It doesn't make a difference except that we do curve some powers on the Plane when they become too overbearing or unbalanced. We've done it before even if players don't mention it and we have requested in applications and revisions that powers be downplayed, changed or so on. So while I don't know Stargate, it's very likely we would do something about this. It is the same as if we had thought a fandom character's abilities were different than the way a player uses them in game. The problem here is we have no resources except you for this, so when you leave out details, it becomes something that needs to be addressed.
In that case, has Sefton only feel constant, pure passionate love? Because that seems to be the only way that the attraction could work if the only way to repel works by undying hate. And frankly, if you make it out that your character can't hate, then you're disregarding the idea of the repelling effect and we go back to square one. You also make it sound like there's a lot of hoops to go through to break off the attraction or to bring up the repel. Again, this would have been addressed if we knew.
I think what would be best is if you allowed for some development in the way the repel works. All this forcing doesn't seem very fair when characters can change and grow. I know you're going to comment on some of this with rebuttals but we're talking about the application and how the character was presented to us versus how you play him. Development is always a good thing to play with and could easily work. He's had a hard life and it seems hard to think he wouldn't have felt hate once in his entire life so far. Regular people, normal people living normal lives, have felt hate, so going through all that, why wouldn't he have at least once, enough to trigger the polarising aspects?
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In that case, has Sefton only feel constant, pure passionate love? Because that seems to be the only way that the attraction could work if the only way to repel works by undying hate. And frankly, if you make it out that your character can't hate, then you're disregarding the idea of the repelling effect and we go back to square one. You also make it sound like there's a lot of hoops to go through to break off the attraction or to bring up the repel. Again, this would have been addressed if we knew.
I think what would be best is if you allowed for some development in the way the repel works. All this forcing doesn't seem very fair when characters can change and grow. I know you're going to comment on some of this with rebuttals but we're talking about the application and how the character was presented to us versus how you play him. Development is always a good thing to play with and could easily work. He's had a hard life and it seems hard to think he wouldn't have felt hate once in his entire life so far. Regular people, normal people living normal lives, have felt hate, so going through all that, why wouldn't he have at least once, enough to trigger the polarising aspects?