This page outlines character policies. For a directory of characters, reference the character listings.

Choosing a character to play on At the Crossroads is as simple and as complex as figuring out what you will enjoy, how it will fit into the game's setting and Theme, and which other characters you'll be able to play with. At the most basic level, this means selecting a character that is allowable here.

For example, while this is a fantasy game where many amazing things are possible, you can play a vampire in the style of Buffy: The Vampire Slayer or a wizard in the style of The Dresden Files, but you can't play a superhero or a Jedi Knight. You need to fit in with the basic world and rules of the world, so be sure to read over the information about the game's world, the characters and types of creatures in it, and so forth.

It's also important to think about how your character will fit into that world. Who will your character interact with? What role-play hooks will they have? You should try to find a character, especially if it's your first character, who will allow for lots of opportunities for role-play, and the more story hooks you can build in, the better. It can be especially challenging to play a villain, so if you have that in mind, please be sure to read our guidelines on the subject.

Sometimes, we all have wild ideas that seem like fun, but be sure to ask yourself: will the character fit in on the game, and who will role-play with this character? If you're playing Lady Sunset Autumn Honey Purity Sunflower Rainbow the star elf ~vampyre~ (half), who will your character relate to? Where will she fit in? A character who's too outlandish, esoteric, or confusing to other players can make it really difficult to find role-play. So, while it's awesome to make a unique and interesting character with plenty of story hooks, be sure you're not writing yourself into a hole with something that's a bit too "out there."

In the end, staff (and many players) on the game are always willing to help you work out your concept. You're always encouraged to log into the game, ask questions, and work through your ideas. Even if the idea has a few issues with it, the odds are we can figure out how to make it work.

Character Types and Limits

Alternate Characters

As MU* veterans will know, the term "alternate characters" (usually shortened to "alts") refers to all of the characters one plays on a game. There are several types of characters: Feature Characters (FCs), Original Characters (OCs), Supporting (FC or OC) characters, Adopted characters, and Linked characters.

  • Every player may have up to 5 Feature Characters (FCs) on the game.
  • Every player may have up to 5 Original Characters (OCs) on the game.
  • For players who prefer not to play FCs, unused FC slots may be filled by OCs instead.
  • Every player may have up to 3 Supporting Characters on the game, beyond the standard limits.
  • Every player may have one set of Linked characters. (This is true whether one or both of the linked characters in the set are yours.)
  • Every player may have one alt that does not count toward their FC or OC total if that alt is a Linked character.
  • Players may have one specially "Adopted" character, who does not count toward their alt limit in any category.

Note: On the game, you can use the +alts command to display your character information.

Original Characters

Original Characters are characters that were created by players, rather than coming from a published source. OCs may be nearly any of the species available, and they may join in any game faction that their concept fits. See also notes on Factions. In addition, they may be directly inspired by any of the source materials noted in the game's Theme, or they may be more original concepts--but please note that they must still be generally compatible with the theme. If you would like to create an original character based off of a source, concept, or species that is not currently available, be sure to contact staff and discover what may be required to do so.

Players creating an original character may very well want to connect their character to an existing FC in their background. So long as this does not fundamentally alter the FC in some fashion, it is usually acceptable. (For example, if you want to play someone who went to school with and casually knew Scott McCall or Sam Winchester, that's probably fine. If you want to play the previously unknown fifth Halliwell sister, that is less likely to be accepted.) The player must contact staff about the issue as well as seek permission from any existing player of the character first, however.

Feature Characters

Feature Characters (FCs) are characters who have appeared in published media, generally from one of our established sources. Playing a Feature Character (FC) represents a fun and unique challenge. The most important thing to remember is to always know the character. Research them, learn them, and keep to the spirit of the character. Be sure to avoid picking up an FC but then playing them as if they were a wholly original character. There are specific steps to be taken when attempting to apply for a FC. First and foremost contact staff to be certain the character you want to play is available. Do not just sign in as a FC and start the application. You may very well be wasting time that could be spent on making a character that is available if you do.

