[@Leos Klien] Hi Leos, I appreciate your concern. Narcissa's ability has been looked over and accepted in the previous iteration of Starkissed. There are a few things I want to go over to make you feel comfortable with why I made that decision. Firstly as Melo mentioned, the ability is not powerplaying. I can honestly appreciate how in other roleplays an ability like this could be wrongly used, but that is not the case in this instance. As Melo stated the ability is similar to a goal rather then directly manipulating a character. Arguably Raydark's Soultear ability is worse than Narcissa's Geas as another person is attracted or terrified by him rather then having a time limit of a goal that they can carry out their own way. Furthermore, there is a natural system in place that prevents overuse and abuse of powerful abilities. One thing that needs to be understood is that in this roleplay unlike others, using abilities that powerful literally kills off your character. The Potency 8 ability slot, while not instantly guarenteed death like the final slot is, comes very close. In most cases using that slot is going to kill you or shorten your life considerably. If you have used so much as 1 medium potency ability, or 1 low potency but costly ability previously, your character is going to die from using that potentcy level of ability. Killing your character off using an ability that compels a character, aka they can choose shake it off and move on, in this instance just isn't worth the cost/result of that slot. The reason I allow some forms of ability that might be considered overpowered in other roleplays is a. this is a roleplay about gods so the abilities of increased potency do get very powerful, and b. there is a system in place here to keep things in check. Furthermore, I wholeheartedly encourage people to explore playing more creative type powers. One of the reasons powers like Narcissa's are accepted is because of the potential I can see for creating interesting situations IC. This roleplay is a tragedy, it is dangerous and characters will be put in situations - sometimes created by other characters - that are not the sort of situations they want to be in. Furthermore we do have two factions of "Dark Gods vs Starkissed" that the roleplay is spinning around. In the previous incarnation of the game - and likely to be this one too - there were not nearly as many "bad guys" as "good guys". At one point looking at the CS's, the evil characters could easily just get overwhelmed by sheer number and abilities. For this reason Dark Gods are given A. slightly more powerful abilities overall, and b. slightly more leeway working with the memory loss and willpower aspects of the game. I know it might be considered unfair in other places to allow these powers but I honestly think it does encourage interesting situations and creative thinking. The idea of a good character having to struggle with their morals over a command like this is honestly well within the thematic tone of the roleplay and something I would enjoy reading and writing should it happen to one of my characters. Please be aware there will also be dice-related incidents where things will not always go to plan for characters involved in the RP. At the end of the day I hope you will trust my ability to make decisions regarding character powers. Trust between GMs and players is very very important. I know it can be very hard to imagine from my saying so alone without the experience of working with me, but believe me when I say every ability is and will be [url=https://i.gyazo.com/fd5c21ced03d5a1e69cb145dfb5d4c2b.png]carefully weighed and examined[/url] to ensure the best possible balance between all characters. Anyway yeah :D I'd thought I'd let you know I respect your opinion and give a little insight into why I made the decisions I did ^^