[quote=@Unfortunately] [@HylianRose] [@NarayanK] I'm not sure what ability are you referring too, but it's likely you might be talking about Chaos Barrage, since that is an ability that has a variable damage that can apply to your suggestions. The other abilities don't seem to have a way to adjust: -Chaos Field already has a setup function, becoming more extreme with more input of energy. I should clarify, however, that the radius range fluctuates and expands from 3 to 6 meters. -Chaos Bolt just has chances of form (which is random, but I'll assign numbers per form for a roll) and not power. -I can't think of anything with Gravity Distortion. The effects can be left to the targeted character's RPer. Here's my proposal: The base form of the attack without an appropriate preparation is an equal, 50-50 chance for heal and harm. Their extents are random, but range from fist to gunshot damage and their equivalent in healing. The preparation, a temporary stop in movement similar in manner to a chain gun warming up and rotating before firing, costs little magical energy, while the main process of maintaining the fire does (and that duration will improve over time). At three seconds of warm up, the chances become 1 in 3, lessening the chance that an attack will heal. At six seconds of warm up, the possibility becomes 1 in 6. This becomes so on and so forth for every second divisible by 3, but beyond 12 a healing effect will go to an extent beyond normal, sometimes even undoing completely all the previous damage when overcharged too far. As for the Probability Shield: 50% chance an attack will proceed as normal 40% chance an attack's effects are lessened 10% chance an attack is evaded Do these sound alright? Anyway, your suggestions on the Wanted piques my interest, so that's good. [/quote] All of the abilities can be adjusted through rolls, honestly. From what I've experienced, Lavanya/Athalia generally avoids probability-based abilities left upon players just because it might end up having a player facing the opponent be either overpowered by high rolls or be overpowered himself/herself if the rolls are too weak. If there is a max cap of time that it takes (or at least some sort of catalyst that allows guaranteed abilities), then it'll be much less cumbersome in some ways, as it saves our own time and yours. Of course, that is without removing the special effects you already have in mind when the abilities are not fully charged. I think it could work. Just try making a system with Rose and it'll definitely work. I've seen it work and I don't think it won't work here, IMO.