[@Cyrania]One of the drawbacks of eschewing a game system is defining power levels. 😊 We're definitely not talking Avengers or Justice League. I'd say probably more along the lines of Netflix's Defenders. Some rough examples: Physical strength: You can snap an anchor chain, but you can't lift the ship of the line it's attached to. Super-running: Out-run a cheetah? Yes. Outrun a bullet? No. (But you’d have a good chance of dodging one…) Wind powers: Wind speeds like a tropical storm? Yes. Wind speeds like an F5 tornado? No. Another comparison might be to Golden Age heroes (minus Superman or Wonder Woman, obviously). This might be more apt because it's more along the lines of what I'm thinking: heroes that don't have vast suites of powers, but rather a few powers they can use well. [@Pyxis]I'd say the degree to which a character's powers are developed depends on the concept. The neophyte and the well-seasoned adventurer are equally valid concepts. Starting out in-game, the AOP is an established organization. It is not a full-time team, but members are contacted on an ad hoc basis when trouble arises. The members all know one another to at least some degree and have worked together in various combinations. Obviously, the player-characters are considered "core members" of the group. All this points to player-characters having at least some prior experience using their abilities.