I've seen lots of cool discussion thus far about Evocation and Thaumaturgy, but I'm a lot less clear on how other powers work in the new cost framework. Here are a couple of specific questions:
1) I think I've seen various references to enhanced strength (or toughness, etc) that have different associated adjectives and costs (Inhuman -2, Supernatural -4, though those might just be different development versions of the powers). I'm curious what those powers do for you, and what kind of reasoning goes into costing them.
2) To what extent are powers that could be instantiated as magic, but aren't nearly as broad, covered, and how are they costed? That is, suppose I have the ability to mold stone with my bare hands as some kind of gargoyle, or command swarms of insects and spread plague, but not just "do anything". I'm curious if the game provides sort of a "mutant power" feel alongside the "freeform magic" feel, and if so how it's costed. Perhaps the power would work like the equivalent evocation, but you get major restrictions on scope, and bonuses to power level, at a given refresh cost? It seems like it'd be nice to have maybe simpler but potent powers that don't pressure you into skill choices the way magic does, I guess... Anyway, I'm curious to know what direction you took such things, if any.
3) Can you talk a bit about the costing intuition behind non-negative costed powers? +0 powers I think are pretty straightforward -- that's something that alters the character mechanically, but not in a way that is advantageous or disadvantageous on average. But I have a little more trouble wrapping my head around straight up flaws -- how do you decide how many fate points a player would need to receive to justify a flaw? Why allow it over an aspect that gives the player fate points exactly as often as it inhibits them?
Thanks!
(I am blind with excitement about this game.)
-John