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Topics - Belial666

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76
DFRPG / Defensive item activation?
« on: June 12, 2010, 12:24:07 PM »
We all see Harry in the books take sudden attacks that his duster absorbs. We also see him quickly using his shield bracelet to erect a shield in response to attacks. The shield thingy needs effort so it could be done as a readied action or even a supplemental action at -1 (I think). But what about the duster? it does not seem to need actions to activate.

Can defensive items activate as a response to an attack without needing to be readied as an action?

77
DFRPG / The Mandarin (from old Iron Man)
« on: June 12, 2010, 10:39:42 AM »
OK, here's a character that looks and works like the Mandarin from Iron Man mechanically;

ASPECTS:
Eastern Artificer (high concept)
Megalomania (trouble)
Evil Enchanter
Lord of the Rings
Enemy of Progress


SKILLS
+5 Lore, Weapons
+4 Athletics, Presence
+3 Conviction, Discipline
+2 Resources, Endurance
+1 Scholarship, Alertness

POWERS AND STUNTS
Wizard's Constitution [+0]
Thaumaturgy [-3]
Specialisation is Crafting Strength +1, 2 item slots go to focus items
Armor of the Dragon Emperor [-2]
Is indestructible suit of armor with an eastern look (Armor 3, armored fists is Weapon 1)
One-time discount +2
Wearer can Fly as if with Wings: -1
Empowers wearer's crafting. Refinement -3 (focus items only)
Refinement [-3]
Crafting Strength/Frequency +1, 8 enchanted item slots
Master Artificer [-1]
Stunt. When calculating maximum enchanted item crafting power, your Lore is considered 1 higher. This does not apply to base crafting power-only the maximum-and neither does it apply to other Thaumaturgy uses or other uses of the Lore skill.

Effective total crafting Power is 12. Effective Frequency is 5 (with +5 power and +3 frequency crafting focus)

RINGS OF POWER
The Mandarin has the following rings:

Left Hand
Disruption: Weapon 12 physical attack vs endurance 5/day. Take-out or consequences curse target.
Telekinesis: Weapon 12 physical attack vs athletics 5/day. Take-out or consequences wound and kill.
Domination: Weapon 12 mental attack vs discipline 5/day. Take-out or consequences do mind control.
Eldritch Storm: Weapon 10 physical attack vs athletics on entire zone 5/day.  Take-out or consequences transform targets.

Right Hand
Barrier: Block 12 or armor 6 5/day.
Warding: Block 10 or armor 5 for 3 exchanges 5/day.
Unraveling: Counterspell up to 12 power 5/day
Invisibility: Block 10 vs perception for 3 exchanges 5/day.

OTHER MAGIC
The Mandarin uses Crafting and Summoning to make Golems and other constructs of significant power. He also uses Dominated targets in blood sorcery to perform high-power disruption and warding rituals.

78
DFRPG / Power Well?
« on: June 11, 2010, 10:00:50 AM »
OK, here's an idea; an enchanted item with a 6 shifts effect, 6/session for 4 item slots. What the effect is doesn't matter because the wizard uses it this way; he calls the energy from the item (supplemental action) and then uses a "Redirect Energy" to roll control vs 6 shifts of power to redirect the energy into a spell.


Basically, it's a power well; the item stores energy the wizard can use to power spells without expending his own physical reserves.

79
DFRPG / Character Building Help?
« on: June 10, 2010, 11:10:04 PM »
OK, here's my first Dresden Files character who has acheived a level of near-completion. Do you guys see any problems with her powers or her flavor? Is she viable in a game? Also, I am considering the following power she'll occasionally use via her modular points. Is it OK?

Tentacles [-2]
Non-Eukleidian tentacle-like appendages extend from you to lash and rip nearby creatures. You may use fists to attack or grapple every creature in the zone except for yourself. You don't have enough control to distinguish between friends and allies.
Special: Any bonuses and powers to using fists does apply to the tentacles.




Quote
Character: Lily Young Player: Belial
Template: Scion (modeled on changeling)
High Concept Aspect: Cute Eldritch Horror
Trouble Aspect: Unearthly yet Clueless

There are beings beyond this reality that few will name, even if they can. Luckily for us clueless mortals, the Outsiders are all locked beyond the Gates. Or are they? What if one could arrange for a living being to be born that could take a small piece of itself into the world at birth? And then, as said being grew, that piece would grow while the outsider waned until the two became one and free to act in the world.
But life is notoriously difficult to predict and easy to change at an early stage. What if a loving parent taught the child human values? What if she was kept away from the supernatural so the desire for power did not corrupt her? What if the child was cute and likable and had no plans of world domination? Free will is a wonderful and terrible thing.
So said child was born. She's a cute young woman now, always striving to be likable and help others, with a healthy dose of responsibility after growing up in a farm. Problem is, those people in the know sense something is wrong with her, something that makes them uneasy. That she has no clue whatsoever of how the supernatural works and she fails to be scared or respectful or understanding or just knowing when to shut her mouth tends to complicate things.



