Series Ground Rules

Game Mechanics

We’ll be using the Icons rules, with the listed House Rules.

Characters will be made at the Super-Powered power level (75 points + 25 flaws). Most characters will be at the Professional experience level (125 points + 30 flaws); a character at Rookie begins each game with 2 extra Opportunities (but loses them if they are spent on advancement), while a Veteran character gets 2 less starting Opportunities (you can’t go to negative Opportunities through this).

Rules of interacting with the setting

  • Anyone can add a detail to the setting, but only as part of a character’s background, a villain’s background, or a story they Direct.
  • Anyone can build a hero, but all heroes go into a common pool. You may put your name on one (and only one) character. You do not have to have built the character in order to put your name on them.
  • For every character you make, you should also have a villain. Villains are built on the same points, but they may increase their power level to Powerhouse instead of being a Veteran. This also goes into a “common” pool – the character doesn’t have to be present for their villain to be. Characters may have more than one villain.
  • Anyone may introduce a new detail to the setting, but all details must either be respected or changed through the results of an adventure. The effects of an adventure are permanent, unless it is the unanimous vote of that night’s players votes to “retcon” them.
  • A new villain may be introduced by someone in the following circumstances: a new enemy for a character they either wrote or played, or as the villain of an adventure they Directed.
  • The rules for villains also apply to supporting characters. Either the player or Director may flesh out a supporting character the first time they come up. Characters may have related supporting characters without spending points, provided those characters have no substantive usefulness.

Procedure for playing

  • When we sit down, one person volunteers to be Director. Everyone else chooses a character from the common pool.
  • You get first call on the character you have your name on, but if you don’t take it or you’re not there, someone else can play it. You may undo any changes someone else makes to a character with your name on it.
  • Opportunities are kept track of by player, not character. Each player starts with 2 Opportunities the first time they play, and gain 1 at the start of each adventure they participate in. The extra Opportunities from a Rookie, or those lost for playing a Veteran, are merely temporary modifications, and will be added/subtracted from your total at the end of the session. You can’t go below 0 Opportunities because of this.
  • The Director for a session gets an Opportunity added to his total. The players may vote him an additional Opportunity at the end of a session, for a notable contribution to the setting.
  • A player may spend an Opportunity to take a backstory action with a character he has his name on, or who he played that session.

Director Opportunity Expenditure

  • A Director with a particular plot or villain in mind can put a ‘bounty’ on one or more characters. Players who chose to play those characters get 1 additional Opportunity.
  • Villains who have nemeses among the player characters get 1 additional Opportunity per character who has the Wanted Flaw in relation to them. The Director should make the effort to specifically harass those characters.
  • The Director may may spend Opportunities to advance the villains of the session, both individual Exemplars and Foil types. Each character or type also gets one free Advancement Opportunity, which must be used by the end of the session.

Series Ground Rules

Gateway City GC_Director