- 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 – must 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.
It was later agreed that the use of a Hero Point would always allow a +10 to the roll when used regardless of the die score rolled.
- 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! 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.
House Rule – Devices and Equipment. Characters may make temporary use of any device or equipment available. Most are usable by anyone able to operate them, in which case characters may loan devices/equipment to each other, or may pick up and use someone else’s (or even steal it away from someone in order to use it against them). The key concept here is the use of the device/equipment is temporary, something that happens during a single combat or, at most, a single adventure.
- If player characters lacks the appropriate skill, after the first round the character does so with an attack penalty (either -1, -2 or -5 as decided by the GM) to represent the lack of skill, inexperience or technology level required to use it properly.
- Using a hero point negates this penalty until that particular combat is resolved. Without the use of a Hero Point, every failed attack roll doubles the penalty for the next round only.
- An attack failure using temporary equipment or devices by 3 or more degrees (fails by -11 or more) on an attack roll results in a critical failure or self-imposed bruise (GM’s decision).
If the character wants to continue using it beyond that adventure, they must pay power or equipment points to make it part of their regular abilities.
House Rule – Rule Lawyers. The campaign is run “rules light” and is always more important than the rules. If you want to act as assistant GM and assist with applying the rules properly during play, please talk to the GM.
House Rule – The X-Card is a silent tool used to indicate when a player is uncomfortable with the current action(s) without stopping the game. It’s an index card with an “X” drawn on it. Picking up or touching the XCard signals to the group that you’re uncomfortable with the current scene, and that topic is immediately edited out of play or fast forwarded to its conclusion without further role-playing — no questions asked. No one has to explain why they’re using the X-Card, and anyone can use it at any time.
