When you are making your moves up I know you may want to pack a lot in them, but just be aware that I do reserve the right to deny a move at any time because I think it is too cheap. (Even if I initially approved that move, I reserve the right to approach users later to ask them to tone things down or make changes.)
Here are some types of capablities to help come up with good powers for your character. These are not the only types of moves, but they are probably the most common.
Does your power have a projectile? If so, what type?
Is it a single small sphere? (Like a basic buster shot.)
Or is it a larger beam that sustains for several seconds?
Instead of a power that is strictly about attacking, maybe a power that is more defensively oriented? Perhaps it can project a shield of some size/fashion to protect the user. This can also be combined with elemental effects to create different types of shields.
Though it shouldn't be combined with projectile based attacks.
This type of power grants the user additional movement capabilities. Perhaps the ability to fly? Or to enhance the dash a bit? Or to cling to walls or walk on water? This is a good one to combine with elemental effects and/or stat increases.
The basic elements (like: fire, lightning, water, ice, wind, earth, light, shadow, acid, etc…) can add an extra unique touch to your capabilities if you want to have elemental abilities. Though they aren't necessary.
Some powers can be active for a bit longer than just a simple shot. So for them, while that power is active, it grants a small increase in a stat. (Less than 5 total point increase.) Though this shouldn't be combined with projectile based powers.
Alternatively this can stand on it's own as a type of move if you want to just increase a certain stat for a while.
These are parts which sometimes get added to improve or spice up moves that are not permitted. In some cases it may be a simple oversight (especially when dealing with stats).
This is denied because any thing to the extent of “Double/Triples <stat> ” or Size of beam is <skill level> x <strength> and lasts for <constitution>) Why is this? Because it makes people power up way too quickly and get extremely cheap. A 5 in strength when tripled gets to 15… add another point or two to that and you suddenly start powering up incredibly quickly.
This is somewhat less of an issue in games that don't feature any amount of stat growth (like AR:Zero) but for others this is a major issue.
This is not allowed to prevent people from using a move to gain more moves. (That is you use a move to increase your skill limit by 5, then make up more moves for it.)
This is akin to in stories with Genies where they forbid the user from just wishing for more wishes.
While having moves that give an increase in stats is acceptable. There are still some limits. Moves cannot increase a stat infinitely.
For moves that increase stats, you may only have up to a 5 stat point increase… It doesn't matter how you arrange it, so you any arrangement like:
But you cannot have one move provide 4 to one stat and 5 to another stat.
As a side note for moves that increase stats… If you have multiple moves that increase stats, you may only activate one of them at a time.
What this means is if a move adds an additional feature that isn't disclosed when the move is being created/added. So for example a move might fire a beam as it's main function. But the creator decides to give it a hidden function (by not mentioning it until they're ready to surprise everyone) that allows them to suddenly freeze opponents.
Once a move is set other parts/abilites should not be tacked onto it. (Unless of course it's further explanation of how the move works. But not adding any new effects.)
Say for example you submit this: Generic beam - shoots a laser.
A second part explaining the move would be acceptable, so if you sent a message saying:
Generic beam - fires a small purple laser beam from the palms, the beam is an inch in diameter and travels at a quick rate like all conventional laser weaponry.
Then that would be acceptable.