I think I'll put my two cents in
Why did I choose the ones I did?
Actually, I went off of personality traits, and was actively trying not meta it too much, which is something I'm worried about. For the most part the ones I took I consider to be my writer's pool, the only other one that might be applicable was Formidable, but, it didn't quite fit.
Why did I choose these three?
Again most of this is in character, but, I want to point out something now that Ohm has
Specialized, Lucky, Inspiring
1) Specialized
Choose 2 Positive Modifiers (other than Affects Multiple) when you pick this Affinity. Those Modifiers costs you 0 Essence to apply to Effects.
First off I mentioned in character, Tenma, unlike a lot of characters is already specialized almost cripplingly so. in concept because of source. His only like source of any recognition is I'm a midfielder. Which is a big thing in Inazuma, which implies some level of specialization (e.g. Engage and disengage). Therefore things like Damage and what not should not be high in his roster (Except lol no) Character reason done.
Mechanically speaking, I know where i'm going because the abilities I technically have/need are going to be Indirect/Triggered/Ongoing. While Ohm mentioned ongoing and Indirect and I'm not pouting in the corner (It would be nice, but, I'm compelled to also point this out), there is a balance issue here. It means more complex abilities can be put out or written at nearly the same cost as a flat ability, e.g. Level four Speed, would cost the same for a character who had specialized ongoing level four speed. That's actually a huge advantage. To be fair, I don't see triggered as problematic. Then again. I'm not using it as a trap specialist, most things I'd have as trigger also have activation on top of them. So e.g. react to danger. triggers. Now, it would be super easy to say just... no 100 Rank cost modifiers and multi. I actually don't think mutli isn't the issue here.
Triggered is equally AS POWERFUL. It's 50 E less, but, it's got some insane uses
We are left then with RANGED +50 PER RANK OF EFFECT , SELF/OTHER +25 ESSENCE PER RANK OF EFFECT, TRANSFERABLE +50 ESSENCE PER RANK OF EFFECT
You have a much smaller range in which one would actually choose this. Uhhh. So by removing the problematic ones you are definitively gutting the core affinity. Granted, I could be wrong, but I don't see these modifiers as much in the character abilities, more in the coin purchases (Please don't quote me on that, I've skimmed some, and that's the feeling I got, I'm sure I'm wrong). Well Ranged, lol, I see that being used often.
Especially something like
Gifted: You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap. (Again another cost saver if you have skills)
or
Exceptional: You may "flavor" Coin as an internal reservoir of "energy", purchasing Consumables as though they are limited-use Abilities inherent to your character. Events that prohibit Consumables still apply. You also gain a 25% Consumable Discount for these "internal" consumables (does not stack with Thrifty).
Ohm outlined why this one is problematic really well.
I think a staring point, is to move Specialized down to one modifier.
Or to make it a noted EFFECT + MODIFIER. Eg. you choose two effects. And if you use the modifier in conjunction with those effects you get it free. I think that might be a cleaner way of doing this, emphasizing a distinct, Focus on a type of ability?
I'm not sure how to address coins, I actually feel like the coin ones are more problematic due to the fact one can gain coins far easier and there's not... as far as I know a coin cap, where essence has a cap?
Why did I choose the ones I did?
Actually, I went off of personality traits, and was actively trying not meta it too much, which is something I'm worried about. For the most part the ones I took I consider to be my writer's pool, the only other one that might be applicable was Formidable, but, it didn't quite fit.
Why did I choose these three?
Again most of this is in character, but, I want to point out something now that Ohm has
Specialized, Lucky, Inspiring
1) Specialized
Choose 2 Positive Modifiers (other than Affects Multiple) when you pick this Affinity. Those Modifiers costs you 0 Essence to apply to Effects.
First off I mentioned in character, Tenma, unlike a lot of characters is already specialized almost cripplingly so. in concept because of source. His only like source of any recognition is I'm a midfielder. Which is a big thing in Inazuma, which implies some level of specialization (e.g. Engage and disengage). Therefore things like Damage and what not should not be high in his roster (Except lol no) Character reason done.
Mechanically speaking, I know where i'm going because the abilities I technically have/need are going to be Indirect/Triggered/Ongoing. While Ohm mentioned ongoing and Indirect and I'm not pouting in the corner (It would be nice, but, I'm compelled to also point this out), there is a balance issue here. It means more complex abilities can be put out or written at nearly the same cost as a flat ability, e.g. Level four Speed, would cost the same for a character who had specialized ongoing level four speed. That's actually a huge advantage. To be fair, I don't see triggered as problematic. Then again. I'm not using it as a trap specialist, most things I'd have as trigger also have activation on top of them. So e.g. react to danger. triggers. Now, it would be super easy to say just... no 100 Rank cost modifiers and multi. I actually don't think mutli isn't the issue here.
Triggered is equally AS POWERFUL. It's 50 E less, but, it's got some insane uses
We are left then with RANGED +50 PER RANK OF EFFECT , SELF/OTHER +25 ESSENCE PER RANK OF EFFECT, TRANSFERABLE +50 ESSENCE PER RANK OF EFFECT
You have a much smaller range in which one would actually choose this. Uhhh. So by removing the problematic ones you are definitively gutting the core affinity. Granted, I could be wrong, but I don't see these modifiers as much in the character abilities, more in the coin purchases (Please don't quote me on that, I've skimmed some, and that's the feeling I got, I'm sure I'm wrong). Well Ranged, lol, I see that being used often.
Especially something like
Gifted: You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap. (Again another cost saver if you have skills)
or
Exceptional: You may "flavor" Coin as an internal reservoir of "energy", purchasing Consumables as though they are limited-use Abilities inherent to your character. Events that prohibit Consumables still apply. You also gain a 25% Consumable Discount for these "internal" consumables (does not stack with Thrifty).
Ohm outlined why this one is problematic really well.
I think a staring point, is to move Specialized down to one modifier.
Or to make it a noted EFFECT + MODIFIER. Eg. you choose two effects. And if you use the modifier in conjunction with those effects you get it free. I think that might be a cleaner way of doing this, emphasizing a distinct, Focus on a type of ability?
I'm not sure how to address coins, I actually feel like the coin ones are more problematic due to the fact one can gain coins far easier and there's not... as far as I know a coin cap, where essence has a cap?