If an FC has been previously established and played on the game, picking up the FC may be as simple as requesting a password from staff. If the FC has not been previously played, then anyone applying for that character will need to create a character sheet and other information on the game and submit it for staff approval. In many cases, any unplayed FC who fits the game's theme may be picked up without difficulty, but remember (as noted above) that you should always check first with staff. Not only must the character fit the game's theme and setting, but new players must also be able to integrate with the existing game's characters and story.

Staff will always happily work to help potential FC players get involved, and we generally prefer to see FCs played if anyone has interest to do so, but staff does reserve the right to determine whether potential FC players will be suited to the character as it exists on the game. This might mean a brief conversation with the new player, asking them to work out details with existing players whose characters are closely tied to the FC in question, or otherwise making certain that the player is in fact suited to the character. Again, we don't intend this to keep anyone from having fun, and our default position is usually "Yes, we'd love to have you!" We just also have a commitment to making sure the game runs smoothly and remains a healthy environment for players.

FC Continuity

Feature Characters must be apped and played at the most plausible extension of their existence from the canon source material, up to cutoff, such as is available. Even if they have no established game history post-cutoff and considerable IC time has passed, they must follow the arc of continuity as much as possible. While the stories of some FCs are not well explored and their players should feel free to fill in those gaps, any major changes to the character will be subject to staff scrutiny during the approval process.

If the character you wanted is available but has role-play history on the game, it is important to learn that history as well. In most instances it is required to honor that history. (A good way to do this is to check to see if they are on +chars or have an established page on the game wiki.) In some cases, FCs may have evolved in ways that new players may have questions about or want to try to adjust through their own RP. Staff is willing to consider helping players find a way to take an FC who's been around for a while in a new direction, but if doing so we prefer to use storytelling rather than retcons whenever possible.

Feature characters introduced to any source after the cutoff are available to be applied for as well, though they may need some adaptation. Characters who have no prior introduction before their source's "canon cutoff" are not subject to being introduced in the timeline or the fashion they were in the original source material. However, such characters should appear as close in spirit to the canonical material as possible, even if they come from after the cutoff.

Post-approval, characters may of course evolve and change beyond their canonical origins. They may in time evolve and change quite a lot, though it is key that this happen through role-play, not simply be hand-waved so that it took place overnight or "off screen." Major changes to a character at the level of abilities or identity should be explored over role-play arcs that could last weeks or even months, depending on how significant a change is being made and how heavily one role-plays, but players should bear in mind that in playing a FC they are here to play the character, not to instantly rewrite that character into something they would prefer.

Please review the allowed source rules we have at present, and remember that if you would like to add a source, you should consult with staff.

Character Sub-Types

Adopted Characters

Adopted characters are offered now and then on the game when staff feels a character or characters from a particular source are especially lacking. When someone takes an Adopted character, that character does not count against their normal alt limit. When Adopted characters are offered, announcements will be posted to the in-game bulletin board.

Linked Characters

For details on Linked Characters, check the alt interaction rules, below.

Support Characters

Support Characters are the ones who are routinely part of the setting but not always (or even usually) involved in the main action. Sure, they may wander into the path of danger or discovery when the plot calls for it, but they also might just spend their time slinging drinks at the local watering hole or offering advice when it's needed. They may appear in RP as often as they like, but they should generally allow the "main characters" to play their roles, and supporting characters have plenty of excuse to stay out of the thick of things.

  • Should have a noteworthy impact on day-to-day role-play but fairly limited impact on major events unless they have become central to a plot arc.
  • Should have limited powers and skills at most; powers and advanced skills are not strictly disallowed, but they should be clearly "support" oriented in concept.
  • Support characters may be freely emitted to fill in a scene if they are unplayed and it makes sense. However, their characters should remain essentially unaltered by emitted appearances. Large impacts on characters should be done when they are played--or at least as part of a plot.
  • These characters are less scrutinized for active role-play.

