Thread:Winter Edition/@comment-24901923-20140618213206/@comment-24901923-20140619153802

Thank you both for your review. Besides adding high Aura consumption, requiring their use to be limited to short, controlled bursts, I'm not entirely sure how to add a proper timer to these abilities. Here's some potential aftereffects and other edits I just came up with. The aftereffects will increase with the time the Semblance is active.

Synesthete: Good as is?

Transducer: Eliminate translation and transmision of electromagnetic signals, removing the ability to hack. Perception of signals and possibility of sensory overload are intact.

Quantitative Aptitudinal: Severe mental fatigue, incoherence, and difficulty with short-term recall. The user must sleep to recover.

Hyperkinetic: Eliminate marksmanship aspects. Split agility and predictive abilities into seperate Semblances. Agility/reflex/coordination enhancement are accompanied by loss of muscle control and coordination after use, also causing slurred/difficult speech. Predictive Semblance would allow the user to read opponents and reconstruct events. The only side effects I can think of for this would be mental fatigue.

Adomopathic: Same side effects as Quantitative Aptitudinal. May also induce an level of physical harm if the user's body is unprepared to perform the actions they mimic.

Sonics: Limited to echolocation, ultrasound and stealth detection? Gags interfere with it's use, as do problems of the throat and vocal cords. Induces throat/vocal strain and temporary hearing loss after use.

Electrogenic: Scrapped. Any attempt to reduce abilities ends up copying Semblances already listed.

Elastic: I see no offensive use of this ability, simply enhanced defense and mobility. Requires room to manuveur, making it very difficult to use in tight quarters. Induces significant strain, painful knots, and stiffness in the muscles, leaving the user largely immobile until they recover.