[@Kalas] Alright, my Co GM mentioned a few things that I agree with. Mainly stuff about the phantoms: [quote]I would prefer the illusions to be semi-autonomous and able to follow simple commands as opposed to acting independently. The complexity of commands they can follow drops exponentially with each summon. So one phantom could probably manage "Follow that person" but with 3 they would be limited to "walk forward" or "punch that"‏ if the phantoms are able to cause physical damage, they should require Fletcher's physical energy the same way they use his mental energy. Fletcher's kinetic potential energy is sapped into the phantoms for their use, and is distributed more thinly the more phantoms there are. He becomes more susceptible to attacks this way (as he has less inertia or whatever the proper term is) and they're also not capable of delivering tons of damage. The Phantoms should be kept on the weaker end of things‏ [/quote] Also, I think the system you made for measuring hits is a bit... unnecessary and can be simplified. Another Co-GM brought up a few other issues. He doesn't think willpower is a weakness, and wants to see more weaknesses applied to the ability to create weapons.