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<blockquote data-quote="Rybaer" data-source="post: 1681412" data-attributes="member: 118"><p>Now, as for the use of Affects Others extra...</p><p></p><p>I forgot to look any of this up before leaving home this afternoon, but Velmont's post covered most of the pertinent bits. I think this starts to fall into the realm of GM's interpretation and game balance. For example, if Granite were to ask to use extra effort/hero point to temporarily get the Affect Others extra and grant all of the group members Body of Stone, I'd immediately have to say "no" - partly as it's too powerful, and mostly because it's not fitting in the character concept.</p><p></p><p>Now, Fate is a spellcaster, so use of his powers on others becomes a bit more realistic. The trick is in allowing coolness and flexibility within the character concept, yet setting boundaries that everyone can work with. Unfortunately, the system has so many options that creating such a list would be unwieldy at best.</p><p></p><p>My interpretation of the rules for extra effort/Affect Others is that Fate could extend his Insubstantial power to up to 8 others. The act of doing so (casting the spell) requires extra effort/hero point and all the intended targets must be within range of his spell at the time of casting. The concentration/1hr duration then applies to those under the influence of the spell...not to how long Fate can keep casting the spell with that extra.</p><p></p><p>I could probably be talked into allowing a spontaneous variant that would allow Fate to continue to add or drop people from Insubstantial. Say Fate casts the spell with extra effort/hero point. Anyone in contact with him can join the spell. For the 1 hr duration, he can add or drop people from the spell, but to be Insubstantial they must remain in "contact" with him at all times. Furthermore, Fate must expend a half action each round to maintain the effect while someone else is sharing the power.</p><p></p><p>This allows more power and flexibility at the price of some restrictions.</p><p></p><p>Thoughts? Opinions?</p></blockquote><p></p>
[QUOTE="Rybaer, post: 1681412, member: 118"] Now, as for the use of Affects Others extra... I forgot to look any of this up before leaving home this afternoon, but Velmont's post covered most of the pertinent bits. I think this starts to fall into the realm of GM's interpretation and game balance. For example, if Granite were to ask to use extra effort/hero point to temporarily get the Affect Others extra and grant all of the group members Body of Stone, I'd immediately have to say "no" - partly as it's too powerful, and mostly because it's not fitting in the character concept. Now, Fate is a spellcaster, so use of his powers on others becomes a bit more realistic. The trick is in allowing coolness and flexibility within the character concept, yet setting boundaries that everyone can work with. Unfortunately, the system has so many options that creating such a list would be unwieldy at best. My interpretation of the rules for extra effort/Affect Others is that Fate could extend his Insubstantial power to up to 8 others. The act of doing so (casting the spell) requires extra effort/hero point and all the intended targets must be within range of his spell at the time of casting. The concentration/1hr duration then applies to those under the influence of the spell...not to how long Fate can keep casting the spell with that extra. I could probably be talked into allowing a spontaneous variant that would allow Fate to continue to add or drop people from Insubstantial. Say Fate casts the spell with extra effort/hero point. Anyone in contact with him can join the spell. For the 1 hr duration, he can add or drop people from the spell, but to be Insubstantial they must remain in "contact" with him at all times. Furthermore, Fate must expend a half action each round to maintain the effect while someone else is sharing the power. This allows more power and flexibility at the price of some restrictions. Thoughts? Opinions? [/QUOTE]
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