So, I've been working on a bit of a ruleset/fight guidelines for a War RP of my own, any advice/comments? [hider=Rules of Thumb] 1. The more focused power beats the more general power. If Adam has "increased physical stats" and Eve has "increased speed", in a running contest, Eve wins. The more focused the ability, the greater the gap, for example, A:"increased physical stats" and E:"increased physical stats except defense" means the second will be faster, but not as much as if it was only E:"increased speed". 2. The power with more restrictions on its use or costs beats the less restricted/costly power. If Adam and Eve have "increased physical stats" but Eve's version can only be activated upon reaching 50% health or less, Eve's version will be more powerful. The more restricted the ability, the greater the gap. For example, an ability that deals 10% of your body's health per second of using it will increase your stats by more than an ability that deals 1% of your body's health per second of using it. 3. The more creative power use beats a power that is strictly stronger than it. If Adam has "Armor Suit" and Eve outmaneuvers him and strikes at a weakpoint in say the armpit, that wasn't specifically mentioned by Adam's description of the suit but makes sense, go ahead and be a sport and take some damage Adam. We want to make fights fun, and so, whenever you're not sure whether a creative attack would really make enough of a difference to overcome a stronger power, lean in the interest of the creative attack/defense/use of a power. [/hider] [hider=Power Tiers] Tier 1- These are powers that give you personal benefits or specific tricks in your arsenel, but don't dominate the battlefield. Increased physical strength, a blade with supernatural cutting ability, the ability to cast a self-flight spell, resistance to thermal change. These abilities are typically very narrow (I cast laser blast), or have a personal effect (I'm stronger). You get 4 Tier 1 powers, that provides your character with a small array of tricks to use in a duel with another hero and personalizes you and your gear. Tier 2- These are powers that are often incredibly flexible and/or have battlefield dominating effects. A really nice rocket launcher with a variety of special missiles is Tier 1. The ability to launch your own artillery barrages worth of these missiles, is Tier 2. Most general manipulation powers, such as the manipulation of an element, fall under this category unless they have a low power level or have harsh restrictions. For example, flat out telekinesis is a Tier 2 power, but if you can only use telekinesis on one particular sword attuned to you, or with a range limit of 2-3 meters, it is a Tier 1 power. You should have 1 Tier 2 power (unless you have a Tier 3 instead), that defines why your character is a threat on the battlefield at large that has a real potential of single-handedly changing the tide of a battle between armies. Tier 3- These are powers that IGNORE how strong the opposition is, unless it's another tier 3. If your sword cuts through ANYTHING because it sends each individual atom or molecule it's edge touches to a different moment in time, 99% of targets will have nothing to stop that. If you can summon portals, it doesn't matter how strong the incoming attack is if you can create a portal in front of you and send it back at whoever attacked you. In general, if you want a Tier 3 power, it should be extremely focused and/or have high drawbacks, and it will then take the place of your Tier 2 power. I recommend asking about any power you think might be a Tier 3. [/hider] Anyway, I'll post for Miyu and Alexi tomorrow morning now that I've gotten that off my chest.