Editing Opend20: Contructing Powers

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The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank.  For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers ''most likely'' to be used in the campaign.  Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.
 
The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank.  For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers ''most likely'' to be used in the campaign.  Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.
  
The list of verbs and nouns is likewise not exhaustive.  In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category.  In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).
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A final note would be that the list of verbs and nouns is likewise not exhaustive.  In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category.  In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).
 
 
It is assumed that the nature of Powers is derived from some sort of quantum state of reality - that is, observation and belief have a strong effect on the accessibility of Powers.  In a setting where most people are unaware of magic, there are no pre-conceived notions about it and so Powers are more mutable; consequently DCs would be lowered.  In a setting where people actively disbelieved in magic (a modern world setting, for instance), then Powers would be much harder to access and consequently DCs would be higher. An order of magnitude is considered to be worth a DC change of 5 points either way - it is up to the GM or the campaign designer to determine what constitutes an order of magnitude.
 
 
 
Similarly, noun-forms which are frequently observered or thought about attract the same kind of cosmic attention.  In an arctic setting, ice is frequently thought about, so it is becomes harder to effect - players trying to alter ice using the ''Water'' form would have great difficulty.  It might be that they would need to use an ''Ice'' form.  Characters using ''Ice'' in a non-arctic setting, where Ice is less often thought about, might find that their Powers were relatively enhanced (by way of compensation).
 
 
 
Finally, the general assumptions and preconceived notions about particular noun-forms will limit the direction in which Powers can act.  In a modern world setting, people don't believe that Lead can be turned into Gold, so consequently it would be that much harder to do.
 
  
  

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