[quote=@Eviledd1984] [@Estylwen] I am interested in joining this roleplay; I have a few questions. 1. Is necromancy or communicating with the dead/ghost okay as a Gyfts? I was also thinking of manipulating time, controlling metal, puppets/manniquins/dolls, and weather like other Gyfts. I am also up for discussing what my character's Gyft could be with you. I want a wacky and weird Gyft since it could be fun. 2. Can people outside have Gyfts? Or is that only for the people in Nocturnia? 3. What happens when a mob boss loses all of their territories? Does the player need to start all over again? During combat, I assume the two players will discuss who wins or loses the battle for territory. [/quote] Thanks for your interest! 1. Communication with the dead is great. However, I would lean away from necromancy. It's my personal preference. ^^; All of these other Gyfts sound great. Thr power scale is to be able to destroy a one-story building, and any absolutes given to chance in a 1d12 fight. You can see the other gyfts already made if you want to see what I mean. But yes, the more specialized, the better. You are welcome to PM me your ideas. 2. Nocturnia has a secret power within it that allows gyfts to manifest, so they are localized to Nocturnia. 3. If a mob boss were to lose all their territory, I would let them choose any unclaimed territory to start over in. And if there is no unclaimed territory I'd give them to option to 'make a deal with the devil'... Actually, it's more Arena-styled. Players can discuss who wins in PMs if they like, but actually fighting for territory is encouraged. If there's any disagreements, the GM would ultimately decide what hits connect and who would lose/win. Hope that answers your questions!