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Centarion:
It seems extremely narrow for a -3 power. While it is very strong in the situations where it is useful, the fact that it will come up fairly rarely would make me say this should not cost more than 2. Also, any magic user who figures out this power will just not use magical defenses anymore, and while this is pretty much equivalent to bypassing them, it does make the last part weaker. Why does it cost a fate point each time you activate it? It is certainly no more powerful than ACaEBG which (as far as I can tell) costs 3, and it is a hell of a lot more narrow.

Also, you said that it only works on spells "(costing mental stress)" does this mean it does not work for enchanted item's that provide magical defenses?

ways and means:
It was balanced of all AEGB as the definitive wizard slaying power (much that AEBG is the definitive dragon slaying power) it is meant to affect enchanted items and I really need to find a way to word it better. Against someone like the Merlin who casts +30 shift block it is devastating but otherwise it isn't meant to be that powerful. Basically its a power for an assassins who want reliably one shot senior council members. Though if you think it isn't too strong then I could let it one shot wards as well which would be cool.

Centarion:
Ok, if you are using it against a 30 sift block with any frequency, then -3 is not so bad, likely too low. Maybe cap the bonus damage? If the bonus damage was capped at some reasonable amount, and it cost 3, then I think 1 shotting wards would be fine (but only if you know they are there and dispelled them with an attack, not just by stumbling into them).

I think the fate point should be "per wizard per scene" not per activation.

Belial666:
First, there are no blocks against damage. All blocks work vs attack rolls, not damage.

Secondly, the moment any wizard knows you have this power, they're going to use a different kind of block than a "block the incoming bullet" type of shield. A hypercognition-type or superspeed-type block that gives the wizard superhuman evasion skill rather than a physical barrier is the simplest option. A shapeshifting-type block that turns the wizard to air/fire/water for a split second so he flows around the shot or a spirit or void block that blinks the wizard out of existence or phases him in and out of the Nevernever also works. An illusion-type block that makes the wizard undetectable in various ways so you can't target them or skews your perception every time you attempt to target them is also good.

Third, the most effective defensive item is one that opens a gateway between the caster and the attack. Doesn't matter how powerful the attack is if it goes through the gate.



In conclusion, you need a much bigger power to counter a smart wizard.

ways and means:
Armour could be seen as a block vs damage but your right, I think I will go with your the definition any spell the bullet might interact with and keep it simple. A for using gates as infinite levels blocks that is a bit dubious anyway but even if you allow it a gate is defiantly not something you can do outside of your turn so any reasonable shooter moves half a step to the left and shoots around it given that gates are stationary. As for shape shifting blocks requires they require some serious justification given that we haven't seen a single wizard ever transform into something non-living given the inherit problem of non-living transformation aka I transfrom into a block of fire and don't transform back as I no longer have any a brain to make that decision. Not to mention transformation rituals are like +20 complexity and shouldn't really be used as a block anyway and take a full action at least again. Phasing in and out of the never never is two full actions well actually unless you are a supernatural at an appropriate point you can't phase in so its two gates.  The illusion is the only thing that really works as it is a block vs sight rather than a block vs attack thougg illusions are common enough to depreciate the power pretty badly.

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