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Hello! The system for creating powers is basically divided into steps with a specific part dedicate to the Power Level of the ability. Power Levels describe how muh raw power the technique has, how much it can bend and alter the natural rules of the world. There are three power levels:

1: Basically anything that humans can do but you're supernaturally better at it. 

2: Where most Techniques/Powers would fall on, basically you have a superpower but it isn't extremly overpowered, most JJK abilities, Hunter x Hunter will fall into this category ( besides some technique like Gojo's ). It would be where most Devil Fruits in One Piece would be on too. 

3: This are techniques that are basically godly powers. 

The example I wrote out in the book was from a Playtest where a Player wanted to do a velocist, and each Power Level would translate to: 

1: Your speed would be considered above peak human level

2: Think something like Quicksilver from the Marvel Comics, in a stretch maybe break the sound barrier

3: Timetravel, become intangible, all you can imagine. 

But every Power Level comes with a set of restrictions to the technique, and more powerful techniques requires more restrictions to work, the objective was really to maintain a very fair level between the characters mainly because this is a game about using ''simple'' techniques in multiple ways - for example, the Bungee Gum from Hisoka in Hunter x Hunter, Boogie Woogie from JJK and most Devil Fruits on One Piece. I think it really suits this kinds of powers where they are made with a very specific theme and are not overpowered by itself, but can be very powerful given how creative people can get, when I first started writing it would be basically a JJK game.