No votes necessary because the [b]Steelheads[/b] is the official name of the football team. If you don't like it, SMD.[hr] [@Blizz] [quote][color=#A79500][b]WEAKNESSES ⫻[/b][/color] Tommy’s summons are inherently linked to his body and life force, not solely his Lux. Damage to a summon reflects as physical injuries—reopened wounds, joint or muscle damage, or even cardiac shock or unconsciousness if destroyed violently. Even in victory, his body sustains damage, and repeated losses cause long-term injuries that don’t heal naturally. The deck functions as a physical part of the abstraction. Damaging a card harms its summon: burns cause instability, tears create missing or deformed parts, and stolen cards enable enemies to misuse or control his creations. Tampering or damaging the deck can cause summons to appear in the wrong order or be incomplete. If too many cards are compromised, his Gold Lux locks completely, preventing summoning to prevent death. Summons embody the emotional and conceptual essence of their materials. Trauma, resentment, or beliefs in source components influence behavior over time. Intelligent or meaningful sources can resist control or subtly sabotage him, and people connected to those sources can psychologically interfere with the summons. The stronger the source, the greater the long-term risk. Raptor is powered by Tommy’s blood and pain. Each attack reopens wounds, and prolonged use causes internal bleeding and shock. Blood manipulation disrupts Raptor, and restraining him causes severe chest pain. Destroying Raptor results in the loss of a meaningful memory, and repeated losses diminish his capacity to form attachments. Porter has a limited carrying capacity. Exceeding it causes violent structural failure, destroying items metaphysically. Porter experiences what it holds, making volatile or living items dangerous. If immobilized, Tommy’s body mirrors its restraint and weight. If Porter is destroyed while loaded, he suffers serious spinal injuries. Watcher’s howl assaults Tommy’s nervous system. Repeated alerts cause migraines, vertigo, seizures, and dissociation. Reflective environments cause confusion, while silence or sound suppression triggers uncontrollable howling. Destroying Watcher causes a temporary loss of facial recognition. Finally, each summon permanently diminishes Tommy’s future capacity. Every card reduces his Gold Lux, accelerates aging, and slows recovery. Creating new summons can cost years of lifespan or force the sacrifice of existing cards. Removing a summon feels like an amputation; keeping them all results in early death. No safe balance exists—only how long he can endure.[/quote] Accepted.[hr][@Atrophy][quote][b]WEAKNESSES ⫻[/b] Vicky’s abstraction primarily relies inwardly, and this self-focus is a fundamental flaw. Yellow Lux enhances her self-preservation and perception but isolates her from shared defensive space. Her magic actively resists protecting others; attempts to do so often cause spell collapse or feedback. In group settings, this makes her a liability—she can survive situations others cannot, but she cannot stabilize failing scenarios. When allies are injured or killed nearby, her Lux spikes into defensive overdrive, narrowing her focus and increasing tunnel vision and reactivity. Shutout’s fragility is its biggest weakness. While it prevents momentum, it does not eliminate consequences. Impacts can transfer secondary effects—heat, electricity, corrosion, or poison once the weave shatters. Repeated high-impact Shutouts cause cumulative damage-microfractures, whiplash, and nervous system strain. Poor timing doesn’t just cause failure but can leave her worse off, as the Lux lock briefly contracts her muscles at impact. Because Shutout rewards taking hits, it risks creating a dangerous feedback cycle. Shout-out’s silence proves to be a double-edged sword. When active, Vicky loses all external audio, leaving her unaware of unseen movements or environmental cues she can’t detect. Extended use leads to disorientation, delayed reactions, and balance issues, especially in chaotic settings. Since silence depends on vocalization, injuries that hinder breathing, gagging, choking, or throat damage can break the spell. If she panics and becomes silent, the silence ends with her. Strikeout does not make an object intangible or self-guiding; it only removes it from everyone else’s perception. Vicky can still see the invisible object, but her awareness of it is entirely internal to her Lux perception. If her perception is disrupted by pain, concussion, sensory overload, disorientation, or perception-altering effects, the Lux highlight that lets her track the object can flicker or collapse. In those moments, the invisible object becomes genuinely difficult for[i] anyone[/i] to locate, including her. Additionally, invisibility does not remove physical interaction. The invisible object still displaces air, leaves marks in dust, blood, or water, and collides with the environment.[/quote]Accepted.[hr][@NoriWasHere][quote][b]WEAKNESSES ⫻[/b] Evelynn’s foresight demands complete physical vulnerability. When she steps into The Garden, her body stiffens, becomes unresponsive, and is essentially defenseless. She cannot move, speak, or react to stimuli, and any force applied to her during this time has full effect. If she is pushed, restrained, injured, or killed while viewing possible futures, the vision does not end automatically to protect her. Foresight does not safeguard the present; it abandons it. The time distortion within The Garden creates mental strain. Evelynn can observe multiple futures in seconds, but her human mind still needs to process and remember them. Prolonged use leads to temporal dissonance: confusion about past events, what she just saw, and what is happening now. After heavy foresight use, she may hesitate, react prematurely, or behave as if events are already decided when they are not. The Curse of Misfortune is not just random bad luck; it is a targeted collapse in probability. Events that would normally resolve safely instead turn out in the worst way possible for her. This doesn’t mean impossible things happen—just that chance consistently works against her. Safety margins fail, coincidences accumulate, and unlikely accidents happen often enough to maintain constant pressure. Planning does not avoid the curse; it only changes how it manifests. The more Evelynn uses foresight, the more likely misfortune is to strike in the present. Periods of intense Garden use are followed by clusters of accidents, close calls, or cascading failures. Avoiding foresight doesn’t remove the curse, but frequent use speeds it up—danger gets compressed into shorter intervals. Importantly, foresight doesn’t reveal the Curse as a separate force. She can see outcomes where things go wrong, but not why, in a way that allows her to fully prevent them. Attempts to circumvent misfortune often just shift the trigger. Dodging one falling object puts her in the path of another. Avoiding one location puts her near a different failure point. Because the Curse is bloodline-bound and all-encompassing, there’s no “safe future” to find—only futures where death comes sooner or later. The Garden can show her how to survive the next minute, hour, or day, but not a future free of misfortune. Long-term foresight inevitably leads to decay, exhaustion, or fatal convergence, making prolonged planning mentally damaging.[/quote]Accepted.