Mook to Mastermind
To keep with the spirit of the game, the following house rules are in effect for spending experience points:
- You may only add +1 to a given skill during each XP-spending phase (learning a new skill counts, so you can’t learn a new skill and add +1 to it in the same phase). This is to simulate the gradual improvement of your character over time.
- Banking experience points is highly discouraged. The GM may assign an XP penalty to any player he feels is banking excessively (I’ll warn you first and give you a chance to spend them, though).
- Creature Powers and Arcanowave Devices are unavailable from the start, but might be “unlocked” during play. Police is unavailable unless the plot allows for it (just take Detective if you really want that skill set). Sorcery must be acquired by the apprenticeship rules given in the core rulebook. Transformed Animal abilities are unlikely to ever come into play, but they might at the GM’s discretion if the story demands it.