[quote=Prisk] Congratulations to Ozerath for the 100th post.#Blackwell, you are all good on your character sheet. #Insatiable, no problem! Back to the drawing board.#Ozerath, all good on the sheet.#Sixsmith, all good except Jinxed. I like it, but you have to specify what the imps do in the form of X, Y, and Z. These are the things that they will look for and do when they are unleashed, if those things are not available, they do nothing. Or, if you want, you can create a number of actions for the imp, for example, 1-10, and then when Roy uses this spirit, I can roll three or four dice on my end to see which things the 'imps' do. This way, you can have some powerful stuff in there, but it will be at the mercy of the die. It's your choice. [/quote] I added 3 things they could do before they return to Roy that I hope is sufficient. If not, I can honestly think of a better ability to put in its place because if it's a big problem I'd rather think of something newer and more interesting that works better with your guidelines. :P The last thing I'm iffy about, but I think the other two work out well and I do understand that it's a this or this or that kind of thing and not a this and this and that. I understand it might be a little... over the top if it were. I made sure to make it consistent too, so I chopped out unnecessary bits that were in there previously. As for the first one, I think I can specify certain disasters they look to do if you want, but I was going to leave that up for the IC, in which the surrounding area would give more key as to what natural disasters or most sensible. And I do have to stress that they're very small and localized and used as a way to make combat harder, primarily on enemies but I do like to keep the theme that they're doing things for the heck of it and not because they need to (even if Roy argues otherwise). Though what they do usually has positive outcomes by the end of it all because, otherwise, Roy wouldn't ever use the ability.