Powers - Barred

The Following powers are barred from the game for various reasons. DT22, Weakness Detection (Would rather not deal with as a GM) L2, Bio-Vampirism (Would rather not deal with as a GM) L6, Force Field vs. Hostiles (Too imbalancing) MG2, Energy Source (This power is replaced with Magical Mechanisms) MG8, Magic Vampirism (Would rather not deal with as a GM) MG9, Power Simulation (Characters can choose to make their powers Magical if they wish) MG10, Reality Alteration (Too powerful) MG11, Spirit Vampirism (Would rather not deal with as a GM) M25, Psionic Vampirism (Would rather not deal with as a GM) PC5, Energy Source PC6, Energy Source Creation PC7, Focus (Not a power, but as last minute effort not to die) PC8, Gestalt (Would rather not deal with as a GM) PC13, Selection (Limitation, not a power) PC11, Power Vampirism S2, Alter-Ego (Player would have to create two separate characters) S23, Physical Gestalt (Would rather not deal with as a GM) S31, Spirit Gestalt (Would rather not deal with as a GM) T20, Troubleseeker (Would rather not deal with as a GM) Time Control (The GM hates this power, you choose it at your own peril) NOTE: Vampirism does exist in the universe, but unless a player can convince me to allow them to have it, it is considered barred from player characters. NOTE: Time Control can taken, but i am not a nice GM about it. Also the following combinations are also barred: Time Control* and Hyper-Speed.