House Rules

House rules and general conclusions will be aggregated here so that we have a central list to reference in the event we change anything.

Any adjustments made here will be dated and noted why they were necessary

Major Items Prior to Game Start
The first and most important "pre-game" rule is this. A character MUST BE COMPLETE in order to be effective. A complete character has the following: '''At the beginning of each session, the GM will earn one free compel against your character for each item you do not have completed. This compel will not expire until used.'''
 * 1) Name
 * 2) High Concept Aspect describing your character archetype in a few words.
 * 3) Trouble Aspect, describing your "hook" or drive to the story in a few words.
 * 4) A Development Aspect that covers your character's skills and area of focus.
 * 5) A Development Aspect that further addresses your character's personality.
 * 6) A Relationship Aspect that establishes a connection to an NPC.
 * 7) A Relationship Aspect that establishes your connection to another player.
 * 8) A Skill List
 * 9) A Collection of Powers, Stunts, or special abilities.
 * 10) At least one standard inventory of items, complete with whatever special items your powers provide.

Note that you may have an additional aspect of any kind. I am only requiring six (Concept, Trouble, and four others).

General

 * See the Aspects page for more information.

Social

 * None so far.

Combat

 * Supplemental actions will incur a (-1) penalty to the next roll taken during that round except in certain cases (e.g., Inhuman Speed and related bonuses).
 * Movement within a zone is free, unless a zone border is crossed. If a zone border is crossed, the player takes a supplemental penalty equal to the strength of the zone border.
 * You may take supplemental penalties up to your base athletics score. Movement accross a zone border that exceeds your base athletics score must be accomplished by "sprinting."