Call me silly, but isn't Charge a bit on the slow side? I mean, it's a good basic system, but I like something I can see the math of, and additionally something that's actually worthwhile to use. At higher levels, Charge techs just aren't fast enough to be of use. Now, I understand they're essentially free techs, but it's still not something that I think is a viable option over a TL 3. Why don't we simplify it?
"Instead of consuming MP, the user of the Tech must focus his energy for a certain amount of time before unleashing the Tech. Normally a Tech requires 8 Speed Points to use, just like any other action, but a Charge Power requires a higher expenditure of Speed Points. If a character does not have sufficient Speed Points, he may wait, taking no actions and expending no Speed Points, until he has enough points to execute the Tech. If combined with Secondary Effects, the amount of SP required increases or decreases in the same way as MP cost normally would. A Charge Power consumes additional SP equal to its effective Tech Level times a multiplier based on the strength of the Tech. Weak Techs have a multiplier of 1, Medium Techs have a multiplier of 1.5, and Strong Techs have a Multiplier of 2. Using this system, a Medium Level 3 Tech and a Weak level 5 Tech would each cost 13 SP."
As for Healing, my suggestion would be a straight-up doubling of all base values. Once you get to a level where you can actually buy a level 6 Tech, 250+MAG*2(Probably around 450-600 total) is not a lot of HP, and that's the absolute strongest heal available. Alternatively, if you're worried about a heal/MP imbalance, create it as an extra option for double healing and beneficial effect timers at +2 effective TL.





