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Posted: Fri Nov 06, 2009 3:31 pm
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Posted: Fri Nov 06, 2009 4:45 pm
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Posted: Fri Nov 06, 2009 4:58 pm
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Posted: Fri Nov 06, 2009 5:06 pm
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Posted: Sat Nov 07, 2009 11:37 am
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Posted: Sat Nov 07, 2009 11:52 am
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Posted: Mon Nov 09, 2009 11:38 am
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Posted: Mon Nov 09, 2009 2:08 pm
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Posted: Mon Nov 09, 2009 2:25 pm
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Posted: Mon Nov 09, 2009 11:14 pm
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Posted: Mon Nov 09, 2009 11:53 pm
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Posted: Wed Nov 11, 2009 10:03 am
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Posted: Wed Nov 11, 2009 10:21 am
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Posted: Wed Nov 11, 2009 6:01 pm
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We don't have a prize pot yet, that's last year. We would like to get at least a few million in prizes, though, so here's hoping.
Also:
"3. When listing abilities, be thorough and include as many details as possible so that we can give an accurate assessment. We understand that when it comes to storyline RP or being super-flashy there needs to be a bit of wiggle room sometimes for the purposes of drama. However, for the sake of character balance and especially so that we know you have thought it through enough to understand how abilities work, we ask that you include any detail that may be important when listing abilities.
These include but are not limited to:
* Type of ability (physical, spiritual, arcane, divine, psionic, telepathic, elemental, etc.). * Any elemental or alignment-based attributes associated with the ability for the purposes of ability interactions (ex: fire, wind, holy, ice, psychic). * How the ability is manifested (always on, freely switched on and off, requires a spell verse, requires specific actions, sustained through concentration, requires specific catalyst, etc.). * What the ability does (major) and any variations on that (minor). * An estimate of the upper-level limits on the ability (seriously, this is where a lot of people take a hit).
4. When it comes to setting those limits, remember that moderation is your friend. Explosions and glowing s**t certainly ramps up the excitement in a fight but when buildings start collapsing just from collateral damage there's clearly a problem in how high you've set the bar. We will always grade more favorably on underpowered characters than overpowered ones, and that's just a simple fact. It's quite possible to get far in Heaven or Hell having no powers or very minor ones, but if you make your character out to be a cosmic powerhouse of god-channeling and mindrape, don't be surprised when your bio gets sent back all marked up in red ink.
5. Phrasing matters. When writing out an ability, pay attention to how you say it. Examine the differences between: "When angry, Bruce's strength increases to superhuman levels." and "When angry, Bruce's strength increases three-fold." Now, the first is pretty one-dimensional... it tells us that Bruce gets very, very strong. With the way it is worded this ability may mean anything between "he can lift mountains" and "he gets stronger than YOUR character". The second one, however, tells us exactly how much of a change we should be expecting, and we can reasonably infer what his 'normal' strength level would be based off of the rest of the bio (for reference, Bruce Banner was a bit of a shrimp when he wasn't the Hulk). This could be further elaborated upon by citing examples or using numerical weight estimates... but the second one can be a lot trickier to use without overestimating or stumbling on complications. "
For the record, there are character limitations. You can read through previous fights to get a rough idea of it. If you have still don't know, rest assured; you'll find out through profile grading.
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