Here are the rules, as of current. Split into two sections for both sides of the conflict. More may be added before the official thread goes up.
WORLD PATRIOTS
- All World Patriots are normal humans. No exceptions.
- There are no human survivors left on Earth. Plenty of malicious nonhumans were very thorough in their pursuit to kill every remainder of them. If you're human, you're a World Patriot, and you're on their ship.
- World Patriots donโt have one specific uniform style, but they are keen on the colors maroon, gray, black, and white.
- All World Patriots live aboard the same vessel, the Horizon of Reclamation. They do not leave the ship under any circumstances, not even to board the unmanned foundry ships that hold all the proxy forces. Everything in the foundries is either automated or controlled from the main vessel.
- Customs come in countless shapes, sizes, and forms. Humanoid, quadrupedal, flight-based, etcetera. They can be built from older or newer bases of technology; rough and segmented or sleek and shiny. The size limit is pretty substantial, but I am not allowing anything along the lines of this or this.
NONHUMANS
- No reality benders. Period.
- Understand that there is a difference between super powers and straight up magic. The ability to, say, make portals? That's fine, it's a mental projection thing. Very utilitarian. But spells and sigils and hexes and curses, whatever, simply don't belong here.
- "Shadow powers" come in many iterations. The general consensus among myself and my co-GMs are that they are usually very unsavory, being that they have little to do with actual shadows. If a nonhuman can generate orbs of dark purple energy or radiate an aura of fear, that's not a shadow-based power. So, if you wanted to veer that way, heed these words.
- Time control is just too meta. Heightened reflexes are one thing, but temporal manipulation is just asking to be shot down.
- "Death manipulation" is right out.
- "Blood manipulation" and mind control are both just really, really difficult powers to justify. Even if a character with such an ability is meant to be evil, they have a habit of causing problems for other characters and their players in the long run. So both are no-nos.