Not only against you Purfect, but to [b]everybody[/b] that is making character or planning to make one. KG's are fun, yes. They can kick ass, but I have been talking with some people and people need to realize some things with KG's. 1 = You won't likely (and I mean really not likely!) going to develop a new release. Not even another basic nature element. This is to balance elemental KG's and such. So consider this wisely. A KG for battle purposes will be maybe cool in concept, but in the end it can cause you to lose more battles than wining them. 2 = KG's need to have a purposes. Sure, most are for battle, but ever imagine to do something with them? Such as your character having a bad experience with them? Hating them? Sounds cliché? Guess which characters are often liked or rated high in popularity? It causes some good character development and your character becomes way more fun to play with if their KG isn't for battle purposes. Though, you need to plan and play it out very well. Just hating it for the reason to have it, is something I am highly against. 3 = Do you need it? That is the most [b][u]important[/b][/u] question. Why would you need a KG? For character development? Oh, for what reasons then? Think about that. Most characters in the RP that kick ass don't even have a KG! Consider this again : They usually don't have a KG that benefits them three or two strong abilities. Please else ask one of the GM's if you can't get some help. We're here to help and can advise other features or such that make a character way more unique than just having a KG. So hope that will help some people. Know that it really helps to ask help from a GM or Sub GM on what kind of concept of a KG is acceptable and orginal. Or try your hand at a clan that has just some traits. Like for example the Cho, Hon and some other clans that are infamous for their traits. And not for their KG's or such! ~ Lesli.