Dynamic Powers represents control over a minor element, ideology, natural phenomenon, or sphere of influence. The amount of control increases with the Level of this attribute.
Examples of minor categories that the character can control are: a classical element (water, fire, earth, wind), 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, the character could have minor control over a descriptive concept like "never being late", "always having the right amount of money", "people laugh with me, never at me", "always have the right outfit for the situation", etc.
Dynamic Powers needs to be discussed with the Game Master to determine the effects and limitations in their game.
For more details on the applications of Dynamic Powers, please refer to page 259 (130 in BESM Naked). The section labeled Level Guidelines under Dynamic Powers Vs. Power Flux gives a brief example on how to use Dynamic Powers in a more concrete way.
Custom Enhancements: Major Category, Primal Category (counts as 2 Enhancements)
See Also[]
- Power Flux
- Power Variation
- Dynamic Powers vs. Power Flux section on page 259 (130 in BESM Naked)