
Mutation
Mutations are very much up to you in the mutations you decide to invent (which I bet will be incredibly inventive) are slightly restricted. The roleplay becomes overly boring if I allow over powered mutations to be used. I will be giving examples of an over powered ability, a perfect ability and a weak, boring ability.
Weak, boring ability
Name: The Strongarm
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Description of ability: This ability gives an improved muscle strength. They can not only fight with increased strength but pick up objects with a large mass. However, this causes increased strain in the mentality of the user.
Good ability
Name: The Sharpshooter
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Description of ability: The name of this ability is a little misleading to what its true power is. This mutant has incredible eyesight that gives them the ability to almost zoom like a pair of binoculars on command and slow down time in their vision. Their brain processes faster than most allowing them to see in advance where they're going to get hit and where to strike. This is most effective with guns, but they can use melee and other weapons along with their fists.
Overpowered ability
The issue with this mutation starts with the name. Strongarm is a boring name I stole from a book I read, giving it two issues. A boring name like strongarm isn't very interesting and on top of that, I stole it from somewhere else. The ability is also uninteresting and unoriginal.
Name: The Fusion
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Description of ability: The Fusion is an ability which allows the mutant to take other powers from mutants making them almost human, and allowing them to combine it with any other powers they have already stolen. For instance, a combination of the powers of the Conductor and the Goldweaver could allow them to turn anything to an electricity conducting metal and run an electrical current through it.
This ability is extremely overpowered in the way it gives the user access to a variety of powers without any weakness or drawback. Any ability which allows your character large amounts of power in one way or another without a drawback is completely banned, but I along with the other leaders will be the judge of whether your ability is too strong or not, and we will usually only ask you to edit it.