Creating Powers

Overview

Costs of Powered Abilities

Homebrewing Powers

  • Think about your Tags.

  • Think about progression: What do you get on level up, what every third.

Resources

Typically, Powers are stronger than regular Skills. That’s why you generally want to make them more costly to use. Think about what a player must sacrifice to use their Powered Abilities. 

It is advised to use Focus as the main cost of Powered Abilities, because Focus is already tied to character creation and designed to be fun to spend and gain. But alternatives are available: you can use Endurance for a more high-risk experience or create a new resource specifically for this Power. 

You can also use Requirements as a sort of cost for Powered Abilities. In this case, that Powered Ability could only be activated when certain conditions are met. For example: you can only use the Powered Ability “Extinguish Fire”, if something is actually on fire. If that is the case, I advice using the Tag System to create clarity for you and your players on when you can and cannot use a Powered Ability.

In order for players to easily understand and track their Powers, I advise focusing on a single resource as cost for Powered Abilities.

Action Economy

During Adrenaline Situations, your players can freely mix Major Actions and Minor Actions. There’s also Triggered Actions if certain conditions are fulfilled. Do your Powered Abilities utilise all of them? Or is your power reliant on a single one? 

Perhaps your Power does not work during Adrenaline Situations at all! 

Breather

When does your player replenish their resources?

Levelling for Powers

Each Power determines for itself how often and how much access you get to Powered Abilities. 

Head-start.

Every third level, get extra.