[quote=@GodOfWar] [u]One question, though[/u]; you seem to be using status effects like [i][b]Bleeding[/b][/i] and [i][b]Weaponized[/b][/i], is there a thread that lists the rules for these effects? [/quote] At the moment the status effects are explained in each of the triggering power's descriptions. For example:[list][*][color=ff0099][i]Vicious Slash[/i][/color] - [color=ffff00]Energy Cost: 4[/color] [sup]Striking deeply with her claws Nightbeast gouges a hole in her target, damaging for her normal [color=ff0000]Attack[/color] rating and causing the [i][b]Bleeding[/b][/i] status effect for 3 rounds. Target takes an extra 10% of the damage initially caused by this ability (rounded up) at the end of each round while [i][b]Bleeding[/b][/i] is in effect. [i][b]Bleeding[/b][/i] effect can be stacked.[/sup][/list] If there's already a power which uses the same status effect then I'd advise to copy the rules already in place for it. I'll be keeping on top of whether the status effect is established or not, so don't worry too much about having to dig around for something to check whether it's new or not when adding it to your power. Usually if you have rules which conflict with an existing status effect I'll simply ask you to rename it, worst case I'll tweak your rules to better fit the established guides. I'm trying to make the game as open as possible for people to make up their own powers and adapt them with abilities and traits, while at the same time balancing powers so as not to make any one character too powerful. Apart from mine, who are gameplay event characters so will tend to be a little more overpowered than most. During the game I'll be interpreting all the character actions each turn and devising outcomes for the combined events, as well as coming up with enemy responses. Certain rules I'll be using are that all damage which isn't clearly stated as being a certain type will be treated as physical damage, so when writing any power description feel free to provide as much information as possible.