[quote=@Duoya] [b]Monster Fighting Abilities:[/b] Deficit: This ability can seal a single ability of a single opponent, rendering it unusable. The effect lasts as long as Ken is able to focus, but can be broken by things like an attack or extremely distracting stimuli like illusions. While extremely potent against a single opponent, swarms or groups completely remove its use. Supply: With a decent chunk of magical energy, Ken is capable of fixing a person's most important possession - themselves. Ken can heal wounds, with the cost being based on the level of damage - a scratch or flesh wound could be healed for almost nothing, while life-threatening injuries would need an entire night's worth of magical energy, and still leave Ken drained for the next few days. Demand: Manifesting as a red tendril, this ability can be used as a somewhat poor method of maneuverability by launching the user off of a surface or connecting them to a wall. It's main use, however, is its ability to forcibly activate other creature's abilities. Upon piercing an enemy, the User can temporarily activate one of the victim's abilities, as well as choose things like the direction it is used in and how much force is used. This ability costs as much as the ability being used and while potent, it usually ineffective against highly durable opponents. The tendril is only moderately sharp, making monsters resistant to piercing essentially immune. Savings: Ken is capable of forming barriers of green light. These barriers are able to take several weak hits without shattering, with strength directly proportional to how small the barrier is. These barriers can theoretically be used offensively, such as by forming a wall while an enemy is punching, but they cannot be formed inside of things, making it only useful for defense and as a counter. Surprisingly this is Ken's least costly ability and can be used very liberally. [/quote] I appreciated the naming sense of the abilities but here is where I have some problems with the character. Supply and Savings are fine as is, I see no problem there; Deficit and Demand are a bit problematic however. Deficit is a problem in that I feel it directly interferes with the monster in a way that could cause confusion. First we would have to specific what specifically is a monster ability and what is just the monster's natural talents and frankly I think they are too tied together to bother even trying. Secondly, since he is sealing a monster ability, if it lasts into another's post there is the possibility someone could easily forget which one and mess up in their post. I feel that a sealing ability would be more of a hinderance to the writing than a boon even if that would be a powerful ability to have in any RPG. So I think this one will have to be scraped entirely or just totally remade. Surprisingly after I thought about it, I have a less problems with Demand. It has some versatility which is nice and certainly has quite a few instances where it wouldn't work very well. Being able to force a monster to use any ability and in any direction is quite game changing, even if its cost is rather high. I appreciate the effort to try and 'weaken' the ability but even then the ability to 'hijack' a monster even for a bit I feel could cause some problems. While you can control the monsters as you fight them for better fighting scenes this power has me a bit skeptical, perhaps going a tad too far. I'm semi-open to it in its limited state, but not enough to give the go ahead. Oh and if you could get the ability names to pop out some more too that would make the sheet look nicer.