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#771
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Don't you think that the Japanese in this world are too weak?
No. Well, except that female characters have a much weaker persuasion bonus than male characters. And they provide less versatile stats. And they require a less useful characteristic. And they don't have the same synergy with anything as males do with the katana branch.
I think that the catgirls are too weak in this world. Especially the northern ones; the southern ones at least have an explosive ability.
I would say that the southern ones are generally among the top-tier origins. They have additional stats without drawbacks, bonuses to important parameters, free skill points for a decent branch, and on top of that, a fairly useful unique skill with a cheap ability for an extra turn. But the situation is completely the opposite with the northern ones, yes.
By the way, I still understand time reversal, but time forwarding is something incomprehensible. For example, your ally W says, "I will attack target X on the next turn." The time mage Y says, "I will forward the state of X by one turn." The GM calculates the damage to X – X dies from W's attack. Then W says, "Okay, X is dead, who should I attack on my turn? There's no one."
Firstly, it's a slightly less restrictive dispel (but also less overpowered) than time reversal. Secondly, it can synergize well with abilities that reduce a character's stats each turn. It can also be combined with prolonged damage, but it doesn't seem that strong in this case. Thirdly, it can be used to reset the cooldown of several abilities at once, with the right calculations. And fourthly, it synergizes very well with spells that require preparation – a trio of chronomancers can give their team a 15-turn advantage from the first or second round. In more realistic conditions, of course, the effect is not so devastating, but it is still noticeable. In other words, time forwarding is situational, but not useless.