Examples: Jonathan Levinson, Kate Lockley, Dan Gordon, Garth Fitzgerald, Danny Māhealani

Alt Interaction

This policy is an experiment on our part. It has long been an assumption on most MU*s that alts should never interact with one another. This stems from the assumption that it's bad for players to control more than one character at once, generally because of a concern that unscrupulous players will try to "cheat" and game the system somehow.

Thus, the experiment: Alts can interact, but those actions can't directly benefit the alt without explicit justification. (For instance, Alt A can't just give Alt B five million dollars, but they can hang out in a scene or even help each other in a fight if they reasonably would.) Our reasoning behind this is simple: Our goal is to get people role-playing and having fun. If a character is sitting unplayed, then no one is having fun with that character. So, if a player can manage running two characters who have some degree of interaction, then it may be allowed.

Please note that alt interaction should generally remain limited within reason. You should not be playing your own best friend--unless the two are linked alts, which is another matter entirely. (See: News Linked Characters)

Further note that any abuse of this policy will be met with stern consequences.

Linked Characters

Linked alts may interact freely with the character to whom they are linked, as though the character was in the scene. A linked character may be "spoofed" (that is to say, emitted or played by proxy) via the other character it is linked to--even if the character is run by the same player. So, if Player A and Player B have linked alts, they can emit each other in scenes. But if Player A has Character 1 and Character 2 as linked alts, the same holds true.

A perhaps ideal example of linked alts would be Ethan and Aiden from Teen Wolf. As twins, the characters would definitely need to interact, but their powers also involve them merging together into a single being. As such, it would be problematic for one of the two to be unavailable--so either one player or two separate players might "link" them. Essentially, this policy invites players to see themselves slightly more as writers or GMs, controlling an additional character for the good of the game as a whole.

Of course, staff acknowledges that this is an increased responsibility. Players would still need to keep both characters reasonably active, and if at any point difficulties arose, the linked alt might need to be relinquished.

Alts may only be linked by the choice of the player(s) involved. This cannot be done against someone's will. If a player runs an FC as a linked alt but chooses to list that FC as open for apps, that FC will not count against the player's total number of alts. This means the character can be picked up at any time, and the player is just running them in scenes to keep them active. If this is the case, the player should avoid burdening the linked alt with any needlessly complex or character-altering continuity, as a courtesy.

Standard NPCs

In some cases, there may be unplayed characters connected to your own who are highly important to your character's life. In these cases, it may be appropriate for you to emit those characters as NPCs when they are needed. To do so, you must have specific staff permission (such as a +request or as part of an approved plot), and one way to have that in an ongoing manner is to submit the NPC as a "Standard NPC" for your character. (Check out the final chargen room on the game for instructions.) When another character is approved as a Standard NPC for your character, you may emit that character freely within the following guidelines:

  • All Standard NPCs must have approved character objects and +sheets on the game. If one does not yet exist, you can work with staff to get one created. (You may need to write the app if staff lacks the knowledge or ability to do so.)
  • All Standard NPCs must be unplayed characters. If someone picks up the character, then you lose the privilege of running the character as a Standard NPC for as long as that character is being played.
  • Standard NPCs must be run in a way that leaves them essentially intact and easily accessible for future appers. Outside of approved plots, they should not undergo any lasting changes so that they will remain as accessible as possible to future potential players.

Concept Limits

Banned Concepts

Banned concepts are not acceptable as Player Characters on the game.

  • Angels and Archangels exist in the game world and, with a few exceptions as noted below, may only appear as part of a staff-approved plot.
  • High Sidhe exist in the game world and may only appear as part of a staff-approved plot.
  • Outsiders exist in the game world and may only appear as part of a staff-approved plot.
  • Cupids (sometimes erroneously called Cherubim), do not exist as Angels of Heaven. Anyone who wishes to play a "cupid" as the messenger of a god of love (such as Eros or Aphrodite) should contact staff.
  • Zombies may not be used as Player Characters, but they exist on the game and may generally be used freely as enemies, threats, etc. Notably, sentient or self-aware zombies do not exist in the game world.

