The Grand Dungeon House Rules
Power Creation Rules
- Cohesive Powers: Manifested Gifts must be in-line with Character Concepts and requires Endorsed GM approval.
- Logical Flavor: Players must be able to explain how and why their power works in a given situation, otherwise GMs have license to cause them to fail.
- For Example: a Blast flavored as a ball of fire might not work underwater. But at the same time, that same Blast power might do extra damage to enemies vulnerable to fire. GMs always have final say, but must remember to make Powers feel powerful.
Downtimes
Interacting and addressing Loose Ends, Conditions, and/or Circumstances require Moves during the Downtime between Contracts. This connects your contractor with the world in some tangible way.
- Treacherous Loose Ends: A Contractor who waits for a Loose End's threat to manifest without taking any precautions against it during their Downtimes will see the threat revealing itself at the worst possible moment during downtime. Ask Endorsed GMs and Playgroup Leaders for Moves to help control Loose Ends before they control you.
- Neutral/Unknown Loose Ends: Some Loose Ends are Unknown, meaning that they give the *Player* a hint of moving parts behind the scenes, but not necessarily the *Character*. A Neutral Loose End usually means that the dangers or benefits of the Loose End are obscured or up to the Character's actions once it manifests.
- Investments: Some Loose Ends bestow benefits at the end of their clock. Investments are usually rewards for Moves and Hustles, but they might come from other sources as well. Ask Endorsed GMs and Playgroup Leaders for Moves to further your Contractor's goals.