People occasionally give their characters what seem to be fairly innocuous-sounding powers, but if applied correctly, can be absolutely devastating if not completely game- or story-breaking. For example, Susan Storm's "defensive" shield power could also be applied to kill someone instantly via aneurysm. As Avatar: The Last Airbender demonstrated, the ability to control water could be logically extended to one's bodily fluids. (A:TLA prevented this power from becoming a story-breaker by making it a difficult-to-use ability that could only be used on the full moon, when waterbenders were at their strongest.) Potentially, a power like being able to alter reality, if strong enough, could logically extend to being able to simply erase the bad guys or rewrite them as something harmless - which would be all well and good for the reality warper, but horrible for a writer who wants to keep a story ongoing. Thus, it's important to ask yourself if there are any ways that your character's powers could change the status quo of your setting or story in ways that you wouldn't actually want, and what you might to do stop that from being a problem beyond simply nobody in the story ever thinking to use the power that way, lest you make your characters look bad at basic problem-solving skills.
Sometimes, people don't think the negative consequences of their characters' powers through very well. For example, using fire powers carelessly or in the wrong places could result in starting massive fires or causing painful and disfiguring injuries not only to enemies, but also potentially to allies or bystanders. Ice, if used irresponsibly, could cause frostbite. Earthquakes used in a modern urban environment could end up breaking water mains, gas pipes, and knocking over power poles. The ability to communicate with large predators such as big cats and wolves might seem glamorous and exciting, but if your character operates in an area where such animals are few in number or would attract attention if they were seen, it's not going to be a very useful power. (On the other hand, the ability to communicate with common animals such mice and sparrows could be incredibly useful, as these animals are almost everywhere and their presence wouldn't really be questioned.)
Thinking your character's powers through can:
• Close up potential plot holes from the start and prevent cases of fridge logic. What are the odds that your character could call up a pack of gray wolves in Reno, Nevada?
• Open up potential plot threads to explore - what if an eager young hero ended up doing more harm than good and had to face the consequences? What if people started calling animal control on your character's wolf friends?
Go and check out the Phlebotinum-Development Questions for a list of questions you can ask yourself about your character's powers to help you work out early on whether there's potential for your character being potentially too powerful or story-breaking.
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