Restricted Concepts

Restricted concepts will be held to greater scrutiny on the game. They are usually more difficult to get approved, and if they prove problematic over time, they may need to be revised to meet the ongoing needs of the game. Staff strongly urges players not to attempt a restricted concept as their first character, as this tends to be much more difficult until you better know the lay of the land on the game. While we will do our best to work with players on their restricted concepts, staff certainly does not guarantee that they will be approved.

You must consult with staff before apping any of these concepts.

Overused Concepts

Overused concepts are subject to somewhat more scrutiny than others.

  • None

Desired Concepts

Desired concepts are those that we're always eager to see.

  • Support FCs/OCs (Teachers, parents, support personnel)
  • Non-titled, lower-powered Fae
  • Witches/Wizards of low or middling power level



Approved Feature Characters must log into the game a minimum of once every 30 days. Original Characters must log into the game a minimum of once every 90 days. All unapproved characters must log in at least once per week. Characters who do not meet these requirements risk going into idle status. Feature Characters who enter idle status may be placed up for re-adoption by new players. Original Characters who enter idle status may be removed from the game.

App Completion

Feature Character applications should be completed within two weeks, barring extenuating circumstances. If you're having difficulties, please just contact staff (you can page them or, if none is available, use +request, which is explained on-game via '+jhelp request'). Original Characters may take as long as they need to complete applications.

Active Playing

If a Feature Character is meeting minimum login times but is consistently unavailable for role-play and does not demonstrate some kind of activity, staff may conference with this person and may determine that the character needs to be placed up for re-adoption. To track this, players are asked to +tag each other (use '+help +tag' on game) in each scene when they play, thus enabling staff to track how many days out of every month the character is active, as well as how widely they are playing, when, and with whom. FCs, especially faction leaders, are expected to be regularly active and should be actively playing with the majority of the members of their factions each month.

If a Feature Character is meeting minimum login times but is consistently unavailable for role-play and does not demonstrate some kind of activity, staff may conference with this person and may determine that the character needs to be placed up for re-adoption.

To track this, players are asked to +tag each other ('+help +tag' on game) in each scene when they play, thus enabling staff to track how many days out of every month the character is active, as well as how widely they are playing, when, and with whom. FCs, especially faction leaders, are expected to be regularly active and should be actively playing with the majority of the members of their factions each month and should appear in role-play weekly. FCs who do not receive +tags for role-play will be considered idle.

  • At two weeks without RP, FCs will receive an activity notice via @mail.
  • After three weeks without RP, Main FCs may be placed up for application.
  • After four weeks without RP, Guest Star and Support FCs may be placed up for application.
  • After being idle (meaning failure to connect to the game or connecting to the game but being effectively unreachable) for two weeks, FCs may be placed up for application.
  • Weekly idle checks will be made at some time each Sunday.
  • Idle-removed players cannot re-app the alt for a minimum of one month.

If an Original Character goes a significantly long time without any tags, such as six months to a year or more, staff reserves the right to review the character and conference with the player to ensure that the character is still viable on the game. This may entail adjusting the character's write-up in some way to keep with current game standards or to address any issues that may have arisen since the character was originally approved.


Players may avoid idling out when they cannot play by setting a +vacation. This is done using the +vacation command (+help +vacation).

Rules about vacations:

  • Vacations lasting longer than 30 days should be discussed with staff ahead of time, as that is a long time to leave an FC unplayable.
  • If you do not post a message to the Vacation and Away Notices board that explains where your character is or what they're doing during this time, staff reserves the right to invent excuses for them so players are not left hanging by their absence, especially if they are a faction leader.
  • Characters who go more than a week past their posted vacation date may be opened up for new players.
  • If a player loses a character due to inactivity beyond their control, they may re-app it with staff approval. If another player has picked up the alt in the interim, then while we are sorry to see the original player lose access to the character, we must allow the new player to keep the character, as otherwise it is unfair to them.
  • When possible, we will negotiate and work with players, but staff reserves the right to enforce all vacation and activity rules.


