[quote=@Behemoth542] I'd have to think about it. The [color=yellow]energy[/color] system is a way to allow repeated use of skills, but I'm still worried of special attacks being spammed. I'm still thinking of ways of balancing its use, giving a short cooldown on the skill use (1 turn or two) before you can use it again. So a dog is unable to spam the "Bite" skill, for example. [/quote] If I bump Bumblebee's 'Speed Boost' cost upto 60 then she'd be able to use it on her first turn, her third turn, her ninth turn and fifteenth turn. If battles go on any longer than that the rest of the team would probably have been wiped out at that point anyways and any enemy she's facing will easily overwhelm her. A cost of 50 would allow her to use it on her first, second, sixth, eleventh and sixteenth turn, which seemed a little excessive for something negating attacks. If I switch it to being 'Evasion' instead, which would allow her to avoid being targeted rather than negating damage then the problem of generating XP kicks in, since her ability wouldn't deal, prevent or receive damage at all. The fact the cost is so low that she could potentially fire off her ability on her first, second, third, seventh, eleventh and fifteenth turns would be mitigated by the fact she wouldn't gain any XP for the battle, or at least far less XP than the others. The team as I see it at the moment consists of:[list][*][url=http://www.roleplayerguild.com/posts/2668991]Bumblebee[/url] [@SimplyJohn] [b][color=ed1c24]4[/color]/[color=00aeef]2[/color]/[color=39b54a]20[/color][/b], [i]Speed Boost[/i], Cost: [b][color=fff200]60[/color][/b] [*][url=http://www.roleplayerguild.com/posts/2674559]Metar[/url] [@BCTheEntity] [b][color=ed1c24]0[/color]/[color=00aeef]7[/color]/[color=39b54a]15[/color][/b], [i]Taunt[/i], Cost: [b][color=fff200]25[/color][/b] [*][url=http://www.roleplayerguild.com/posts/2674886]Meat Mallet[/url] [@rush99999] [b][color=ed1c24]7[/color]/[color=00aeef]0[/color]/[color=39b54a]15[/color][/b], [i]Rage[/i], Cost: [b][color=fff200]5/Enemy[/color][/b] [*][url=http://www.roleplayerguild.com/posts/2675040]Nightingale[/url] [@Genni] [b][color=ed1c24]2[/color]/[color=00aeef]4[/color]/[color=39b54a]20[/color][/b], [i]Field Repairs[/i], Cost: [b][color=fff200]25[/color][/b] [*][url=http://www.roleplayerguild.com/posts/2676771]Master[/url] [@Error] [b][color=ed1c24]3[/color]/[color=00aeef]4[/color]/[color=39b54a]15[/color][/b], [i]Master Power[/i], Cost: [b][color=fff200]5[/color][/b][/list] [@rush99999] For 'Meat Mallet', if Passive abilities are treated as Traits and unavailable from the start of the game, perhaps something like '[i]Berserker Fury:[/i] Cost [color=fff200]20[/color], Suffer 2 Damage. Double Attack this turn, but may not attack in the next turn' would be useful. As soon as you could select a Trait, go for 'Pain Induced Rage' (or 'Blood Rage'?) which would then benefit from the fact you could damage yourself if the enemy wasn't targeting you. As you level up the stacking bonuses of Berserker Fury and Pain Induced Rage would make you into a very powerful attack unit, but a bit of a glass cannon who could be easily knocked out with a single strong attack. As long as you stick close to Nightingale she should be able to keep healing you up should your health drop too low and begin to threaten your safety.