That is very true, but I don't take every ability from every enemy, you see.
For an example with Nazerath, I really only took his scarf.
As for guitarii, I took the tentacles.
Flusk can get rather hard to animate at some point, if I don't keep an eye out for this neverending source of abilities though, I'll only fight gladiators whose abilities won't change much on him though (For example, I could use speed now, if he was faster, not that much would be changed to the animating process.)
As for the OP factor, I'm not too worried about that for three reasons.
1. He started off as an underpowered.
2. This is depending on my animating skill. If I never loose, then sure, he will get plenty of abilities, but It's a reward to my hard work.
3. As many new abilities he gets, there will always be new weaknesses too. In fact, I tend to make him gain more weaknesses than abilities with each battle.
Thanks Irv. :)
Starting off as underpowered doesn't work much after gaining three powers per win. And "If I never loose (lose*,) then sure, he will get plenty of abilities" If he wins a battle and gains three new strengths, that means the next battle has a higher chance of winning. You're not keeping stuff even throughout. Now, I don't mind the idea of a little something changing after a battle to keep continuity, that's good. But you've went overboard on it.
Gaining a small ability with an equal weakness after a battle sounds alright. But not only do you give your character three abilities, one of which being
able to summon the 'soul' of the character itself meaning you could essentially turn it into a 2v1 or a 3v1 battle
And THEN he has his own powers ON TOP OF ALL THAT
This character is the definition of unbalanced. If I had to fight a character I'd expect them to be the same strength as they were the previous battles. Your guy doesn't do this. Your guy adapts abilities and then tries to balance them out with single weaknesses per character. And one of them isn't even a weakness, it's a limit.
The difference between a weakness and a limit is, well, I'll give you an example.
If a guy had a gun with six shots, then he'd have the power of a gun. The fact that it only has six shots is not a weakness, it's a limit. The fact that it can easily be slapped from his hand, leaving him powerless, is a weakness. The Nazerath weakness is a weakness. Colder temperatures make him vulnerable. The Guitarii weakness is a limit. You've just limited his powers more, saying that if he goes over it he dies. The thing with limits is that they don't stop you using your powers, they just stop you using them fully. If you limited the guy with a six-shot gun to three shots,
he'd still have those shots. That is not a weakness because he can still shoot you with those three shots and kill you.
If I had to manage taken powers, I'd take the empowerment in heat from Nazerath and keep the cold weakness to balance it. And I'd only ever make it a small boost/loss of power, like 10%. For Guitarii, I'd have him be able to create small explosions at will, the downside being that they can only happen through contact and that they damage him back. You're taking lesser aspects of powers. Your character wasn't designed to cope with using them, yet he uses them anyway.
And keeping them to just one small gained ability and one equally gained small weakness per win would make him much easier to understand. After four wins, at your current rate, you would have 16 new abilities and four new weaknesses/limits. That is just overboard to the extreme.
And, apparently, after beating them you
take their weapons too what the fuck no just leave that out man jeez that's like an extra ability right there giving you four per win god damn son just don't
TL;DR: no