Limit yourself to four or five powers and list them. They can do what the plot needs, but limit the amount. It gets less confusing. Also, beware of too many powers, as it could make your character overpowered and god-moding.
Agreed.
Blue for example, her base form is very simple. She's durable and super strong as well as agile. However she needs to be able to throw enemies or objects to hit anyone at range. Clear strengths and weaknesses, nothing overpowered.
But I recently introduced in Blue's second adventure the concept of Elemental Forms, as each form grants a new set of powers this could in theory make her overpowered so I came up with some built in rules to avoid that.
Tell me how they sound I'm trying to avoid making them seem god like.
1. Blue must be at near full strength to transform at all, anything over minor damage and she doesn't have the energy to pull off a transformation.
2. Blue can turn back to normal when ever she wants, but she can't transform again for at least an hour in RP. Also all damage inflicted on her transfer between forms so she can't transform to heal her self.
3.Forms can only have up to two offensive powers and one defensive or special ability. (like flying or turning into a mermaid for her Water Form)
4.Being in a form makes her basically able to shrug off damage of that element but makes her vulnerable to other types of attacks.
Fire Form is weak to water attacks.
Water form is weak to lightning attacks.
Earth Form is weak to fire attacks.
Wind Form is weak to Earth attacks
Hows that sound?