DYNAMIC POWERS
Attribute Cost: 10 Points/Level
Relevant Stat: Variable
Dynamic Powers represents extensive control over a minor element, ideology, natural phenomenon, or sphere of influence. At low Levels, the character is an initiate, and can only effect small changes in the Attribute’s influence. At high Levels, the character holds mastery over a particular realm, and has an intimate understanding of all things relating to the Attribute sphere. Examples of minor categories over which the character has control include: a classical element (water, fire, wind, earth), a limited concept or idea (lust, protection, charm, pride), a minor aspect of nature (temperature, friction, insects, sunlight, clouds, orbits, sea creatures), or a limited sphere of influence (keys, silence, cats, writing, guns, a small locality, nutrition). Alternatively, rather than influencing a simple sphere of influence, the character might have minor control over a more descriptive realm such as “never being late”, “always having the right amount of money”, “people laugh with me, never at me”, “always having the right outfit for the right situation”, etc. While these event spheres are limited in scope, they also cross all Attribute boundaries when appropriate.
If the character makes a successful Stat roll (as determined by the GM; see Chapter 9: Action), they can manipulate aspects of the chosen area of influence. Since this is a story-driven Attribute, there are few definitive rules regarding what a character can and cannot do with a particular Attribute Level, with the Level progression being primarily descriptive in nature. This is a very open-ended Attribute and should be discussed with the GM at length to determine the effects and limitations in their game. It is for advanced players and Game Masters only. Proper use of Dynamic Powers will not unbalance the game, but rather can provide many opportunities for character innovation. In general, the effect can vary depending on the need of the story and emotional intensity of the situation. Dynamic Powers should only be taken in campaigns where the GM is comfortable with a story-driven approach to the handling of powers. Game Masters who do not wish to adjudicate Dynamic Powers are free to prohibit it, or restrict it to a very low Level. Players and GMs who desire a more rigid (in terms of cost and effect) but still highly flexible Attribute should take the Power Flux Attribute (page 113). This will allow a character to produce similar dynamic effects within a specific game mechanical constraints.
ENHANCEMENTS
MAJOR CATEGORY
The character’s influence extends to a major or large category that has a significant impact on the game instead of just a minor one. Examples include: a broad concept or idea (love, communication, travel, strength), a major aspect of nature (weather, magnetism, gravity, electricity, animals), or a broad sphere of influence (cities, computer data, health, necromancy, truth, manufacturing, fertility, weapons, drugs, shapeshifting).
PRIMAL CATEGORY
Counts as 2 Enhancements (Attribute effectiveness reduced by 2 Levels). The character’s influence extends to a primal or universal category that has an extreme impact on the game instead of just a minor one. Examples include core concepts and primary spheres of influence such as Time, War, Death, Life, Earth, Stars, Thought, Magic, Force, Math, Self, Law, Chaos, Heaven, Hell, Dimensions, Dreams, and others.
- Level 1 The character exerts minimal control over their specific area
- Level 2 The character exerts minor control over their specific area
- Level 3 The character exerts moderate control over their specific area
- Level 4 The character exerts good control over their specific area
- Level 5 The character exerts significant control over their specific area
- Level 6 The character exerts major control over their specific area