Appearance
Lily is tall, slim and good-looking, with long brown hair, green eyes, delicate nose and a heart-shaped face with dimples. While vigorous and healthy, she looks a bit pale and young for her age, still clinging to that girlish line of late sixteen and easily falling to the cute expressions common to children. Despite having worked in a farm, her hands look delicate and without caluses and she has no scars older than a year or two.
Her powers manifest physically as an aura of unease or subtle features like black eyes, long ears or muscles playing under her skin when it is something subtle as speed or sensory enhancement and rarely appear as anything monstrous... to human eyes. Those having the senses to pierce her human guise usually see something unnatural and terrible but still beautiful beneath.

ITEM OF POWER
Scion of Darkness
Lily's coat is a powerful item associated with powers from beyond this reality. When using the item she may employ sponsored magic from that source. Such magic is often alien and while it applies to spirit as well as normal magics, it works on the other elements subtractively; draining energy instead of light or fire, diminishing earth and its forces instead of shaping it, using void instead of air and lightning and so on. It functions especially well for subtractive spirit magic; reducing minds and energies to nothing.
Mechanically, treat as spirit for evocations. +1 power/control for spells that inflict stress or consequenses. For thaumaturgy, add disruption, conjuration, transportation.
Agenda
The coat, like all items of power, is tied to a powerful entity, a purpose if its own. Debt incurred when using magic from it compels that agenda... which is the weakening of the Veil between this world and others.
It is what it is
The coat is made of heavy fabrics, treated leather and metal thread; it functions just like protective clothing or light armor (armor 1)
Indestructible
The coat cannot be permanently damaged unless somehow used in a ritual to pervert its purpose.
Secrets
The origins of the coat have been kept secret for a reason, the same reason it is so relatively modern-looking compared to other items of power; it is tied to the same Outsider that arranged for Lily's birth not very long ago. What this might mean for its agenda concerning Lily none can say but speculation abounds. Most probably, it is a way to tempt Lily with powers she has not yet developed, give access to them before she develops control on her own...
(mechanically speaking, 1 more refresh and Lily could have sponsored magic without the need for an item of power. But suddenly reaching for that power before she is ready would force her nature over her free will. I.e. spending 1 more refresh on a Change before her refresh increases sends her to negative refresh and makes her a monster)
Focus and Enchanted items
Lily lacks formal training and her Lore skills are what she has gleaned from research or self-experimentation. Her focuses tend to be simplistic at best. She has one bracelet of +2 offensive spirit control and one bracelet of +2 offensive spirit power.
Evocation
Lily has evocation ability she can use like many mortal practicioners (even though she isn't one). Her elements are spirit, darkness (subtractive fire) and void (subtractive air). She specialises in spirit, getting +1 control.

