost per roll, you may never use it to alter a natural 1 or 20, and you cannot push the roll below 1 or above 20. Rolls adjusted by boosts do not count as a natural 1 or 20.
- When the combat ends, any unused boosts are returned to the GM.
House Rule – Extra Effort can be used to shorten invention or artificing skill times (instead of using a Hero Point) – see Ritualist > fast-casting.
