Valucre is a mild powers forum. This means that we allow the use of powers, abilities, magic, etc. but limit them so as to keep the site balanced. There is wiggle room, mostly for the sake of story, but there has to be a cap. A new member that joins Valucre with a balanced character and sees someone throwing mountains will feel pressured to beef up in response. We emphasize balance, weaknesses, and character development over ability or power development. The error is in taking a tops-down (powers first) approach rather than a bottoms-up (character first) approach.
As Valucre is a free-form site, rank or stat based systems are not an option. All we ask is that members exercise prudence when creating, choosing, and using abilities. Given the comfortable scale that our mild powers definition establishes, we care more about the end result, or consequences, of powers and abilities rather than origins or rationalizations. Our Character Creation Guide can give you some direction if you find yourself at a loss.
Combat is always optional and requires both declaration and consent. As long as it is stated and agreed upon by both players, any system can be used to resolve an in-character conflict. Examples of this include collaboration (staff recommended), coin flips, dice systems, and so on. If players agree to combta but can't agree on a system, the default is the Mostly Orchestrated Battle System. Alternatives include the Terrenus Dice System and the Chosen Tournament Ruleset (Supplement: Fun with T1 is a useful, unofficial guide written by a member to help other members), among any of the various homebrew systems that you can find or create.
In order to understand the terminology, one needs a bit of history. In messenger, before Valucre was created, there were a few distinct forms of turn-based combat. Speed based combat emphasized speed, paragraph combat emphasized detail. PC allowed for a no-holds barred exhibition of ludicrous power, RM followed strict rules of realism. At some point MP was coined as a term to mean a system somewhere in the middle of the spectrum, where powers and magic were allowed but limited. The limit applied both to the amplitude of attack, the sheer number of abilities allowed, as well as a focus on generally doing away with any type of god-modding.
|Examples of forbidden abilities|
- Excessive temporal manipulation ("Haste", for example, does not count; time travel does)
- Reality manipulation
- Creation of black holes or other celestial / astronomical bodies or phenomeona
- Attacks that manifest instantaneously
- Indestructible weapons, armors, unstoppable magic, infinite or impervious items, etc
|Examples of generally disallowed abilities (can be used for NPCs or collaborative story purposes)
- Soul stealing (some writers don't believe in, or make use of, souls in their writing for example)
- Manifesting an attack inside of another person
- Automatic mind-control (vs attempted)
- Teleportation and other "instantaneous" abilities or actions
- "Magical scanning" or otherwise being able to meta-game knowledge about another user
|Examples of allowed abilities|
- Enhanced senses
- Augmented physical and mental abilities
- Psionics (telekinesis, telepathy, pyromantic, etc, all dependent on the degree)
- Magic (spells, runes, hexes, voodoo, etc)
The above describes Valucre's policy on types of attacks. Next, we will discuss the scale or amplitude of abilities.
For storyline purposes, massive attacks are allowed within reason. World- or continent-destroying attacks will essentially always be disallowed; city-busting is sometimes feasible depending on the effort and activity leading up to this as well as obtained permission and coordinating of plot; and the destruction of a building or buildings is usually considered the upper limit of a character or group of characters. Be prepared to put in a considerable amount of work. Contributors work for years building up conceptual sand-castles, and don't want to see them destroyed in a turn or two.
Abilities are judged mostly on their destructive or constructive potential, or the scale on which they apply, as opposed to their complexity. Stopping a boulder mid-flight and pushing it away is less complex than turning it to sand but both work on a similar scale and essentially accomplish the same thing.
Editors: desolate, traxien cion, supernal
Edited by supernal