In
every game, it's bound to happen. The
GM's have a list of powers that they just won't
admit for whatever reason. Well, here is
our list. But we'll give you reasons why
we won't accept them. You don't have to
like our reasons, or our restrictions.
But then, you also don't have to play our game.
Powers
We Won't Accept Into Our Game (and Why!)
Power/Implications |
Why
you're fooling yourself if you
think we're going to admit a
character with this power |
Cousin
Powers
|
This
is essentially any power that is so
closely related to another power
already in use that it might as
well be the same power.
Portaling and Teleportation. Mono-morphism and
Poly-morphism. A psionic sword
when we already have a psionic chakram, super-strength when we
have enhanced strength,
Photographic Memory when someone
has already claimed Edetic
Memory. You've heard the
phrase "If it looks like a
duck, and sounds like a duck, its a
duck"? Well, if it has
the same uses, manifestations and
results as telekinesis, you can
call it anything you want, it's
still telekinesis. This is why we have all
potential players fill out a Preliminary
Application with their top-3 choices of powers. So
we can avoid Cousin Powers, at least among the
student characters.
|
Dimensional
Portalist, Jumper, or Traveler |
The
ability to create portals, or otherwise travel, into
other dimensions. As GM's we need to have control over this
kind of thing. Allowing people to control
for themselves when they go to other words,
dimensions, whatever, is essentially allowing
players to take control over major plotlines,
which is essentially our job. And while we
WILL allow players to create their own sub-plots
within the game, the major plotlines are OUR
jurisdiction, as GM's
|
Energy
Manipulator
|
The
ability to manipulate energy.
There are
hundreds of different kinds of
energy in the known universe. And
you want to be able to manipulate
them all?? Not likely. Not
only does it make the character
akin to a God, it severely cuts
down on possible characters for
other people. You need to be
more specific in the type of energy
you wish to manipulate.
|
Electromagnetic
Manipulation
|
As
in, the ability to manipulate any
form of energy which appears on the
EM spectrum? ALL forms of energy show up
on the EM Spectrum. However,
if you mean powers like Magneto
(magnetic fields), that is a
different story entirely. We
won't accept those either, but this
time, it's because we have both
Magneto, and Magneto's son as
characters in the game. It's
overkill to admit another one.
|
Electrical
Manipulation
|
The
ability to control electricity. Our reasons for this are
purely practical. The
students live in a house where
everything except the Danger Room
is powered by electricity. We
would really rather not have to
rebuild, reboot, or reinstall
everything in the mansion every
time the untrained mutant has an
accident.
|
Foresight
|
The
ability to see into the future. Again, we're the
GM's. Why would we want to
have to tell a player everything we
have planned for every plot?
Why would we want to warn them of
everything that is going to
happen? And why should
everyone else in the game have to
warn your character of everything
they are going to do before they do
it? That is the only way this
power would work. It hardly
seems fair, to them or to us.
Not only that, it's a lot of
hassle.
|
Matter
Manipulation
|
The
ability to manipulate organic or
inorganic material and shape it
through will.
The students live in a
house full of organic and inorganic
material..... and we see no reason to give a
player that kind of control over the entire
environment where everyone lives. For more
information on this, see the notes under
Technopath.
|
Psionics
|
AKA:
Give me a break.
We looked it up.
Psionics can include, and is not
limited to: Astral Travel
(including Astral Eyes, Form,
Manifestation, Mind Merge, and
Solidify) Electrokinesis
(Shielding, Manipulation,
Generation, Interface, Blackout, Absorbtion, Overload, and
Discharge) Temporal Projection (See
Past, See Anscestral Past,
Ancestral Projection, Time Freeze)
Empathy, Precognition,
Mind-Bonding, Addhesion, Shapeshifting, Soul Weapons, Matter
Manipulation, Psychic Bandaging,
Trans-Dimensional Portaling, Pyrokinesis.... the list goes ON
and ON and ON. That's right,
this power can do it all. But
perhaps you know it better by its
other name: GOD.
|
Technopath
|
The
ability control machines with the
power of one's mind. This one is a lot like
Electrical Manipulation, with a
twist. The students live in a
house with a Danger Room, Cerebro,
and a highly sophisticated security
system. Not only would an
accident seriously put everyone in
the mansion up the proverbial crick
without the proverbial paddle, any
level of serious control over this
power would basically mean we, the
GM's, would be handing over
complete power over the living
environment (from temperature
controls to security to the full
might of the Danger Room) over to a
player. There's a reason why
they call people like us
"GM's." It's
because we're supposed to be the
Masters of the Game. We can't
master the game if we can't control
the environment the characters play
in.
|
Time
Manipulation
|
The
ability to jump forward, jump
backward, pause, speed up, slow
down, or in any way effect time, be
it for themselves or for the entire
world. Not only is it too
complicated, and the implications
too mind-boggling to even begin to
wrap our minds around.... jumping
forward is pointless as the future
is not set... jumping back is just
another word for a lot of
re-writing and re-organizing of
plots while the game itself stands
still.... pausing is just another
way to keep the game from going
anywhere... speeding up just plain
won't happen because this is a PBEM
and by its very definition will
cruise along at the speed of your
average land turtle.... and slowing
down is just plain stupid because
your land turtle doesn't travel
very fast in the first place, and
many of the players would like
their characters to eventually
graduate someday, and it's going to
take them long enough
already. So... No. |
|