Please note that staff always prefers to work with people when possible. We don't want to be hard-asses about this stuff! Please always feel free to come to us if there are issues, and we'll help however we can.

Playing the Character

Of course, part of role-playing is playing the character in a reasonable and responsible manner that fits with the game's theme.

Character Age

Characters on the game have a minimum age of 13 years old. This allows for characters to be young and innocent if the concept requires it, but it also avoids the awkwardness that comes with trying to deal with characters who aren't yet teenagers.

Characters may be, in literal or chronological terms, younger than this, but in terms of their psychology and appearance, they must be functionally at least thirteen years old.

As a point to consider, the younger a character is, the more scrutiny they will draw if they are out having dangerous adventures. So, it is helpful to think about, if you're making a younger character, how they're able to do so and to have adventures instead of just ending up in a group home.

The closer to the lower end of the age minimum that characters are, the more scrutiny will be applied to any romantic or intimate role-play that they engage in. Innocent hand-holding and such is acceptable, but we hope that it is common sense that child characters shouldn't be involved in overtly sexual role-play.

Character Evolution

Inevitably, players will want to leave their mark on Feature Characters. In many ways, staff wishes this to remain open to players' interpretations and be reasonable and flexible about where FCs can go from their origins in the canonical material to their current reality on the game. This might cover anything from the evolution of their personality, to gaining various powers, to the character's life choices. In general, significant changes to any character require staff approval (News Updates), but there are some changes that staff will be more likely to accept than others.

First, changes that feel like a natural evolution of the character will be more likely to be approved than something that feels entirely added on. If the change is more fundamental, affecting core elements of the character and lacking a reason from the source material, the player will have to work harder to demonstrate why this change is reasonable on the game. This might include justifying it by showing character growth over time through role-play or showing how a proposed next direction for the character fits with the spirit of the character enough to keep that character recognizable.

This is, in fact, the main question: Is the character still recognizable after the change, and does that change represent too fundamental a departure from the source material for the character to remain workable if they change players in the future? Some changes (such as altering powers, forming relationships, or participating in story arcs) do not have to fundamentally alter the character, as we can always find ways to nudge the character back toward their origins. Other changes, such as taking an action that fundamentally changes who the character is and cannot ever really be overcome, are less likely to be approved.

One particular case-in-point for this policy is that of character reproduction. Because having children is something that cannot ever really be reasonably undone, staff has chosen to take the following stance on the issue: Characters who are depicted prominently in their canon as parents in some form have every excuse to be potentially portrayed as parents here on the game. So, characters like Piper Halliwell or Charity Carpenter can very reasonably be portrayed as mothers, and characters such as Angel or Noah Stilinski can reasonably be dads. However, characters like Scott McCall, Buffy Summers, or Dean Winchester should not take part in story arcs that introduce them as parents into our main continuity. (An alternate future story arc or such may be more acceptable.) This avoids saddling those characters with continuity that might change them too fundamentally to make them appealing to future players.

Playing a Villain

Applications and Updates


Character applications may be completed by going through the character generation (or "chargen") rooms, located in the game's OOC area. Just follow the steps, be sure to complete all sections, and ask staff if you have any questions.


For character updates, just do the same. However, please note that major character updates should be spaced a minimum of 30 days apart, starting after the player initially enters role-play with a character. Major changes constitute a substantive, appreciable alteration to the character write-up, while minor changes would be small corrections or cosmetic changes.


Power Balance

Or, be level-headed about power, not power-level-headed.

When it comes to power levels, our general philosophy on the game is that power is usually defined by narrative, rather than defining the narrative. In other words, power levels exist to suit the story, not to drive it. As such, we generalize skill and power levels each into three broad categories. Within every category, it's assumed that those within it are on fairly even footing. Essentially, we want to avoid "sword measuring" contests, wherein Player A declares themselves more powerful/competent/knowledgeable than Player B, while they're both rated at "Expert" skill level or "Enhanced" power level. At matching levels, the characters may not be exactly the same in ability, but they're in the same "class," and either could reasonably get the upper hand against the other--as it suits the narrative. Generally, most characters on the game gravitate toward the approximate power level of a typical vampire, werewolf, or slayer--all of which are roughly the same, even with minor variation between them, and have generally Enhanced-level abilities. Fixating on whose abilities are empirically "strongest" tends to steer things toward OOC competitiveness and away from telling a story, which should be our focus. In the end, story and what makes IC sense for the circumstances are most important, not comparing axe sizes.


