Post by Sol on May 3, 2014 19:45:09 GMT
Nu Guardia is a mild powers forum. There is wiggle room with this, particularly for the sake of story and allowing creativity to flourish, but there has to be a cap. A new member that joins Guardia with a balanced character and sees someone throwing mountains will feel pressured to beef up in response just to have a fighting chance.
That simply will not do. We expect to see balance, weakness, and actual character development rather than power development. The error is in taking a tops-down (powers first) approach rather than a bottoms-up (character first) approach.
As Nu Guardia is a free-form site, rank or stat based systems are not an option. All we ask is that you use some prudence when creating, choosing, and using abilities. Given the comfortable scale that our mild powers definition establishes, we care more about the end result, or consequences, of powers and abilities rather than origins or rationalizations.
Unless otherwise stated, the most recent Chosen rules are the default criteria for T1.
|Mild Powers|
In order to understand the terminology, one needs a bit of history on the subject.
In the land before time there were two main distinctions of turn-based combat. PC and RM. PC allowed for a no-holds barred exhibition of ludicrous power, RM followed strict and concrete rules of realism.
At some point MP was coined to mean a system somewhere between the two, where powers were allowed but limited. The limit applied both to the amplitude of attack, the sheer number of abilities allowed, as well as a focus on generally doing away with any type of god-modding.
|Examples of forbidden abilities|
1. Time Manipulation
2. Reality manipulation
3. Creation of black holes
4. Attacks that manifest instantaneously
5. Indestructible weapons or unstoppable magic.
|Examples of generally disallowed(These can be used sparingly on Npc's, or in a storyline with adequite build-up) abilities|
1. Soul stealing
2. Manifesting an attack inside of another person
3. Automatic mind-control
4. Teleportation and other "instantaneous" abilities or actions
|Examples of allowed abilities|
1. Enhanced senses
2. Gravity manipulation
3. Psionics (telekinesis, telepathy, etc)
4. Magic (spells, hexes, voodoo, etc)
5. Shooting a fireball or a lightning blast
The above describes Guardia's policy on types of attacks. Next, we will discuss the scale or amplitude of abilities.
In combat the hard cap for maximum output on any non-story or non-consented ability is capable of destroying a building.
In combat, the maximum preps you can have is 1 prep per turn and 5 preps maximum.
For storyline purposes, massive attacks are allowed within reason. World- or continent-destroying attacks will essentially always be disallowed, but city-busting is sometimes feasible. Be prepared to put in a considerable amount of work, however. We work for years building up our conceptual sand-castles, we don't want to see it done away with in a turn or two.
Abilities are judged on their destructive or constructive potential, and not their complexity. Stopping a boulder mid-flight and pushing it away is less complex than turning it to sand but both work on a similar scale and essentially accomplish the same thing.
Credits: Carlos of Valucre.
Article borrowed from Valucre.
That simply will not do. We expect to see balance, weakness, and actual character development rather than power development. The error is in taking a tops-down (powers first) approach rather than a bottoms-up (character first) approach.
As Nu Guardia is a free-form site, rank or stat based systems are not an option. All we ask is that you use some prudence when creating, choosing, and using abilities. Given the comfortable scale that our mild powers definition establishes, we care more about the end result, or consequences, of powers and abilities rather than origins or rationalizations.
Unless otherwise stated, the most recent Chosen rules are the default criteria for T1.
|Mild Powers|
In order to understand the terminology, one needs a bit of history on the subject.
In the land before time there were two main distinctions of turn-based combat. PC and RM. PC allowed for a no-holds barred exhibition of ludicrous power, RM followed strict and concrete rules of realism.
At some point MP was coined to mean a system somewhere between the two, where powers were allowed but limited. The limit applied both to the amplitude of attack, the sheer number of abilities allowed, as well as a focus on generally doing away with any type of god-modding.
|Examples of forbidden abilities|
1. Time Manipulation
2. Reality manipulation
3. Creation of black holes
4. Attacks that manifest instantaneously
5. Indestructible weapons or unstoppable magic.
|Examples of generally disallowed(These can be used sparingly on Npc's, or in a storyline with adequite build-up) abilities|
1. Soul stealing
2. Manifesting an attack inside of another person
3. Automatic mind-control
4. Teleportation and other "instantaneous" abilities or actions
|Examples of allowed abilities|
1. Enhanced senses
2. Gravity manipulation
3. Psionics (telekinesis, telepathy, etc)
4. Magic (spells, hexes, voodoo, etc)
5. Shooting a fireball or a lightning blast
The above describes Guardia's policy on types of attacks. Next, we will discuss the scale or amplitude of abilities.
In combat the hard cap for maximum output on any non-story or non-consented ability is capable of destroying a building.
In combat, the maximum preps you can have is 1 prep per turn and 5 preps maximum.
For storyline purposes, massive attacks are allowed within reason. World- or continent-destroying attacks will essentially always be disallowed, but city-busting is sometimes feasible. Be prepared to put in a considerable amount of work, however. We work for years building up our conceptual sand-castles, we don't want to see it done away with in a turn or two.
Abilities are judged on their destructive or constructive potential, and not their complexity. Stopping a boulder mid-flight and pushing it away is less complex than turning it to sand but both work on a similar scale and essentially accomplish the same thing.
Credits: Carlos of Valucre.
Article borrowed from Valucre.