ASPECTS
Cute Eldritch Horror: Lily is a cute young woman that also happens to be a still growing physical manifestation of some force beyond our world. (High Concept)
Invoke: Wheedling, summoning boys, getting people to like her, using or resisting dark or mental powers, including her own.
Compel: Being taken seriously, intimidating (not), avoiding boys, avoiding or resisting faith and warding magic.
Unearthly yet Clueless: Lily strikes anyone with some arcane sense as not-human. Dark powers might even treat her as demon. At the same time she is almost completely ignorant of the nature of the supernatural world and its workings.
Invoke: Ignoring intimidation, being buddies with dark creatures, asking forgiveness but not permission, making Sight users insane. (not always good things)
Compel: not knowing what (not) to do, trusting, lore, avoiding supernatural senses, making Sight users insane
Aunt's House in the Woods: Lily lived the majority of her admittedly short life in her aunt's house at the Great Smoky Mountains, Tenesee, well away from the "corruption" of modern life, learning the benefits of healthy living, hard work and little things in life. She's way more healthy physically and mentally than most city dwellers but does not go well with most modern appliances either. She still has said house to remember her aunt by.
Invoke: strength and endurance, determination, survival, resisting temptation
Compel: using modern appliances, urban navigation, fitting in, seizing the moment
Out of the Circle, Into the Fire: Lily registers as a demon to certain magics. She often attracts the attention of summoners and dark creatures, and they sometimes try to ask for favors or make pacts with her. And while her considerable abilities would allow her to fulfill many of these favors, Lily insists she is not a demon. Hilarity invaiably ensues.
Invoke: influencing or making deals with summoners, warlocks and creatures interested in demonic power.
Compel: spurned warlocks, curious 'real' demons and alarmed champions of faith causing trouble. They're funny like that.
Cloak of Trouble: Lily wears this cool-looking, occasionally glowing heavy black coat with the strange runes on the inside. Keeping it to remember her aunt by and prevent it from being used for evil purposes, she occasionally draws power from it while trying to help. It (allegedly) belongs to her after all.
Invoke: Using it as an item of power, protective clothing, looking cool.
Compel: Debts from its use, blending in.
Good Intentions, Paved Roads: Lily wants to help. She always wants to do the right thing. Unfortunately, she is often impulsive and doesn't think before she acts.
Invoke: convincing people she wants to help, resisting temptation
Compel: not thinking things through, convincing people she is competent
Not On My Watch!: After several altercations and a showdown with power-hungry wizards, she hates their power-grabbing guts. She will oppose their plans on sheer principle. She finds non-human supernaturals more honest (even when evil) and has some trouble trusting the good human wizards out there.
Invoke: fighting mortal black magic, seeing through wizard deception
Compel: not trusting the white council, believing supernaturals



Background: Where did you come from?
Genetics are overrated; biological ancestry might make you what you are but real parents will make you who you are. Or that is what Lily's aunt Amaya always said. A herbalist in her golden years that had retreated in the less civilized parts of Tenessee and taken up farming of all things, she raised up Lily to believe in hard work, healthy living and helping others. Lily's parents were never discussed; at an early age Lily realised that was a sore subject for her beloved Auntie A. and did not bring it up. After all, nobody had come looking for her in all those years and the old woman had the burden of raising her so late in life. Either her parents were dead -and if they were, reminding Auntie A of her lost sister was a no no- or worse, they did not care. And the old woman loved her; why mess up a good thing? Six years learning why people needed help at Auntie A's side as she dispensed herbs and advice to other country houses, ten years doing her best to make the burden of farm work lighter. All in all, sixteen years well spent. Who needed more?
Phase Aspect: Aunt's House in the Woods.


Rising Conflict: What shaped you?
The past catches up to you. Especially if it is ugly and you're running from it. Lily's quiet life in the woods ended only days short of her sixteenth birthday when one cold winter night she got out the front door to check the water pipes for freezing and somehow found herself standing in an even colder basement, in the middle of a circle of chalk and candles and with a crazy robed man claiming she were a demon and he had summoned her. The man was short, thin and hungry-looking under his robes and Lily felt pity for him, despite his maniacal demands to do his bidding and smite his enemies with the "nightmares from beyond". But things got infinitely worse when Auntie A. appeared, dressed in an even wierder, seamless black coat with long sleeves and a hood and a murderous expression on her face. Her aunt was an aging woman and until that night Lily would never describe her as scary. And just like that, the scrawny, pathetic man transformed upon seeing her, from someone Lily pitied to something terrible. Words were exchanged between them-they knew eachother. And when words did not suffice, bolts of flame and darkness right out of a nightmare or her aunt's horror stories told by the fire when she was a little girl. The cold basement was ruined, broken, but they still fought until part of the roof collapsed and fell on Auntie A. Lily's mind went numb. She ran out of the circle, not even registering the unseen pressure that tried but failed to bar her passage. She barely heard the man's chant and the second attempt to contain her. And she didn't see her clawed hands that tore the man apart and threw his pieces into the roaring fire.
When the shock had passed days later, she found herself in the woods, before a small mound of rocks and soil six feet long and half as wide, the charred remains of her clothing still clinging to her body. The only thing left of Auntie A was her strange coat, as unscathed by the ordeal as Lily's skin.
Phase Aspect: Out of the Circle, Into the Fire