If a character does not have a skill listed, then they are considered to have no special training in that skill. However, many things do not require special training in order to function. For instance, unless a character is a stunt driver, they don't need a "Drive" skill, and unless they're a programmer or hacker or such, they don't need a "Computers" skill. So, it's really only necessary to add skills that reflect noteworthy abilities on your character's part.


This level indicates useful trained ability in a skill, but it acknowledges that the character still has much to learn before becoming fully proficient in using it. They can often get results, but it can be a challenge.

  • Academics: You have fairly typical high-school-level knowledge of most academic subjects.
  • Combat: You have training, such as self-defense courses, or limited practical experience.
  • Lore: You know the basics and perhaps a few secrets, such as an apprentice or dabbler.


This level indicates greater experience and refinement in a skill, up to the level of a seasoned professional. The competent character knows exactly what he is doing and can usually get solid results every time.

  • Academics: You have fairly typical college-level knowledge of most academic subjects.
  • Combat: You have enough training and experience to be highly effective in a fight.
  • Lore: You are a solid practitioner, well-versed in the subject, such as an experienced professional.


This level indicates ability beyond what most will ever attain in a skill. The true expert excels at the skill to the point that they may be a true master of their craft. They are almost always able to get results, if results are possible.

  • Academics: You have professor-level knowledge of at least one academic subject.
  • Combat: You are a veteran warrior who might casually decide to fight a horde of ninjas.
  • Lore: You are a master; it's likely you have forgotten more arcane lore than most will ever know.


Special powers are rated at the following levels. Note that these levels are intentionally broad; as such, there may be characters who in their source canon fall more at the "low" or "high" end of a range, but for game mechanic simplicity, these are the scales we're working with. You can fudge the details as needed in your skill and power descriptions, but in general characters in the same "weight class" are assumed to be on fairly even footing. Also, please note that when statting abilities you should err on the lower side; characters may have moments of big, splashy effects that go beyond their normal limits, but that is more of a narrative device than an everyday ability. Think of this as the character's more moderate ability level, working well within their limitations, and try to avoid grabbing for higher power levels than are needed. (This way, we can focus on storytelling instead of power-gaming.) High power is certainly not bad, but the main goal is to make interesting characters who can interact with others in a fun way--not to just dominate everyone they encounter.


For abilities that are empowered human traits, "Basic" is considered equal to "Human-level," so you never need to add a "Strength" power rated at "Basic." That is assumed unless otherwise stated. However, for a power like Telepathy, which baseline humans usually lack, "Basic" is a feasible power level. Examples of Basic powers are:

  • Toxins equivalent to a mild hallucinogen or sedative.
  • Mental influence akin to simple compulsion or hypnosis that can be resisted by those of moderate to strong (Competent) willpower.
  • The ability to cast limited magic, such as minor to moderate hexes, simple illusions, basic warding, scrying, or apprentice-level evocation.
  • The ability to travel (either via great speed, time dilation, or effective teleportation) up to a few miles in seconds.


