Post by milo on Jan 28, 2010 17:58:31 GMT -5
Power Rules in XF
1. Power bans. Too many "types" of a power can have a temporary hold put on it. If there's too many shifters, ferals, electric/magnetic/manipulative mutants, we'll put a hold on any more being created to help balance out the room.
Current Power Bans:
Electromagnetic/Magnetism/Electricity
2. No more than three main abilities. So someone who can manipulate air, go invisible, and create power domes would be at their max but they are free to branch out in what they can do with the powers they have, such as flight, shields, projectiles and so on.
Aspects of Powers: For example, here's a list of different aspects of powers. They may not all be functional with a certain power set, but this does cover the majority.
Projectiles, Shields, Bodily Transformation, Bodily Encasement, Manipulation, Generation, Absorption, Empathic, Projection
3. Powers must be related. We don't want an animal shape-shifter with the power to turn their body into an electric entity and the ability to read minds. Seriously... tone it down. Powers can branch off into others and abilities in a number of different ways. Ops can help you work on it, like an electric-powered mutant who can levitate by manipulating their own magnetic field, so they have electric-control and levitation. In the end though, it's not being the most powerful that you want to focus on, it's being the most creative to do what you can with what you have and having the most fun with the drama and development found inside the game.
1. Power bans. Too many "types" of a power can have a temporary hold put on it. If there's too many shifters, ferals, electric/magnetic/manipulative mutants, we'll put a hold on any more being created to help balance out the room.
Current Power Bans:
Electromagnetic/Magnetism/Electricity
2. No more than three main abilities. So someone who can manipulate air, go invisible, and create power domes would be at their max but they are free to branch out in what they can do with the powers they have, such as flight, shields, projectiles and so on.
Aspects of Powers: For example, here's a list of different aspects of powers. They may not all be functional with a certain power set, but this does cover the majority.
Projectiles, Shields, Bodily Transformation, Bodily Encasement, Manipulation, Generation, Absorption, Empathic, Projection
3. Powers must be related. We don't want an animal shape-shifter with the power to turn their body into an electric entity and the ability to read minds. Seriously... tone it down. Powers can branch off into others and abilities in a number of different ways. Ops can help you work on it, like an electric-powered mutant who can levitate by manipulating their own magnetic field, so they have electric-control and levitation. In the end though, it's not being the most powerful that you want to focus on, it's being the most creative to do what you can with what you have and having the most fun with the drama and development found inside the game.