Yeah, I was figuring that the pre-determined nature of PC combat would make Lucky Charm and Cataclysm a bit easier to manage. Lucky Charm I probably didn't explain right, either. It's less of an "I win" button and more of a catalyst to win? Okay that's not so good too, but to actually benefit from Lucky Charm requires some thought, and might not even relate to what needs to be done right then, or even not involve the fight at all. It's also not foolproof, and doesn't take into account the situation [i]changing.[/i] If a different problem comes up, an earlier Lucky Charm is basically junk (though like any junk could still be useful if you think of a good way to use it). Plus, they're really minor things - forks, cans of paint, once it became a radiator. It isn't like Lucky Charm could create a magic Bullet Magnet to suck up bullets with, it creates mundane objects. Surprisingly useful ones, but still. Cataclysm I can understand being a bit of an issue, but it's more easily defendable since you could just chuck something at Cat Noir to have him use it up, or just make him waste its charge, or even just dodge his hand if you're able. And I know just taking a player on their word is iffy, but I don't plan on whipping them out right at the start of a fight. Even in the show they usually save them until they absolutely need to use it, due to the time limit they cause. Akumatization isn't possession, no. I'm sorry how unhelpful my explanation was (that's what I get for trying to get it done at 4 AM), It's like Hawk Moth is putting the gun into vulnerable people's hands and being very convincing on why they should use it. It's more of a deal than a forced thing. I think his power also makes the emotions worse, which could be why people still agree to be turned into a villain. Though it does change them, until the akuma is released or recalled. Of course I'm not going to do anything without player permission. If there are NPCs in the game, it could also be easily prioritized to them instead of other Pcs.