The Story: What was your first adventure?
Her aunt's sacrifice so she could live shamed Lily but what really haunted her was her own transformation. And while her shame almost stopped her, in the end she had to know. Searching her aunt's things and diaries yielded some facts: her aunt became a farmer to escape something. The heavy coat was magic and it belonged to Lily's unknown mother and now to Lily herself. And Lily? Auntie A knew of her powers -though her diaries gave no details- and she had taken her along to "protect her soul". Following the scant clues, with several hard-to-read diaries in one hand and a magic coat on the other, Lily left the Great Smoky Mountains behind and headed for Virginia. On the way she experimented and learned to manipulate her innate abilities to enhance her physical self but it was not until she encountered yet another robed man that she learned what the coat did -besides keeping her warm and cosy- and why they wanted it; it offered magic, power. The man retreated then but days later she was assaulted in her motel room and for the first time drew from that power to defend herself. The warlock -for that's what he had been- she forced in retreat. The motel she did not manage to save as her frantic attempts drew far too much power for her to control; she learned of the price of power and what evil or ignorant people could do with it. Lily decided to keep it out of their hands and, if she could manage it, put it to good use.
Phase Aspect:Coat of Trouble


Guest Starring...
When a dark cabal sacrificing supernatural creatures to drain their power is uncovered in Virginia, Lily Young interferes and attempts to help the captives. But what happens when Lily plays right into a warlock's grasp and foils another rescuer's plans?
Phase Aspect: Good Intentions, Paved Roads


Guest Starring Redux
When Lily follows the tracks left by a powerful warlock back to the city of London, she stumbles into an entire cabal of dark mages... and the wizards that try to stop them. But will Lily cooperate with the White Council to put an end to that threat or will her mistrust of wizards give victory to the warlocks?
Phase Aspect: Not On My Watch!


SKILLS
Superb (+5)  Conviction
Great (+4)    Discipline, Fists, Athletics
Good (+3)    Might, Endurance, Lore
Fair (+2)      Rapport, Alertness, Empathy
Average (+1) Survival, Crafting, Resources

STUNS & POWERS

[-1] Item of Power (sponsored magic, one-time discount)
[+0] Unnatural Constitution (as per wizard's)
[-3] Evocation
[+1] Average Jane
[-6] Modular Ability (form follows function catch is wounds from holy objects, stacked with warding magic for immunity)
Total Refresh Adjustment: -9


80
DFRPG / Swords of the Cross?
« on: June 10, 2010, 06:32:22 AM »
One of the things that bugs me is the writeup for the swords of the cross. OK, they can negate toughness abilities. They're also slightly enhanced swords. Problem is, they don't really even the playing field; a superstrong enemy could make a Knight go splat with weapon 7 attacks (+4 for strength abilities, +3 or weapon modifier). A wizard could do the same with magic. A superfast opponent still gets the dodge bonus and could move in a zone, hit and move away a zone, forcing the Knight to take penalties to follow up. The Swords don't even help against supernatural mental attacks lik Domination or Incite Emotion.
And a dragon? They can fly over the landbound Knight and burn them to death with their breath weapon.

81
DFRPG / My take on Ferrovax.
« on: June 10, 2010, 06:19:07 AM »
Maybe it's my decade-long brush with DnD and the 3.5 edition's attempt to stat everything. Or maybe it's the human nature to categorize and analyze everything, enhanced by my studies in physics. Whatever it is, I dislike statless things. Unless something is truly omnipotent, it can be statted. After all, if you can assign stats to an explosion that obliterates a solar system IRL, a semi-divine being powerful enough to match an entire country seems miniscule by comparison.

So here's my attempt to stat Ferrovax. We don't know too much about him, true. But we do know the following;
a) He's a dragon, so he breathes fire, has claws and flies. We also can guess the general shape of his true form.
b) His physical form is so vast and overwhelmingly powerful that it would shatter mortal buildings and minds alike.
c) He's a shape-shifter that can at least take human form, most probably other forms too.
d) He has powerful thematically appropriate magical powers. And by powerful, I mean that a casual word can take out the average wizard.
e) He is several thousand years old, comparable at least to some of the old pagan gods.
f) He's powerful enough that Mab would not want to take him on, at least not in a fair fight. So he matches the entire White Council, perhaps more.

