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No. 10
The original idea for the "powers" was exactly for the large story arcs. I looked over the cast pages, and the only ones that don't seem forced are /a/, /v/, and /tg/ (and maybe /b/). The other characters' "powers" are not really "powers" and should probably be integrated into character design. /co/ being a vigilante shouldn't be in the powers section; /k/ constantly carrying firearms isn't a power, it's an eccentricity that should be incorporated into his character.
Getting rid of them completely is probably a bad idea, but they were never intended to be a central part of the character in the first place (probably, it wasn't actually my idea, so I'll double-check).
Excluding /b/, the special powers of /a/, /v/, and /tg/ are form-changes. There aren't many situations when the form-change should be invoked, but if someone has a need for an alternate form, it should be consistent. Maybe the solution is to rename the "powers" section to an "Alternate forms" section.
/d/ should just *be* a partial shapeshifter.
/b/ is a difficult character to work with because /b/ itself is so amorphous. there should probably be a new thread about /b/, but the minion part or the random-dudes-following-him-around were one of the ways to make the character work and shouldn't be axed without an alternative being introduced.
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