Subject: Addendum: Powered Characters
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Posted on: 2013-10-16 02:34:00 UTC

Wizards. Superhumans. The gifted. Whatever you'd like to call them. Crafting characters with special abilities is a task with a few special hurdles of its own. It's not that powers themselves make a character a Sue or Stu; even the most powerful heroes and villains can be balanced and well-crafted characters. It is, however, easier to create a Sue or Stu with powers if written poorly. As such, there are a couple things to keep in mind during the character creating process.

Knowing Their Limits

Whenever I make someone with special abilities, I make sure to give them clear(ish) limits on what they can do. It's too easy to allow the limits of someone's power to creep up over time as the threats escalate. The Dragonball series is a prime example of such a phenomenon taking place, as is Silver Age Superman.

There are two kinds of limits I use: physical and mental. Physical limits are just as they sound. The character in question can't use their power in certain ways, or if they do they run the risk of hurting or killing themselves. Mental limits are things that a character could do with their power but don't because it violates their personal code. The psychic who doesn't read other people's minds because it's an invasion of privacy. Mental limits are obviously easier to push past, but doing so might open up an entirely new can of worms. Maybe they become wracked with guilt. Maybe they start questioning the rest of their moral code and start on their way to the Dark Side (so to speak).

For example: I used both physical and mental limits when creating Gremlin. She has the ability to manipulate electricity and electrical fields, which by itself could have a pretty broad application (electromagnetism, weather manipulation, technopathy, and so on). I put a physical block on her by making her ability a subtle and unflashy one. She can't hurl lightning bolts or fly or anything like that. At most, she could manipulate existing electrical phenomena. I wrote an (as of yet unpublished) interlude where she 'pulled' the electrical arc out of a stungun and was able to shape it into a marble-sized bit of ball lightning. Even then, doing so caused electrical burns to her hand. That's pretty much as showy as she can get.

Her mental limit is a bit more interesting. I decided when refining Gremlin for the PPC that she could, with a great deal of focus and effort, manipulate the natural electricity in creatures she happened to be touching. That is, she COULD but WOULDN'T. Despite being a thief and something of rebel, Gremlin isn't a psychopath. Puppeting someone around by their own nervous system, tightening their muscles so hard that their tendons tear and their bones break, stopping their heart with a thought: those are the acts of a lunatic. It's invasive, brutal, and horrifying. The only way I could see Gremlin doing something like that was if her life (or someone she truly cared about) was in imminent mortal danger. Even then, she'd definitely not be okay afterward.

Limits don't just apply to things like superpowers. Certain types of magic might require personal risk or sacrifice, like blood magic or bartering with a demon. Maybe learning certain spells means you can't learn others, in the vein of classic D&D. Chi techniques might require mediation and adhering to strict personal vows like chastity or solitude.

Limits. Know 'em. Get 'em. Use 'em.

The Most Important Rule

Characterization always takes precedence over the power. ALWAYS. If you want to make a metahuman because you think that someone with a certain power would be cool or awesome, you're doing it wrong. Ask yourself if this character really needs a power or an ability.

A method I will sometimes use is I will craft a version of my intended powered character sans powers. The World Prime version of that individual, as it were. Then, knowing what I do about their character from that process, I add in a power. An origin story, as it were (if such a concept applies).

You shouldn't be afraid of creating characters with powers, nor should you automatically be suspicious of OCs with them. It might be easier to slip down the path into Sue or Stu-dom, but it's not a given. The most important thing to remember is to make them a real character, and not just a set of cool abilities.

PoorCynic

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