From that, here are the stats I came up with. I think they work to acheive the above points, more or less. He can get 16 to 18 shift spells easily, can use spells without mental stress if he taps on the power of his nature, could make up to 90 shift effects he gave everything-if his debt limit is assumed to be equal to his refresh expenditure (a good baseline). Physically, he can flatten a house with a single blow in a bad roll or burn down a skyscraper with his dragonfire. And unless you use at least cruise missiles or senior-council level attacks, you won't even scratch him. And as with most writeups of powerful beings, this is the minimum refresh for what he can do:

Quote
FERROVAX, ELDER DRAGON

High Concept: Fire-breathing lizard demigod
Trouble: The World Passes Me By
Aspects: Older Than Dirt, Pride Goes Before Everything, Polite But Deadly, Divine Mandate

SKILLS:

+8: Might, Conviction, Lore
+7: Discipline, Endurance, Presence
+6: Awareness, Intimidation, Weapons
+5: Resources, Scholarship, Performance
+4: Athletics, Deceit, Contacts
+3: Fists, Empathy, Craftsmanship
+2: Rapport, Survival, Stealth
+1: Driving, Guns, Burglary
(108 pts)

POWERS:


Human Guise [+0]
True Shapeshifting [-4]
Modular Points [-2] When Ferrovax shapeshifts, he may wish to change his wings, might, recovery, speed, size and claws into something else. He effectively has 32 form points. His most usual set of abilities is detailed below.
Wings [-1]
Mythic Might [-6]
Mythic Recovery [-6]
Supernatural Speed [-4]
Titanic Size [-12] Ferrovax takes six whole zones in his true form. He gets the bonuses (and penalties) of hulking size x6.
Car-sized Claws [-3] Ferrovax's claws are weapon 6, in addition to any Might bonuses. Use Weapons instead of fists.
Supernatural Senses [-2] Ferrovax can see the flow of magic, see in the infrared and ultraviolet spectrum, can see spirits and other immaterial beings, can scent as well as the most sensitive animal and both his normal vision and hearing are four times as strong; divide distances from the sources of sounds or sights by 4 to adjudicate whether Ferrovax can hear them.
Godly Toughness [-8]  Ferrovax isn't invulnerable; he merely has armor 1 and divides physical stress by 10 before that armor is applied.
Ancient Intellect [-6] as Mythic Toughness but for Mental stress.
Sponsored Magic: Draconic [-6] Ferrovax can use Draconic magic of his own. Treat as equivalent to Soulfire with the addition that Ferrovax is his own sponsor; debt accrued is beholden to his own nature.
Refinement [-30] +9 to all dragon magic rolls (offence, defense, power, control, complexity, lore). While this works as focus bonuses, Ferrovax doesn't actually need focus items. If he wants to craft enchanted items for whatever reason, he can willingly reduce this bonus to get the equivalent slots.
Presence Overwhelming [-30] The presence of Ferrovax in his true form is so spiritually overwhelming it might crush mortal minds. Up to a distance of two zones from him and to any creature that observes him or links with him via magic, this ability applies; every round on a creature's turn roll discipline vs Ferrovax's Presence. If it fails, it takes the margin as mental stress. If the stress dealt penetrates the creature's armor vs mental attacks (if any) the creature can take no actions for that turn.
Dragonfire [22] At the cost of 1 physical stress (Godly Toughness does not apply), Ferrovax can do a Weapon 20 attack against a zone using his Endurance bonus of +7. By reducing the Weapon rating by 2X he can attack X additional zones. By reducing the Weapon rating by 10, he can waive the stress cost.

Total Refresh -142

P: OOOOOOOOOOOOOOOO M: OOOO(OOOOOO) S: OOOO


82
DFRPG / Thoughts/questions/houserules on rules extremes.
« on: June 08, 2010, 12:17:33 AM »
OK, here's an assortment of questions/rules situations I have come up with after using the rules for a few days or so. They mostly concern extreme, impressive or otherwise cool stuff;


One-hit-kills
A good sniper aiming at a target from half a mile away is an interesting situation. We have a weapon 3 attack at skill +3, in my sights +2, a sniper aspect +2 (snipers rarely get to shoot more than 1/day so they should spend their fate pts), and the target's active defenses are at mediocre (+0). Assuming equally lucky rolls, that is 10 shifts of damage. Assuming best roll for sniper and worst roll for defender (a 1 in 65536 chance), that's 18 shifts of damage. The problem here is that if the target is a PC or equivalent (say, Harry Dresden), there is no way one can kill them with a sniper rifle; without extreme consequences they'd need 17 stress to KO, with the extreme consequence they'd need 26 stress. Even if the attacker is Kincaid (superb skill) and uses three aspects, the PC only dies in the worst possible roll.
How would you adjudicate a sniper vs PCs? A sniper PC vs an important antagonist?

Armor vs light weapons
You have this very tough demon guy(armor 2-3). He won't be undamaged by a grenade or a high-powered rifle but he would laugh off light weapons. Then comes a little girl and smacks him bare-handed from behind. He is surprised so mediocre defense and the girl with fists 2 rolls well for a great result. Suddenly the bullet-proof demon takes stress from being hit. By a girl.
In short, light weapons-especially human fists, a tiny knife or a BB gun-doing damage vs armored targets does not make much sense. How would you fix that? Does it need fixing?

