The idea for the thread is to suggest game mechanics, "abilities" basically. You can include numbers as an example, but the idea really is "Interaction X doesn't exist in Yomi", with most of them coming from fighting game situations and tropes. If you want to make entire characters or complex game modes, you should probably start a new thread. A character concept with a central ability, as opposed to a list of every other card and ability, is probably ok. Note that I'm only somewhat familiar with the expansion characters. as many will be. We apologize for any existing abilities we may have missed. As a first example, I was thinking of Ryu's fake fireball. Outside the existing (KTO, etc), I can see a more specific way of modeling such a move. The first is an ability that makes fireball a better move than usual on the next turn, such as +X damage. This could be an ability when played as a combat card. So you're telegraphing teh long start-up of a better fireball, which you only get four times per game, but could end up playing anything in the end. It's a bit like a less flexible version of KTO, and could also simulate the obvious startup of a big throw or a raging demon. More as I think of the, and feel free to come up with stuff.