A sponsor should affect what magic you can create - it's just up to the players to make it so. Like most narrative related mechanics.
So, is anyone willing to help me test Flurry?
Given how many words have been spent calling it broken, shouldn't someone be willing to try and prove it?
I'm not certain we were discussing Flurry specifically - it's why I clarified my statement to:
Multiple effective actions in one turn is overpowered.
You could presumably limit them so much they aren't very effective but then why bother?
If Flurry can only use the two "Enhanced" attack modifiers it looks more like it's in the 'why bother' category. If I have interpreted correctly, it's probably never going to be worth giving yourself a mental consequence to hit for one extra physical stress in an exchange.
On the other hand, if you can add Holy Strike you do 7 extra stress at a cost of 8 mental. Add Piercing Attack and you're doing 12 extra stress (assuming everyone has Armor:1 it's 17 more if you make it Armor:2) for a cost of 11 mental stress. Add Whirlwind Attack and you'll do that 12 or 17 extra physical stress to everyone in the zone for 14 mental stress. Do note, that's extra stress - a Claws opponent is doing 3-5 per exchange depending on armor. Ms Flurry is doing that 3-5 plus the listed extra.
So it goes from worthless to near take out to OMG you wiped a zone!
Which is why I'll repeat:
Multiple effective actions in one turn is overpowered. Edit: Also have to say the +X mental stress cost seems overly complex. I used a spreadsheet to calculate the numbers above. Not going to pull up Calc in a game.