Constructing Powers
The first time you construct a Power, it will be very helpful to do so with the GM.
There is a lot of freedom to construct a starting Power for your character. Nearly any sort of magic or superpower can be approximated by a Power. Note that starting Powers will be Rank 2 so may not manifest their full potential initially. This striving to unlock power, though, is a main motivation for many characters.
Constructing a Power is an organic process rather than a linear one. Feel free to begin at any of the aspects below, then move to another aspect to help refine the previous choices. If you have a rough idea of some aspect of the power (such as basing it on a power of a fictional character), start there. Ultimately, the name of a Power should summarize all of the aspects that make it up.
- Choose an Power Category. This represents one of the six broad types of Powers found in the setting.
- Choose a Technology, either Ethertech or Solartech. This choice will determine the max Rank of the Power. The choice of technology may be guided by other character traits, such as Faction.
- Choose whether the Power is accessed through an Item (they wear, carry, or use), Infused (into the PC’s body), or a Bonded Companion creature. If the Power is Solartech, it will always be an Item. This is the Power’s Gateway.
- Create a Description for the Power, just a few words or single sentence describing what the Power does.
- Name the Power based on the combination of previous choices. Ultimately, the name of a Power will summarize all of the aspects that make it up.