Most supernatural creatures (Vampires, Human-form Werewolves, Angels, Demons, Slayers, etc.) tend to have "Enhanced" level physical traits, as seen in most of the media that depicts them. For non-physical powers, this is the level of the unusually potent, akin to a particularly effective user of a power. At the enhanced level, it is generally preferred to assemble similar powers into a group, such as "senses" or "physique" rather than listing each sense separately or enumerating every major physical trait, like strength, dexterity, and toughness. Traits that differ from this level, of course, should be listed separately. Examples of Enhanced powers are:

  • Physical strength sufficient to bend and twist metal bars, smash through most non-armored structures, and break through a brick wall with sustained moderate effort. Usually able to push up to a few tons and dead lift a small motor vehicle.
  • Agility up to several times that of human norms, allowing one to catch arrows with moderate effort or dodge bullets with a bit of luck. This also allows for visibly enhanced running speed and reflexes, perhaps ten to twenty times human norms.
  • Toughness or regeneration sufficient to either shrug off or endure non-lethal wounds (as defined by the character type) from personal-level weaponry (swords, rifles, shotguns) without great loss of ability. Minor wounds heal almost instantly, and even severe wounds heal within a few hours to a few days, usually "off screen."
  • Senses up to the level of an animal, such as the scenting ability of a bloodhound, the hearing of a wolf, or the night vision of an owl.
  • Natural weapons up to the potency of a sword or firearm, such as a rifle or shotgun.
  • Toxins equivalent to a severe hallucinogen, strong euphoric, fast-acting sedative, or poison lethal to normal humans.
  • Mental influence akin to overt domination, such as holding another in one's thrall. Such powers can only be resisted by mystic defenses or exceptional (Expert) personal willpower.
  • The ability to cast magic on a larger scale, such as potent hexes, complex illusions, potent warding, expanded scrying, or wizard-level evocation.
  • The ability to travel (either via great speed, time dilation, or effective teleportation) up to a few hundred miles in seconds.


The "Supernatural" level is reserved for the strongest of the strong. For example, gods or full "man-wolf" werewolves might have Supernatural level physical strength. Other powers enhanced to this level tend to affect an unusually large area or have extreme, almost excessive potency. At the supernatural level, it is not acceptable to assemble similar powers into a group, so rather than listing "sorcery" or "physique" you would list "Evocation" or "Strength." Since powers of this level are more significant, they must be more focused in scope. Examples of Supernatural powers are:

  • Physical strength sufficient to bend and twist metal girders, smash through armored doors or stone walls, and break through a bank vault with sustained moderate effort. Usually able to push up to 1-2 dozen tons and dead lift a large motor vehicle.
  • Agility up to many times that of human norms, allowing one to catch bullets with an effort and perform physical feats that seem to defy physics. This also allows for exceptionally enhanced running speed and reflexes, perhaps up to fifty times human norms.
  • Toughness or regeneration sufficient to be completely unharmed by personal-level weaponry (even heavy blades or military-grade firearms) and either shrug off or endure even heavy weapons fire (such as armor-piercing fire or RPGs) for non-lethal wounds (as defined by the character type) without great loss of ability. Even serious wounds may heal in seconds.
  • Senses beyond the ken of nature, such as telescopic or microscopic vision, hearing 100+ times human capability, the ability to analyze chemical compounds by taste or smell, or approximate dowsing magic by touch alone.
  • Natural weapons up to the potency of a chainsaw or rocket-propelled grenade.
  • Toxins sufficient to completely alter the perceptions of another or poisons lethal to those with Enhanced resistances. There is a greater chance of these toxins being effective over a large area.
  • Mental influence akin to mass hypnosis or extreme domination that can be partially resisted by those of Expert willpower or those with Enhanced level mystic wards.
  • The ability to cast magic on a master level and expanded scale, such as reality-altering hexes, swift planet-wide scrying, virtually impregnable warding, or grandmaster-level evocation.
  • The ability to travel (either via great speed, time dilation, or effective teleportation) up to intercontinental distances in seconds

Note that while having any Supernatural-level trait is a big deal, we realize that not all Supernatural traits are created equally. Generally, most characters will not have more than one or two traits of Supernatural level, but leeway may be granted for characters with particularly narrow abilities vs. especially broad abilities. For example, Supernatural-level Evocation casting is potentially a great deal more impactful than a more limited Supernatural-level pyrokinesis. Both are very powerful, but not all abilities carry the same effective "weight," which will be taken into consideration when determining character balance.


Main article: Magic

Please reference our page on Magic for a detailed discussion of how magic works on the game.

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