[@TheWindel][@KoL] To answer your concerns, I'll start with the topic of her summons. Firstly, she [b]is[/b] limited to three summons at the practical maximum. One summon for her off-hand and one for each leg. By writing a fear's name upon a limb that limb of hers is rendered inert, useless. After three summons she is basically immobile, save a single arm with which to crawl with if absolutely necessary. As for her range of summons to choose from her pool is limited by the people nearby her. By herself she has only one or two fears to draw upon, her own. Her own fears are the ones she is least likely to call upon anyways since she fears bringing them out. If she's surrounded solely by nightmares who don't count for the purposes of her magic then she'll only have a selection of two fears to call upon as her last resort. As for her ability to see fears it only really shows her the name that said fears are classified under. It's less telepathy and more hints suggesting themes pertaining to people's characteristics and backgrounds, nothing so definite as to draw any major conclusions since everyone has fears to some degree, even if it's just jumpiness around mice. If it's too much I can alter the power so the names appear in a general list compiled from everyone nearby meaning she wouldn't be able to see people through her power and also won't be able to attribute any one particular fear to someone without having to be completely alone with them as even passerbyes contribute fears. As for the summons themselves I can always trim the powers to the desired level of power. She is meant to be something of a glass cannon summoner, the highly fragile pin that the entire setup depends upon to exist. The strength of her magic depends highly upon preparation as well, the process required to conjure forth the avatars requiring a fair investment of time to both conjure the ink and write them into reality. With that in mind if you still feel her summons simply don't meet up with the general power level of the cast I can always adjust them as needed. As for how scary the avatars are that's a bit trickier. They [b]are[/b] meant to be the physical embodiments of people's fears after all. None of the selections for their appearances I've picked out have been particularly gruesome and the implied violence these avatars can wreak is no less than any blade or gun. As there is a strict no killing clause to the club the violence will be entirely centered on nightmares anyways. In regards to Daisy's weapon, the quill, it's sole purpose is to harness the power of the ink. An extraordinary ink calls for an equally extraordinary writing tool after all. In combat the worst her weapon could offer is a mean poke. As for Daisy's background I do suppose I wasn't explicitly clear in regards to that. Her mother is Irish and her father is English. When they married Daniel bought an estate just a ways out of the city and immigrated to Japan so he could continue his work without too much interruption. I must ask, given how Miso City is an unusual town plagued with evil would more... Unusual acquisitions be a possibility? Things of a black market variety perhaps? I ask since it might play into her father's work later, should she be accepted that is. I thank you for being understanding regarding her backstory. I shall await your appraisals and answer any questions to the best of my ability.