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 Ability Rules and Guidelines

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Feu
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PostSubject: Ability Rules and Guidelines   Thu May 19, 2011 3:10 pm

Since there's been a few situations of whether or not an ability is acceptable or "you let them do that, why not me?" type of deals, I'm going to clarify a few things in the post, starting with a few basic rules and then guidelines to getting an approved ability.


--Rule No. 1--

If your ability involves some sort of element, it will be that element, no excuses. For example, if you have a fire ability, you can't say your fire can't be put out by water because it's actually reiatsu. That's worse than god-mod and it's frankly quite annoying to deal with. If your ability deals with blood, it is blood and will be treated as if it were blood. Blood can be frozen for it is a liquid, fyi. (blood popcicles are very tasty btw. Wink)

--Rule No. 2--

Abilities will be graded more strictly here as to keep from god-modding. As such, if a staff member asks you to mod your ability, do not argue with them and tell them no. Fix what needs to be fixed. There are no exceptions. If you argue with the staff member about a change on your ability, they reserve the right to completely deny the app.

--Rule No. 3--

Your abilities need to be explained in depth. The sooner the better. If your ability says "controls water" you will not get that through. If your abilities don't have enough detail to keep any type of loophole with the ability because we've had past experiences with this.

--Rule No. 4--

There are absolutely NO EXCEPTIONS to any of these rules, so do not try.


As for guidelines for certain abilities, as stated in rule one, elemental abilities possess all strengths and weaknesses of the element. No BS of water can't put my fire out.

If you are using any type of teleportation ability, you better have a limit to how many times you can teleport (to be decided by app checker) in a given time span.

If your abilities will have anything to do with cloning, you must state clearly where the original is in the post so that you cannot state in your next post that it was actually your clone. On top, we'll use a cloning of 6, if you have 6 clones, you on top of the 6 clones will make 7. Therefore, the strength of you and each of your clones will be 1/7 the strength of no clones.

For poison abilities, nothing that causes instant death or death after so many turns. No poisons that make the opponent paralyzed or lose motor skills. However, blurred vision, loss of stamina and severe headaches and minor side-effects like that are acceptable. (Just because it is not listed as a DO NOT on here, doesn't mean it's acceptable. Abilities are always a case by case and these are just examples)

For Illusion/mental based abilities, an infection method must be present, whether it is hitting the enemy, a gas, whatever. Just make it reasonable and fightable and blockable/dodgable. Otherwise they seem like auto-hits. Also, we must have a duration limit, depending on what they do.

As for now, these are the only abilities that have been brought to my attention that require preset guidelines. More can and probably will be added at a later date. As such, there will be a modified stamp in the description to know if there is a change.

____________________________________
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