Death Curse strength
Flavor-wise, a weak spellslinger would do a small curse. A more powerful spellslinger would do a significantly stronger curse. Rules-wise though, your curse is a one-action ritual with complexity equal to all your consequences (tagged or inflicted) plus your Lore. That's 40 shifts for the weakest practitioner, 50 shifts for someone like the Merlin. 40 shifts obliterate just about any mortal outright, and most non-mortals. 50 shifts do the same on 5 zones at once. Shouldn't there be a bigger difference between the two, especially at the low end? As is, it is almost impossible to avoid even a minor death curse. (Unless you're Cowl)

Massive Area Spells
Most effects progress at a +1 means double the strength or even +2 means plus one order of magnitude. I.e. conjured object size, lifting weight, weapons equivalent to a certain weapon rating, strength of enchanted items and so on. Time has a similar scale. So it is doable to blast apart something really tough (see below) or engineer a curse lasting for generations.
Area of Effect on the other hand is pretty linear. 2 shifts for 1 extra zone. This means it is almost impossible to cause damage or effects on a more than building-sized area. Even a strong ritual prepared for a day or two and with some aid (about 40 shifts) could at best blast 15 zones for a strong effect. So how do effects like hexing an entire city, causing a volcano to erupt, killing two hundred enemy minons in one blow, killing non-necromancers within a mile and so on work?

Taking out buildings
That was one of the first things that came to mind. How do you adjudicate intentionally taking down buildings and barriers? One rules-relevant way I thought of was this: Take the building's weight and/or size. Calculate the Might level to lift/move that weight (I believe +1 might means twice as heavy weight, right?). Applying force equal to its own weight on the average building would make it collapse, if slowly. +1 for heavily built buildings and those that can handle massive weights or earthquakes, +2 for unfortified metal or fortified concrete, +4 for unusually resilient buildings like nuclear bunkers, the pyramids, very large dams and Arctis Tor. That's the roll you need to take down the building either with might or with appropriately humongous damage. Buildings do not have a defense (unless warded) but don't take extra shifts of damage for high success rolls either. Shifts for taking out well-known buildings in one blow according to this:
Brick House: 11 shifts
200 m skyscraper: 16 shifts
The Empire State Building: 22 shifts
Hoover Dam: 28 shifts
Do note that buildings won't be considerably damaged by minor effects. If you want to adjudicate repeated blows, give them a stress track equal to half the shifts (round up) and armor equal to what remains. A house won't be damaged much by less than Weapons 5, a skyscraper by less than weapons 8 and the Hoover Dam by less than weapons 14. Damage still happens but not enough to threaten the building's integrity in a reasonable number of blows.




Custom Powers (please critique)

Multispell [-2]
Requirement: refinement 5
Benefit: when targeting multiple enemies with magic, either keep your full success roll and spread shifts for effect strength, or keep effect strength and spread your success roll. You're effectively casting one effect of undiluted strength and attempt to hit all targets by shifting the power to arc through them or divide the power and cast a smaller effect multiple times.

Greater Multispell [-2]
Requirement: Multispell
Benefit: when targeting multiple enemies with magic and spreading the shifts for effect, you may affect some targets differently than others. Make a control roll against the total power of the spell -1 for every target you want to affect differently. If successful, you can channel the energy into other effects as you cast. I.e. you call up 8 shifts of power at control +10 and successfully cast. You divide evenly on 4 targets for a weapon 2 effect but you decide you want to blast two normally, inflict an aspect on the third and use a block against the last. You roll again at control 8 (-2 for 2 additional effects) and succeed. The final effect of your magic is 2 blasts at weapon 2, a minor block at strength 2 and the "off-balance" aspect on the last target.
Effectively, you are using energy for one big spell to cast multiple minor magics.

Extended Reserves [-1]
Requirement: Superb conviction, High Aspect involving magic.
Benefit: You have one additional minor mental or hunger consequence. You can only use up this consequence to fuel the use of powers needing mental stress expenditure within one scene, usually Evocation magic.
Special: You can take this ability up to 4 times. You can only take one such consequence per spell. However, those consequences are tagged or compelled as one; if you have taken three of them to keep casting magic, an enemy compelling would get a +6 against you. Effectively, you are learning to draw deeper on your own reserves, pushing your mind at the cost of greater fatigue.

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