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Information: Power Guidelines

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Information: Power Guidelines

Post  Maxim Jensen on Thu Jul 19, 2012 9:16 am

POWER GUIDELINES

Playing as one of the Children or an augmented militant, probably the most attractive of opportunities posed, comes with a large degree of experimental power. However, being in possession of this power too holds restrictions and guidelines, as follows:

- NO TWO POWERS MAY BE THE SAME. Being unique is key.
- A POWER MUST BE SCALED APPROPRIATELY TO THE LEVEL. No pyrokinetic firestorm which can raze villages at Primary-level.
- A POWER MUST NOT BE LIMITED AND MUST HAVE NUMEROUS USES AND MANIFESTATIONS. This needs to be stressed. Your character has four levels: so must your power.

Those are restrictions. I'm advising that not everyone goes for combat-based powers; remember, that's not the focus of this forum, so, if too many combat powers crop up, I will eventually ban them if push comes to shove. And get innovative, people!

As for levels... there are four. Primary, Secondary, Tertiary, and Final, each more powerful than the last, and each unlocking a new branch of power. Max, for instance, begins at Primary-level being only able to see the future in hazy dreams and precognitions. By Final, he can actively predict the future on ultimately incredibly precise scales. To expand even further; for a pyrokinetic (someone who can control fire), perhaps your Primary level is the ability to create and manipulate fireballs. Your Secondary could be anything; maybe the ability to launch waves of fire, or set people alight with a snap of your fingers, or maybe just larger fireballs. The world is very much your oyster.
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Maxim Jensen
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Aspect Level: Final
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