[quote=@Fetzen] I think we have to split up the blame in this case lol. I am responsible for the oversight about measurement of time, but I am not responsible for the change request to make this into a multi-level ability ;) [color=red][b]You are saying you are responsible, but if anyone tried to join this game, playing with in-game time, I would put them through the same situation. They have to have a way of determining "how long?" You can't just say for 15 secs because what is 15 sec in game? It wouldn't make sense.[/b][/color] How do I have to understand this 'anymore' ? You're considering the CS as crap ? [color=red][b]I'm considering the "fluff" you keep adding to your moves that add more things that need to be limited.[/b][/color] It appears that you misunderstood an important piece of the puzzle. The ability does not, at any point in time, under any circumstances grant any kind of immunity. It is in all cases merely a damage reduction, so magic damage does harm him from the very beginning, it is only a matter of time of exposure before this additional protection fails. The origin for this idea was your own proposal to make the ability 'grow inwards' to resist deeper damage: When you stick your finger into a flame it will heat up and burn out from the outside inwards and putting on gloves only delays this until the glove has heated up and is passing the heat through to the underlying level. [color=red][b]I don't know where you're confused, but to me, what you just wrote was the exact same thing I said in that quote. But again, that's to my understanding.[/b][/color] So for the sake of simplicity I would propose abandoning the idea of 'timers' altogether and instead make this a more simple on/off-switch like skill. It would save me from the uncertainty if I suddenly have to face an implementation change within the RP or not. So he basically really becomes much more... stony. The idea behind it is the same: He can opt to go melee due to increased protection. In the old version this was temporary, in this version it only makes sense against a certain type of enemies that he actually would have a chance to hit or if he 'just' needs to hold on for a while against an attacker that surprised him in his backwards position as an archer. [/quote] I'm going to propose this for you so that we're not spending days because I tell you now, if someone had applied for archer and had a CS that was immediately ready to be approved, I would have put them in First Party and moved you to Second Party so that we could spend more time trying to figure out suitable abilities for your character that didn't play with "loopholes." Also, if you look back on my "recommendation": [quote]Everything is good. As for that one ability, I want you to have the option to improve/upgrade it. So let's say the Petrify Skin ability grants him protection against cuts, scrapes, and nicks. Things that would easily tear the skin of a human being, but wouldn't for your character. You'll be able to upgrade it to resist deeper damage maybe into the dermis to subcutaneous level, and even more into resist status ailments and magic attacks. [color=fff200][b]How does that sound? But remember, this is just an idea.[/b][/color] You would have to choose to spend a level to upgrade it or spend a level to get new abilities.[/quote] I said I wanted you to be able to upgrade it, but if you didn't want to make it upgrade-able or had no interest, you could have easily said I rather not. If you still want to go with the upgrade route, then this is what I propose: Petrification - This is an active ability that doesn't last long, but grants him increased damage resistance so he can engage in melee combat and make full use of his physical prowess. Level 1: Kerylun's upper layer of skin becomes tough as granite. It becomes very resilient to superficial damage like cuts and scrapes. Exposure to excessive heat that would cause 1 degree burns, mild frostbite, mild electrical shock or other elemental effects to minor extent causes reduced damage. Level 2: The effect expands inwards, now involving the entire thickness of his skin. Damage reduction is also applied to stabbing/impalement, deep cuts that an average being would need stitches for, second degree burns, severe frostbite, and nerve damage that would be caused by electrical attacks. Level 3: The effect expands further inwards, including his muscles and tendons. Damage reduction is now granted against all kind of physical attacks except very heavy blunt weapons. His dense defense can be shattered by continual bombardment from level 3 non-elemental magic spells. Level 4: Kerylun now basically has the consistency of a tank. Damage reduction is granted against all kinds of physical or elemental attacks/effects. Level 4 non-elemental magic spells are the only spells that can harm him. So this is the abilities without dealing with time duration. This allows you to know what can harm him and what can't without you determining "Hm, I guess I'll let him get injured just because it feels right for him to in the story." With those abilities, we've lessened the subjectivity to give you some freedom so that you don't have to feel "obligated." It'll be mostly concrete what he is and isn't impervious to. I'm sure some debatable things might come up in game, but I'm sure those things will be very rare. It's not mentioned, but after level 1, I'm sure he'll be mostly immune to applied poisons/toxins, diseases, etc. Things that normally could pierce the skin with hypodermic needle sharpness and depth. :)