I am in the process of gathering players for a new campaign and once again one of those crazy character builds emerges going over the edge on whacked out limitations on elemental control group.
The concept is the orphan at the Buddhist Monk temple, amazingly inteligent, learns rapidly, trains well with others. Where it goes off beat is that the background of the character includes a demon who tricked him into accepting mystical tattoos from which his "Spirit Powers" are said to derive. The premise is that this demon is using this character as a conduit to accumulate enough energy and then sacrifice the character in order for the demon to enter the world and reek evil untold, blah blah.
The power abuse, at least to my understanding of the rules, comes from two limitations place on the EC: Plot Hook -3/4 and Only when Serving Gods Purposes -1/2; there are also OIF Tattoos tha glow when ever powers are used, ego skill roll and gestures. My take on these limitations is that it is the GM whim if those powers work at all; that the GM would have to monitor the PC as well as the villainy amok for the scene. And part of the mulitple question is, as a GM would you want the hassle or allow such device into a campaign?
The second abuse comes from one of the powers in the EC, that of a transformation with no conscious control to pick up any lengthy stick (broom handle, branch, etc. ) and using the transformation turn it into a 2d6HKA AP autofire 3, independent, real weapon with reduced endurance.
The overall character concept has good potential, but the construct of powers is over the top. I solicit your suggestions to help this player build his concept yet bring it back to playable boundaries.
[As yet I do not know how to post a HeroDesign Character sheet to the boards, any advice on that would also be appreciated] Thank you