[quote=@Mr Allen J] [@Oddsbod] Okay, I extensively discussed Askin with my co-gms (more than ever before, in fact!), and we have shared opinions. We think Askin is a great character but, we think that his special moves could really use a bit of reworking. My main thing is that they seem more like RPG moves, than attacks you'd see in a fighting game (or even an anime). Even though this RP isn't what you would call the most "anime" or "fighting game" RP in the world, he kind of sticks out compared to the other characters (who fit that theme much better). He has like status debuffs, and healing moves. I'm not saying that everyone has to be a badass karate man, but I kind of want to maintain a certain thematic here. Having moves that heal himself, trap enemies, and illusion moves go against that. We also agree that his special moves in general are a bit confused and all over the place. His moves don't seem to fit into any kind of thematic tbh, and they don't really convey that he's the chosen one. I just can't see his fighting in action. I also think he's a [i]bit[/i] overpowered that he has access to all these moves. He just seems that he has a bit too much. I mean, he can steal attacks, has illusions, status effects, can trap enemies ([i]and[/i] restrain them), three projectiles (one even gives him extra mobility), two melee attacks, and has a demon. It would be okay if he had one or two of these, but he has all of them. It doesn't work that his weakness is that "he isn’t a trained fighter" when he has access to a variety of moves that more than make up for it. All that said and done; I have some idea that could make Askin's fighting style be more in line with the other characters. I think he would be a bit more interesting to see in action if you focused his special techniques around the lamp's ability to copy other people's attacks (Or as you call it, The Imprisoner, and The Unleasher). Since that's probably the one thing that would revolve around a character's kit around in a fighting game. Give him the ability to store a few attacks inside that magic lamp of his, and use them against his opponents. And boom! You have yourself a fighting style not too out of place in a fighting anime, [i]and[/i] it fits his chosen one theme much better. I would just drop the other special techniques. Because, tbh, they're redundant if you focus on copying other attacks, and they don't gel with the thematics of the rp. [/quote] Mmh, sounds right. Thanks for looking it all over, really appreciate it! I'll defs try and move some of the focus away from the buff/debuff RPG-ish build, and lower power level. I'm just glad the character himself works out, that was what I'd really enjoyed writing, can't wait to get the chance to start bringing him out. Also naming abilities, that was fun. Before I get back to fixing it up, I just wanted to double check, is it clear that the special abilities like Winter's Whack and We Were Megadozing are all just stabilized versions of Imprisoner/Unleasher? So they're all just extensions of the single copycat ability, and they're all one time things, and I'd change his sheet over the RPG to reflect what effects he has at his disposal, then maybe say it would take him a whole day to properly seal another attack from someone willing to give him a hand. Like maybe if they end up friends he gets to borrow Otsana's Bloop attack, or Brenda's Stone Spikes, but he only gets to use them once for each time he sealed the attack up. I'd wanted to give him a pretty wide set of effects at the beginning because I imagine he might use them up pretty fast if things get too demanding, and it would take a while to restock. But I know it's a really weird thing to balance, and you'd know better than me if having access to all those things right from the beginning, even just once, could be too much. So yea, just wanted to check if your advice for fixing Askin up is based on the special abilities being one-time things that he can quickly run out of, or if I messed up and made it seem like those abilities are things he can do whenever he wants without running out. [quote=@Savo] [@Oddsbod] What about having the genie in the lamp fight for him that flows with his copycat abilities? Like, for example the person in the lamp gets pissed that you're shoving and spewing things out of his home. There should be an, erm "meter" that charges up each time he utilizes imprisoner and unleasher. Once it maxes out, he can use the genies moves temporarily before it goes back to being sealed in the lamp. How does that sound with the thematic? I mean, he does have that genie stuck in the lamp, so instead of using him up forever, why not use him multiple times after charging up to unleash that ability? [/quote] Yo that's a really cool idea. I wanted the genie to be more of a last resort button for when every other option had run out, and I think only getting to see it once makes it a little cooler, a little more mysterious, but that would be a really cool set up for a charater.