Simple rules
Each character can only do one movement and one action per turn.
( This prohibits characters from finding other characters to fast and doing to much damage per turn, we want to keep it interesting!)
If a character has a power that allows them flight, that will not be considered an action or movement.
( example: If a character controls the element of "Air" Then that character does not have to waste an action to fly)
No one turn kills
(Lets not get Over Powered here. Make the game interesting and fun. Players must "setup" or do previous damage to other players before they can kill a player)
After being hit by a powerful move, a player must take a turn to recover.
( Your recover must take at least a full turn, more than that is not necessary.)
Certain moves are considered channeling moves and players must take extra turns for them to take effect.
( example : four layer domes require four turns.)
Huge natural disasters require 2 turns, and you must maintain the channeling for them to get stronger, if your channeling stops, in 2 turns the disaster will go away.
( example: One turn you take the first turn to create the tornado, on the second you may use it. If a player cannot maintain his channeling for some reason in 2 turns the disaster will fade away.)
( This prohibits characters from finding other characters to fast and doing to much damage per turn, we want to keep it interesting!)
If a character has a power that allows them flight, that will not be considered an action or movement.
( example: If a character controls the element of "Air" Then that character does not have to waste an action to fly)
No one turn kills
(Lets not get Over Powered here. Make the game interesting and fun. Players must "setup" or do previous damage to other players before they can kill a player)
After being hit by a powerful move, a player must take a turn to recover.
( Your recover must take at least a full turn, more than that is not necessary.)
Certain moves are considered channeling moves and players must take extra turns for them to take effect.
( example : four layer domes require four turns.)
Huge natural disasters require 2 turns, and you must maintain the channeling for them to get stronger, if your channeling stops, in 2 turns the disaster will go away.
( example: One turn you take the first turn to create the tornado, on the second you may use it. If a player cannot maintain his channeling for some reason in 2 turns the disaster will fade away.)
Where the battle rages, there the loyalty of the soldier is proved