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House Rules

Experience Points
Advancement is accomplished by earning experience points and using them to “buy” PP for adding to a character’s build total. The cost of an individual PP is (PL*100). For example, a PL 11 character has to spend 1100 XP to buy one PP.
*Experience Points are awarded as follows:

Player was clever, inventive, or roleplayed well > 10 XP or 20 XP
Player solved a mystery or resolved a major plot point > 20 XP
Adventure was resolved successfully (standard/important/epic)> 20 XP/50 XP/ 100 XP
Base points for participating in an adventure/session> 10 XP

Though it may slow advancement, a player can also choose to “buy” a Hero Point at the cost of 100 XP per Hero Point.

Gamemasters’ Guide , Power Profiles, Threat Reports, and Other Sources
From the Options chapter of the GMG, the following are in use – Fighting Styles, Knockback, Lethal Damage, and Hero Point Trade-Offs. The Mass Combat rules may see use if required. Each of the Power Profiles is considered core material and in use. The optional rules for the Impervious modifier presented in the Armor Powers PP and the optional Illusion Built As An Affliction change from the Illusion Powers PP, however, are NOT in use. The Pursuit Challenge rules are in use from Pulse’s Threat Report.
Series/Team Complications from the Emerald City materials are in use. Similarly, Perks (from the Vigilant Press stuff given players) are in use.

Minor Stuff
• The Benefit Advantage – A lot of story awards may come in the form of increasing existing forms of the Benefit advantage for characters or adding entirely new forms (A new Benefit (Status), for example). These story awards will not cost actual PP.
• Called Shots – No “called shot” advantage or new maneuver is needed. Calling a shot is done of one of two reasons, aiming at a vulnerable spot to increase damage (or add an effect) or aiming at an unprotected spot to bypass protection. The former is dealt with using Power Attack (maneuver or advantage), the latter only applies if a target has a flaw or quirk built into their protection and in such case is handled by applying the Cover rules.
• Equipment vs. Device— If an item exceeds the numbers listed for comparable equipment presented in the core rules by more than +1, it has to be built as a Device rather than with the Equipment advantage. For example, a Heavy Pistol built as +5 Ranged Damage is fine (special ammo, or whatever), but a Heavy Pistol built as +8 Ranged Damage cannot be treated as equipment and must be paid for as a Device instead.
• Group Equipment/HQ/Vehicles – PCs don’t pay points for these if they are team-related. Instead, PCs take one rank in Benefit (Member of the Freedom League). Individual versions external to the team still cost, of course.
• Immunity from Own Powers – This is not an assumed aspect of the setting for clothing and carried items. If a character has a power that is destructive to their own wardrobe (Flame Aura or Giant Form, for example), they need Feature (Morphic Molecule uniform). The Precise modifier will keep them from destroying carried objects (or harming carried passengers) if such is an obvious risk from their powers.
• Reputation/Renown –Whenever it becomes important to determine if a character is recognized, a knowledge check is used. A suitable Expertise skill is the base, but a default Intellect check can substitute, and related skills (such as Technology for an Expertise: Robotics skill) can be rolled for an “Aid” bonus. The base DC is 20 for a public figure and DC 30 for a specialized field. Generally, a “nobody” won’t get any roll to be known – you’ve either met/heard of them or you haven’t. Every rank in the Renown advantage possessed by the target adds +5 to the roll to know him or her; similarly, the Fame Complication also adds a +5 bonus to the roll.
• Skill Specialization – there are no house rules for a “Skill Specialization” advantage. If the background of a character shows specialized focus (like someone with the Vehicle skill who almost always uses nothing other than a motorcycle), when such a focus comes into play, the character receives a +2 Circumstance Bonus. A Hero Point spent raises that to a +5 for a single application. A similar bonus applies to uses of the Connected advantage when applied to a group or NPC that has previously been established as having closer than normal relationships to the PC.

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